mirror of
https://github.com/vcmi/vcmi.git
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392 lines
9.6 KiB
C++
392 lines
9.6 KiB
C++
/*
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* GatherArmyBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/Composition.h"
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#include "../Goals/RecruitHero.h"
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#include "../Markers/HeroExchange.h"
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#include "../Markers/ArmyUpgrade.h"
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#include "GatherArmyBehavior.h"
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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namespace NKAI
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{
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using namespace Goals;
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std::string GatherArmyBehavior::toString() const
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{
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return "Gather army";
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}
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Goals::TGoalVec GatherArmyBehavior::decompose(const Nullkiller * ai) const
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{
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Goals::TGoalVec tasks;
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auto heroes = ai->cb->getHeroesInfo();
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if(heroes.empty())
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{
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return tasks;
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}
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for(const CGHeroInstance * hero : heroes)
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{
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if(ai->heroManager->getHeroRole(hero) == HeroRole::MAIN)
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{
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vstd::concatenate(tasks, deliverArmyToHero(ai, hero));
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}
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}
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auto towns = ai->cb->getTownsInfo();
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for(const CGTownInstance * town : towns)
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{
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vstd::concatenate(tasks, upgradeArmy(ai, town));
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = hero->visitablePos();
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auto targetHeroScore = ai->heroManager->evaluateHero(hero);
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Gather army found %d paths", paths.size());
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#endif
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for(const AIPath & path : paths)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
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#endif
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if(path.containsHero(hero))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Selfcontaining path. Ignore");
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#endif
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continue;
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}
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if(path.turn() > 0 && ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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if(ai->arePathHeroesLocked(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path because of locked hero");
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#endif
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continue;
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}
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HeroExchange heroExchange(hero, path);
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uint64_t armyValue = heroExchange.getReinforcementArmyStrength(ai);
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float armyRatio = (float)armyValue / hero->getArmyStrength();
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// avoid transferring very small amount of army
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if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Army value is too small.");
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#endif
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continue;
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}
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// avoid trying to move bigger army to the weaker one.
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bool hasOtherMainInPath = false;
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for(auto node : path.nodes)
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{
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if(!node.targetHero) continue;
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auto heroRole = ai->heroManager->getHeroRole(node.targetHero);
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if(heroRole == HeroRole::MAIN)
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{
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auto score = ai->heroManager->evaluateHero(node.targetHero);
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if(score >= targetHeroScore)
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{
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hasOtherMainInPath = true;
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break;
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}
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}
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}
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if(hasOtherMainInPath)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Army value is too large.");
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#endif
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continue;
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}
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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hero->getObjectName(),
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path.targetHero->getObjectName(),
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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Composition composition;
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ExecuteHeroChain exchangePath(path, hero);
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exchangePath.closestWayRatio = 1;
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composition.addNext(heroExchange);
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if(hero->inTownGarrison && path.turn() == 0)
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{
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auto lockReason = ai->getHeroLockedReason(hero);
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if(path.targetHero->visitedTown == hero->visitedTown)
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{
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composition.addNextSequence({
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sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
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}
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else
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{
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composition.addNextSequence({
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sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
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sptr(exchangePath),
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sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
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}
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}
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else
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{
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composition.addNext(exchangePath);
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}
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auto blockedAction = path.getFirstBlockedAction();
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if(blockedAction)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Action is blocked. Considering decomposition.");
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#endif
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auto subGoal = blockedAction->decompose(ai, path.targetHero);
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if(subGoal->invalid())
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Path is invalid. Skipping");
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#endif
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continue;
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}
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composition.addNext(subGoal);
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}
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tasks.push_back(sptr(composition));
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}
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = upgrader->visitablePos();
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TResources availableResources = ai->getFreeResources();
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
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auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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bool hasMainAround = false;
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for(const AIPath & path : paths)
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{
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auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
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if(heroRole == HeroRole::MAIN && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
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hasMainAround = true;
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}
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for(int i = 0; i < paths.size(); i++)
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{
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auto & path = paths[i];
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auto visitGoal = goals[i];
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
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#endif
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if(visitGoal->invalid())
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Not valid way.");
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#endif
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continue;
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}
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if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Town has visiting hero.");
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#endif
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continue;
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}
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if(ai->arePathHeroesLocked(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path because of locked hero");
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#endif
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continue;
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}
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if(path.getFirstBlockedAction())
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{
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#if NKAI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
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if(heroRole == HeroRole::SCOUT
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&& ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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auto upgrade = ai->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
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if(!upgrader->garrisonHero
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&& (
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hasMainAround
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|| ai->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
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{
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ArmyUpgradeInfo armyToGetOrBuy;
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armyToGetOrBuy.addArmyToGet(
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ai->armyManager->getBestArmy(
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path.targetHero,
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path.heroArmy,
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upgrader->getUpperArmy()));
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armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
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armyToGetOrBuy.addArmyToBuy(
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ai->armyManager->toSlotInfo(
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ai->armyManager->getArmyAvailableToBuy(
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path.heroArmy,
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upgrader,
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ai->getFreeResources(),
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path.turn())));
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upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
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upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
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vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
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if(!upgrade.upgradeValue
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&& armyToGetOrBuy.upgradeValue > 20000
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&& ai->heroManager->canRecruitHero(upgrader)
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&& path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
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{
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for(auto hero : cb->getAvailableHeroes(upgrader))
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{
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auto scoutReinforcement = ai->armyManager->howManyReinforcementsCanBuy(hero, upgrader)
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+ ai->armyManager->howManyReinforcementsCanGet(hero, upgrader);
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if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
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&& ai->getFreeGold() >20000
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&& !ai->buildAnalyzer->isGoldPressureHigh())
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{
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Composition recruitHero;
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recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(upgrader, hero));
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}
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}
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}
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}
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
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#endif
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continue;
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}
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger);
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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upgrader->getObjectName(),
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path.targetHero->getObjectName(),
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
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}
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}
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return tasks;
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}
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}
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