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260 lines
6.1 KiB
C++
260 lines
6.1 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 "../Markers/HeroExchange.h"
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#include "../Markers/ArmyUpgrade.h"
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#include "GatherArmyBehavior.h"
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#include "../AIUtility.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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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
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{
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Goals::TGoalVec tasks;
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auto heroes = 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->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN
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&& hero->getArmyStrength() >= 300)
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{
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vstd::concatenate(tasks, deliverArmyToHero(hero));
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}
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}
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auto towns = cb->getTownsInfo();
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for(const CGTownInstance * town : towns)
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{
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vstd::concatenate(tasks, upgradeArmy(town));
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(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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#if AI_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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if(ai->nullkiller->isHeroLocked(hero))
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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return tasks;
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}
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auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
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#if AI_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 AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(path.containsHero(hero)) continue;
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if AI_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->nullkiller->arePathHeroesLocked(path))
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{
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#if AI_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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float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
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// avoid transferring very small amount of army
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if(armyValue < 0.1f)
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{
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#if AI_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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if(armyValue > 1)
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{
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#if AI_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 AI_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->name,
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path.targetHero->name,
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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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composition.addNext(exchangePath);
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auto blockedAction = path.getFirstBlockedAction();
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if(blockedAction)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Action is blocked. Considering decomposition.");
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#endif
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composition.addNext(blockedAction->decompose(path.targetHero));
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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 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->nullkiller->getFreeResources();
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#if AI_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->nullkiller->pathfinder->getPathInfo(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("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 AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(upgrader->visitingHero != path.targetHero)
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{
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#if AI_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->nullkiller->arePathHeroesLocked(path))
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{
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#if AI_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 AI_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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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if AI_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->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
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continue;
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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 AI_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->name,
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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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ExecuteHeroChain newWay(path, upgrader);
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newWay.closestWayRatio = 1;
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tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
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}
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}
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return tasks;
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}
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