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vcmi/AI/Nullkiller2/Behaviors/DefenceBehavior.cpp

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/*
* DefenceBehavior.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "DefenceBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../Engine/Nullkiller.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/Composition.h"
#include "../Goals/DismissHero.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/RecruitHero.h"
#include "../Markers/DefendTown.h"
namespace NK2AI
{
const float THREAT_IGNORE_RATIO = 2;
using namespace Goals;
std::string DefenceBehavior::toString() const
{
return "Defend towns";
}
Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * aiNk) const
{
Goals::TGoalVec tasks;
for(const auto town : aiNk->cc->getTownsInfo())
{
evaluateDefence(tasks, town, aiNk);
}
return tasks;
}
bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * aiNk, const std::vector<AIPath> & paths)
{
int dayOfWeek = aiNk->cc->getDate(Date::DAY_OF_WEEK);
for(const AIPath & path : paths)
{
bool threatIsWeak = path.getHeroStrength() / (float)threat.danger > THREAT_IGNORE_RATIO;
bool needToSaveGrowth = threat.turn == 0 && dayOfWeek == 7;
if(threatIsWeak && !needToSaveGrowth)
{
if((path.exchangeCount == 1 && path.turn() < threat.turn) || path.turn() < threat.turn - 1 || (path.turn() < threat.turn && threat.turn >= 2))
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can eliminate danger for town %s using path %s.", path.targetHero->getObjectName(), town->getObjectName(), path.toString()
);
#endif
return true;
}
}
}
return false;
}
void handleCounterAttack(
const CGTownInstance * town,
const HitMapInfo & threat,
const HitMapInfo & maximumDanger,
const Nullkiller * aiNk,
Goals::TGoalVec & tasks
)
{
if(threat.heroPtr.isVerified() && threat.turn <= 1 && (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
{
auto heroCapturingPaths = aiNk->pathfinder->getPathInfo(threat.heroPtr->visitablePos());
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, aiNk, threat.heroPtr.get());
for(int i = 0; i < heroCapturingPaths.size(); i++)
{
AIPath & path = heroCapturingPaths[i];
TSubgoal goal = goals[i];
if(!goal || goal->invalid() || !goal->isElementar())
continue;
Composition composition;
composition.addNext(DefendTown(town, threat, path, true)).addNext(goal);
tasks.push_back(Goals::sptr(composition));
}
}
}
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * aiNk)
{
if(aiNk->isHeroLocked(town->getGarrisonHero()))
{
logAi->trace("Hero %s in garrison of town %s is supposed to defend the town", town->getGarrisonHero()->getNameTranslated(), town->getNameTranslated());
return true;
}
if(!town->getVisitingHero())
{
if(aiNk->cc->getHeroCount(aiNk->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
{
logAi->trace("Extracting hero %s from garrison of town %s", town->getGarrisonHero()->getNameTranslated(), town->getNameTranslated());
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return false;
}
if(aiNk->heroManager->getHeroRoleOrDefaultInefficient(town->getGarrisonHero()) == HeroRole::MAIN)
{
auto armyDismissLimit = 1000;
auto heroToDismiss = aiNk->heroManager->findWeakHeroToDismiss(armyDismissLimit);
if(heroToDismiss)
{
tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
return false;
}
}
}
return false;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * aiNk) const
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
#endif
auto threatNode = aiNk->dangerHitMap->getObjectThreat(town);
std::vector<HitMapInfo> threats = aiNk->dangerHitMap->getTownThreats(town);
// TODO: Mircea: Why don't we check if there's any danger in threadNode? Maybe map is still unexplored and no danger
// or simply no one is around
threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
if(town->getGarrisonHero() && handleGarrisonHeroFromPreviousTurn(town, tasks, aiNk))
return;
if(!threatNode.fastestDanger.heroPtr.isVerified())
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("No threat found for town %s", town->getNameTranslated());
#endif
return;
}
const uint64_t reinforcement = aiNk->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
#endif
// TODO: Mircea: This won't have any money left because BuyArmyBehavior runs first and could have used all resources by now
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
}
auto paths = aiNk->pathfinder->getPathInfo(town->visitablePos());
for(auto & threat : threats)
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace(
"Town %s has threat %lld in %s turns, hero: %s",
town->getNameTranslated(),
threat.danger,
std::to_string(threat.turn),
threat.heroPtr.nameOrDefault()
);
#endif
handleCounterAttack(town, threat, threatNode.maximumDanger, aiNk, tasks);
if(isThreatUnderControl(town, threat, aiNk, paths))
continue;
evaluateRecruitingHero(tasks, threat, town, aiNk);
if(paths.empty())
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("No ways to defend town %s", town->getNameTranslated());
#endif
continue;
}
std::vector<int> pathsToDefend;
std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
AIPath * closestWay = nullptr;
for(int i = 0; i < paths.size(); i++)
{
auto & path = paths[i];
if(!closestWay || path.movementCost() < closestWay->movementCost())
closestWay = &path;
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
path.targetHero->getObjectName(),
path.getHeroStrength(),
std::to_string(path.turn()),
path.movementCost(),
path.toString()
);
#endif
auto townDefenseStrength = town->getGarrisonHero()
? town->getGarrisonHero()->getTotalStrength()
: (town->getVisitingHero() ? town->getVisitingHero()->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
if(town->getVisitingHero() && path.targetHero == town->getVisitingHero())
{
if(path.getHeroStrength() < townDefenseStrength)
continue;
}
else if(town->getGarrisonHero() && path.targetHero == town->getGarrisonHero())
{
if(path.getHeroStrength() < townDefenseStrength)
continue;
}
if(path.turn() <= threat.turn - 2)
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace(
"Defer defence of %s by %s because he has enough time to reach the town next turn", town->getObjectName(), path.targetHero->getObjectName()
);
#endif
defferedPaths[path.targetHero].push_back(i);
continue;
}
if(!path.targetHero->canBeMergedWith(*town))
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Can't merge armies of hero %s and town %s", path.targetHero->getObjectName(), town->getObjectName());
#endif
continue;
}
if(path.targetHero == town->getVisitingHero() && path.exchangeCount == 1)
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s", path.targetHero->getObjectName(), town->getObjectName());
#endif
// dismiss creatures we are not able to pick to be able to hide in garrison
if(town->getGarrisonHero() || town->getUpperArmy()->stacksCount() == 0 || path.targetHero->canBeMergedWith(*town)
|| (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
{
tasks.push_back(
Goals::sptr(
Composition()
.addNext(DefendTown(town, threat, path.targetHero))
.addNext(ExchangeSwapTownHeroes(town, town->getVisitingHero(), HeroLockedReason::DEFENCE))
)
);
}
continue;
}
// main without army and visiting scout with army, very specific case
if(town->getVisitingHero() && town->getUpperArmy()->stacksCount() == 0 && path.targetHero != town->getVisitingHero() && path.exchangeCount == 1
&& path.turn() == 0 && aiNk->heroManager->evaluateHero(path.targetHero) > aiNk->heroManager->evaluateHero(town->getVisitingHero())
&& 10 * path.targetHero->getTotalStrength() < town->getVisitingHero()->getTotalStrength())
{
path.heroArmy = town->getVisitingHero();
tasks.push_back(
Goals::sptr(
Composition()
.addNext(DefendTown(town, threat, path))
.addNextSequence(
{sptr(ExchangeSwapTownHeroes(town, town->getVisitingHero())),
sptr(ExecuteHeroChain(path, town)),
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))}
)
)
);
continue;
}
if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * aiNk->settings->getSafeAttackRatio() >= threat.danger))
{
if(aiNk->arePathHeroesLocked(path))
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s. Path is locked.", path.targetHero->getObjectName(), town->getObjectName());
#endif
continue;
}
pathsToDefend.push_back(i);
}
}
for(int i : pathsToDefend)
{
AIPath & path = paths[i];
for(int j : defferedPaths[path.targetHero])
{
AIPath & defferedPath = paths[j];
if(defferedPath.getHeroStrength() >= path.getHeroStrength() && defferedPath.turn() <= path.turn())
{
continue; // TODO: Mircea: Should it be break instead? Or continue for the outside loop?
}
}
Composition composition;
composition.addNext(DefendTown(town, threat, path));
TGoalVec sequence;
if(town->getGarrisonHero() && path.targetHero == town->getGarrisonHero() && path.exchangeCount == 1)
{
composition.addNext(ExchangeSwapTownHeroes(town, town->getGarrisonHero(), HeroLockedReason::DEFENCE));
tasks.push_back(Goals::sptr(composition));
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Locking hero %s in garrison of %s", town->getGarrisonHero()->getObjectName(), town->getObjectName());
#endif
continue;
}
if(town->getVisitingHero() && path.targetHero != town->getVisitingHero() && !path.containsHero(town->getVisitingHero()))
{
if(town->getGarrisonHero() && town->getGarrisonHero() != path.targetHero)
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero", path.targetHero->getObjectName(), town->getObjectName());
#endif
continue;
}
if(path.turn() == 0)
{
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->getVisitingHero())));
}
}
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s", path.targetHero->getObjectName(), town->getObjectName());
#endif
ExecuteHeroChain heroChain(path, town);
if(closestWay)
{
heroChain.closestWayRatio = closestWay->movementCost() / heroChain.getPath().movementCost();
}
sequence.push_back(sptr(heroChain));
composition.addNextSequence(sequence);
const auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(aiNk, path.targetHero);
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
#endif
if(subGoal->invalid())
{
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Path is invalid. Skipping");
#endif
continue;
}
composition.addNext(subGoal);
}
tasks.push_back(Goals::sptr(composition));
}
}
logAi->debug("Found %d tasks", tasks.size());
}
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * aiNk)
{
// TODO: Mircea: Shouldn't it be threat.turn < 1? How does the current one make sense?
if(threat.turn > 0 || town->getGarrisonHero() || town->getVisitingHero())
return;
// TODO: Mircea: Replace with aiNk->heroManager->canRecruitHero(town) but skip limit?
if(town->hasBuilt(BuildingID::TAVERN) && aiNk->cc->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
const auto heroesInTavern = aiNk->cc->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
// TODO: Mircea: Investigate if this logic might be off, as the attacker will most probably be more powerful than a tavern hero
// A new hero improves the defence strength of town's army if it has defence > 0 in primary skills
if(hero->getTotalStrength() < threat.danger)
continue;
bool heroAlreadyHiredInOtherTown = false;
for(const auto & task : tasks)
{
if(auto * const recruitGoal = dynamic_cast<Goals::RecruitHero *>(task.get()))
{
if(recruitGoal->getHero() == hero)
{
heroAlreadyHiredInOtherTown = true;
break;
}
}
}
if(heroAlreadyHiredInOtherTown)
continue;
auto myHeroes = aiNk->cc->getHeroesInfo();
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
#endif
bool needSwap = false;
const CGHeroInstance * heroToDismiss = nullptr;
if(town->getVisitingHero())
{
if(!town->getGarrisonHero())
needSwap = true;
else
{
if(town->getVisitingHero()->getArmyStrength() < town->getGarrisonHero()->getArmyStrength())
{
if(town->getVisitingHero()->getArmyStrength() >= hero->getArmyStrength())
continue;
heroToDismiss = town->getVisitingHero();
}
else if(town->getGarrisonHero()->getArmyStrength() >= hero->getArmyStrength())
continue;
else
{
needSwap = true;
heroToDismiss = town->getGarrisonHero();
}
}
// avoid dismissing one weak hero in order to recruit another.
// TODO: Mircea: Move to constant
if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
continue;
}
// TODO: Mircea: Check if it immediately dismisses after losing a castle, though that implies losing a hero too if present in the castle
else if(aiNk->heroManager->heroCapReached())
{
heroToDismiss = aiNk->heroManager->findWeakHeroToDismiss(hero->getArmyStrength(), town);
if(!heroToDismiss)
continue;
}
TGoalVec sequence;
Goals::Composition recruitHeroComposition;
if(needSwap)
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->getVisitingHero())));
if(heroToDismiss)
sequence.push_back(sptr(DismissHero(heroToDismiss)));
sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
}
}
}
}