mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
354 lines
9.5 KiB
C++
354 lines
9.5 KiB
C++
/*
|
|
* 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 "../Engine/Nullkiller.h"
|
|
#include "../AIUtility.h"
|
|
#include "../Goals/BuyArmy.h"
|
|
#include "../Goals/ExecuteHeroChain.h"
|
|
#include "../Behaviors/CaptureObjectsBehavior.h"
|
|
#include "../Goals/RecruitHero.h"
|
|
#include "../Goals/DismissHero.h"
|
|
#include "../Goals/Composition.h"
|
|
#include "../Goals/CaptureObject.h"
|
|
#include "../Markers/DefendTown.h"
|
|
#include "../Goals/ExchangeSwapTownHeroes.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<AIGateway> ai;
|
|
|
|
const float TREAT_IGNORE_RATIO = 2;
|
|
|
|
using namespace Goals;
|
|
|
|
std::string DefenceBehavior::toString() const
|
|
{
|
|
return "Defend towns";
|
|
}
|
|
|
|
Goals::TGoalVec DefenceBehavior::decompose() const
|
|
{
|
|
Goals::TGoalVec tasks;
|
|
|
|
for(auto town : cb->getTownsInfo())
|
|
{
|
|
evaluateDefence(tasks, town);
|
|
}
|
|
|
|
return tasks;
|
|
}
|
|
|
|
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
|
{
|
|
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
|
|
|
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
|
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
|
|
|
|
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
|
|
|
if(town->garrisonHero)
|
|
{
|
|
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
|
{
|
|
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
|
{
|
|
logAi->trace(
|
|
"Extracting hero %s from garrison of town %s",
|
|
town->garrisonHero->getNameTranslated(),
|
|
town->getNameTranslated());
|
|
|
|
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
logAi->trace(
|
|
"Hero %s in garrison of town %s is suposed to defend the town",
|
|
town->garrisonHero->getNameTranslated(),
|
|
town->getNameTranslated());
|
|
|
|
return;
|
|
}
|
|
|
|
if(!treatNode.fastestDanger.hero)
|
|
{
|
|
logAi->trace("No treat found for town %s", town->getNameTranslated());
|
|
|
|
return;
|
|
}
|
|
|
|
uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
|
|
|
|
if(reinforcement)
|
|
{
|
|
logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
|
|
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
|
|
}
|
|
|
|
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
|
|
|
|
for(auto & treat : treats)
|
|
{
|
|
logAi->trace(
|
|
"Town %s has treat %lld in %s turns, hero: %s",
|
|
town->getNameTranslated(),
|
|
treat.danger,
|
|
std::to_string(treat.turn),
|
|
treat.hero->getNameTranslated());
|
|
|
|
bool treatIsUnderControl = false;
|
|
|
|
for(AIPath & path : paths)
|
|
{
|
|
if(town->visitingHero && path.targetHero != town->visitingHero.get())
|
|
continue;
|
|
|
|
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
|
continue;
|
|
|
|
if(treat.hero.validAndSet()
|
|
&& treat.turn <= 1
|
|
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
|
|
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|
|
{
|
|
Composition composition;
|
|
|
|
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
|
|
|
|
tasks.push_back(Goals::sptr(composition));
|
|
}
|
|
|
|
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
|
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
|
|
|
if(treatIsWeak && !needToSaveGrowth)
|
|
{
|
|
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
|
|| path.turn() < treat.turn - 1
|
|
|| (path.turn() < treat.turn && treat.turn >= 2))
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
logAi->trace(
|
|
"Hero %s can eliminate danger for town %s using path %s.",
|
|
path.targetHero->getObjectName(),
|
|
town->getObjectName(),
|
|
path.toString());
|
|
#endif
|
|
|
|
treatIsUnderControl = true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(treatIsUnderControl)
|
|
continue;
|
|
|
|
if(!town->visitingHero
|
|
&& town->hasBuilt(BuildingID::TAVERN)
|
|
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
|
{
|
|
auto heroesInTavern = cb->getAvailableHeroes(town);
|
|
|
|
for(auto hero : heroesInTavern)
|
|
{
|
|
if(hero->getTotalStrength() > treat.danger)
|
|
{
|
|
auto myHeroes = cb->getHeroesInfo();
|
|
|
|
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
|
#endif
|
|
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
const CGHeroInstance * weakestHero = nullptr;
|
|
|
|
for(auto existingHero : myHeroes)
|
|
{
|
|
if(ai->nullkiller->isHeroLocked(existingHero)
|
|
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|
|
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|
|
|| existingHero->movementPointsRemaining()
|
|
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
|
continue;
|
|
|
|
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
|
{
|
|
weakestHero = existingHero;
|
|
}
|
|
|
|
if(weakestHero)
|
|
{
|
|
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(paths.empty())
|
|
{
|
|
logAi->trace("No ways to defend town %s", town->getNameTranslated());
|
|
|
|
continue;
|
|
}
|
|
|
|
std::vector<int> pathsToDefend;
|
|
std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
|
|
|
|
for(int i = 0; i < paths.size(); i++)
|
|
{
|
|
auto & path = paths[i];
|
|
|
|
#if NKAI_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
|
|
if(path.turn() <= treat.turn - 2)
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
|
|
town->getObjectName(),
|
|
path.targetHero->getObjectName());
|
|
#endif
|
|
|
|
defferedPaths[path.targetHero].push_back(i);
|
|
|
|
continue;
|
|
}
|
|
|
|
if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
|
|
{
|
|
#if NKAI_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->garrisonHero
|
|
|| town->getUpperArmy()->stacksCount() == 0
|
|
|| (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
|
|
{
|
|
tasks.push_back(
|
|
Goals::sptr(Composition()
|
|
.addNext(DefendTown(town, treat, path.targetHero))
|
|
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// main without army and visiting scout with army, very specific case
|
|
if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
|
|
&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
|
|
&& ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
|
|
&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
|
|
{
|
|
path.heroArmy = town->visitingHero.get();
|
|
|
|
tasks.push_back(
|
|
Goals::sptr(Composition()
|
|
.addNext(DefendTown(town, treat, path))
|
|
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
|
|
.addNext(ExecuteHeroChain(path, town))
|
|
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
|
|
|
|
continue;
|
|
}
|
|
|
|
if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
|
|
{
|
|
if(ai->nullkiller->arePathHeroesLocked(path))
|
|
{
|
|
#if NKAI_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;
|
|
}
|
|
}
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
logAi->trace("Move %s to defend town %s",
|
|
path.targetHero->getObjectName(),
|
|
town->getObjectName());
|
|
#endif
|
|
Composition composition;
|
|
|
|
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
|
|
|
|
auto firstBlockedAction = path.getFirstBlockedAction();
|
|
if(firstBlockedAction)
|
|
{
|
|
auto subGoal = firstBlockedAction->decompose(path.targetHero);
|
|
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
|
|
#endif
|
|
|
|
if(subGoal->invalid())
|
|
{
|
|
#if NKAI_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());
|
|
}
|
|
|
|
}
|