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286 lines
7.2 KiB
C++
286 lines
7.2 KiB
C++
/*
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* DefenceBehavior.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 "DefenceBehavior.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/DismissHero.h"
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#include "../Goals/ExchangeSwapTownHeroes.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<VCAI> ai;
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using namespace Goals;
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std::string DefenceBehavior::toString() const
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{
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return "Defend towns";
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}
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Goals::TGoalVec DefenceBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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for(auto town : cb->getTownsInfo())
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{
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evaluateDefence(tasks, town);
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}
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return tasks;
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}
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uint64_t townArmyIncome(const CGTownInstance * town)
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{
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uint64_t result = 0;
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for(auto creatureInfo : town->creatures)
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{
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if(creatureInfo.second.empty())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
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}
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return result;
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}
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void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
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{
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auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 40000.0f)
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+ town->dailyIncome()[Res::GOLD] / 10000.0f;
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logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
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auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
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auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
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if(!treatNode.fastestDanger.hero)
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{
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logAi->debug("No treat found for town %s", town->name);
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return;
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}
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int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
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if(town->garrisonHero)
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{
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if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
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{
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if(!town->visitingHero)
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{
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
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}
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return;
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}
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logAi->debug(
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"Hero %s in garrison of town %s is suposed to defend the town",
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town->garrisonHero->name,
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town->name);
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return;
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}
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uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
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if(reinforcement)
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{
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logAi->debug("Town %s can buy defence army %lld", town->name, reinforcement);
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tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
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}
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auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
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for(auto & treat : treats)
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{
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logAi->debug(
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"Town %s has treat %lld in %s turns, hero: %s",
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town->name,
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treat.danger,
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std::to_string(treat.turn),
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treat.hero->name);
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bool treatIsUnderControl = false;
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for(AIPath & path : paths)
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{
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if(path.getHeroStrength() > treat.danger)
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{
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if(path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger)
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|| path.exchangeCount == 1 && path.turn() < treat.turn
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|| path.turn() < treat.turn - 1
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|| path.turn() < treat.turn && treat.turn >= 2)
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{
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logAi->debug(
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"Hero %s can eliminate danger for town %s using path %s.",
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path.targetHero->name,
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town->name,
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path.toString());
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treatIsUnderControl = true;
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break;
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}
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}
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}
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if(treatIsUnderControl)
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continue;
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if(!town->visitingHero
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&& town->hasBuilt(BuildingID::TAVERN)
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&& cb->getResourceAmount(Res::GOLD) > GameConstants::HERO_GOLD_COST)
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{
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auto heroesInTavern = cb->getAvailableHeroes(town);
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for(auto hero : heroesInTavern)
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{
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if(hero->getTotalStrength() > treat.danger)
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{
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auto myHeroes = cb->getHeroesInfo();
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if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
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{
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logAi->debug("Hero %s can be recruited to defend %s", hero->name, town->name);
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tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
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continue;
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}
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else
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{
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const CGHeroInstance * weakestHero = nullptr;
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for(auto existingHero : myHeroes)
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{
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if(ai->nullkiller->isHeroLocked(existingHero)
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|| existingHero->getArmyStrength() > hero->getArmyStrength()
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|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
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|| existingHero->movement
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|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
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continue;
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if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
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{
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weakestHero = existingHero;
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}
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if(weakestHero)
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{
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tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
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}
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}
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}
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}
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}
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}
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if(paths.empty())
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{
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logAi->debug("No ways to defend town %s", town->name);
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continue;
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}
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std::vector<Goals::ExecuteHeroChain> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<AIPath>> defferedPaths;
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for(AIPath & path : paths)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
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path.targetHero->name,
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path.getHeroStrength(),
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std::to_string(path.turn()),
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path.movementCost(),
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path.toString());
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#endif
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if(path.turn() <= treat.turn - 2)
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{
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logAi->trace("Deffer defence of %s by %s because he has enough time to rich the town next trun",
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town->name,
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path.targetHero->name);
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defferedPaths[path.targetHero].push_back(path);
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continue;
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}
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float priority = basicPriority * std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger)
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- treat.turn * 0.2f;
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if(treat.turn < path.turn())
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priority /= (path.turn() - treat.turn) * 2;
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if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Put %s to garrison of town %s with priority %f",
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path.targetHero->name,
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town->name,
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priority);
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#endif
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE).setpriority(priority)));
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continue;
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}
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if(treat.turn == 0 || path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
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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 >= 1
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logAi->trace("Can not move %s to defend town %s with priority %f. Path is locked.",
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path.targetHero->name,
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town->name,
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priority);
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#endif
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continue;
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}
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pathsToDefend.push_back(Goals::ExecuteHeroChain(path, town).setpriority(priority));
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}
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}
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for(Goals::ExecuteHeroChain & chain : pathsToDefend)
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{
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auto path = chain.getPath();
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for(AIPath & defferedPath : defferedPaths[path.targetHero])
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{
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if(defferedPath.getHeroStrength() >= path.getHeroStrength()
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&& defferedPath.turn() <= path.turn())
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{
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continue;
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}
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}
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Move %s to defend town %s with priority %f",
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path.targetHero->name,
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town->name,
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chain.priority);
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#endif
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tasks.push_back(Goals::sptr(chain));
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}
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}
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logAi->debug("Found %d tasks", tasks.size());
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} |