mirror of
https://github.com/vcmi/vcmi.git
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354 lines
9.5 KiB
C++
354 lines
9.5 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 "../AIGateway.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 "../Behaviors/CaptureObjectsBehavior.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/DismissHero.h"
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#include "../Goals/Composition.h"
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#include "../Goals/CaptureObject.h"
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#include "../Markers/DefendTown.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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namespace NKAI
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{
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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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const float TREAT_IGNORE_RATIO = 2;
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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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void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
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{
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logAi->trace("Evaluating defence for %s", town->getNameTranslated());
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auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
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auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
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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 && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
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{
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logAi->trace(
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"Extracting hero %s from garrison of town %s",
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town->garrisonHero->getNameTranslated(),
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town->getNameTranslated());
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
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return;
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}
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}
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logAi->trace(
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"Hero %s in garrison of town %s is suposed to defend the town",
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town->garrisonHero->getNameTranslated(),
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town->getNameTranslated());
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return;
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}
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if(!treatNode.fastestDanger.hero)
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{
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logAi->trace("No treat found for town %s", town->getNameTranslated());
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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->trace("Town %s can buy defence army %lld", town->getNameTranslated(), 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->trace(
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"Town %s has treat %lld in %s turns, hero: %s",
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town->getNameTranslated(),
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treat.danger,
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std::to_string(treat.turn),
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treat.hero->getNameTranslated());
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bool treatIsUnderControl = false;
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for(AIPath & path : paths)
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{
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if(town->visitingHero && path.targetHero != town->visitingHero.get())
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continue;
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if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
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continue;
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if(treat.hero.validAndSet()
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&& treat.turn <= 1
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&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
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&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
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{
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Composition composition;
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composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
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tasks.push_back(Goals::sptr(composition));
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}
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bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
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bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
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if(treatIsWeak && !needToSaveGrowth)
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{
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if((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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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can eliminate danger for town %s using path %s.",
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path.targetHero->getObjectName(),
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town->getObjectName(),
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path.toString());
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#endif
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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(EGameResID::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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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
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#endif
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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->trace("No ways to defend town %s", town->getNameTranslated());
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continue;
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}
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std::vector<int> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
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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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#if NKAI_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->getObjectName(),
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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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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
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town->getObjectName(),
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path.targetHero->getObjectName());
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#endif
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defferedPaths[path.targetHero].push_back(i);
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continue;
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}
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if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Put %s to garrison of town %s",
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path.targetHero->getObjectName(),
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town->getObjectName());
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#endif
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// dismiss creatures we are not able to pick to be able to hide in garrison
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if(town->garrisonHero
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|| town->getUpperArmy()->stacksCount() == 0
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|| (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
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{
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tasks.push_back(
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Goals::sptr(Composition()
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.addNext(DefendTown(town, treat, path.targetHero))
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.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
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}
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continue;
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}
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// main without army and visiting scout with army, very specific case
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if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
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&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
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&& ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
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&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
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{
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path.heroArmy = town->visitingHero.get();
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tasks.push_back(
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Goals::sptr(Composition()
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.addNext(DefendTown(town, treat, path))
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.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
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.addNext(ExecuteHeroChain(path, town))
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.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
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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 NKAI_TRACE_LEVEL >= 1
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logAi->trace("Can not move %s to defend town %s. Path is locked.",
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path.targetHero->getObjectName(),
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town->getObjectName());
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#endif
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continue;
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}
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pathsToDefend.push_back(i);
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}
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}
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for(int i : pathsToDefend)
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{
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AIPath & path = paths[i];
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for(int j : defferedPaths[path.targetHero])
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{
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AIPath & defferedPath = paths[j];
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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 NKAI_TRACE_LEVEL >= 1
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logAi->trace("Move %s to defend town %s",
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path.targetHero->getObjectName(),
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town->getObjectName());
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#endif
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Composition composition;
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composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
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auto firstBlockedAction = path.getFirstBlockedAction();
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if(firstBlockedAction)
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{
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auto subGoal = firstBlockedAction->decompose(path.targetHero);
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
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#endif
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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(Goals::sptr(composition));
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}
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}
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logAi->debug("Found %d tasks", tasks.size());
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}
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}
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