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village_behaviour.cpp
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#include "stdafx.h"
#include "village_behaviour.h"
#include "creature.h"
#include "task.h"
#include "village_control.h"
#include "collective.h"
#include "game.h"
#include "collective_name.h"
#include "attack_trigger.h"
#include "creature_factory.h"
#include "construction_map.h"
#include "villain_type.h"
#include "attack_behaviour.h"
#include "territory.h"
SERIALIZE_DEF(VillageBehaviour, NAMED(minPopulation), NAMED(minTeamSize), OPTION(triggers), NAMED(attackBehaviour), OPTION(ransom), OPTION(ambushChance), OPTION(duelChance))
VillageBehaviour::VillageBehaviour() {}
VillageBehaviour::VillageBehaviour(const VillageBehaviour&) = default;
VillageBehaviour& VillageBehaviour::operator =(const VillageBehaviour&) = default;
VillageBehaviour::VillageBehaviour(VillageBehaviour&&) noexcept = default;
VillageBehaviour& VillageBehaviour::operator =(VillageBehaviour&&) noexcept = default;
VillageBehaviour::~VillageBehaviour() {}
PTask getKillLeaderTask(Collective* enemy) {
if (!enemy->getLeaders().empty())
return Task::attackCreatures(enemy->getLeaders());
else
return Task::killFighters(enemy, 1000);
}
bool VillageBehaviour::isAttackBehaviourNonChasing() const {
return attackBehaviour->visit<bool>(
[&](StealResource r) { return true; },
[&](auto&) { return false; }
);
}
PTask VillageBehaviour::getAttackTask(VillageControl* self) const {
Collective* enemy = self->getEnemyCollective();
auto task = attackBehaviour->visit<PTask>(
[&](KillLeader) {
return getKillLeaderTask(enemy);
},
[&](KillMembers t) {
return Task::killFighters(enemy, t.count);
},
[&](StealResource r) {
if (auto ret = Task::stealFrom(enemy, r))
return ret;
else if (!enemy->getLeaders().empty())
return Task::attackCreatures(enemy->getLeaders());
else
return Task::killFighters(enemy, 1000);
},
[&](CampAndSpawn t) {
return Task::campAndSpawn(enemy, t, Random.get(3, 7));
},
[&](HalloweenKids) {
FATAL << "Not handled";
return PTask();
}
);
return Task::chain(
std::move(task),
Task::transferTo(self->collective->getModel()),
Task::goTo(Random.choose(self->collective->getTerritory().getAll()))
);
}
static double powerClosenessFun(double myPower, double hisPower) {
if (myPower == 0 || hisPower == 0)
return 0;
double a = myPower / hisPower;
double valueAt2 = 0.5;
if (a < 0.4)
return 0;
if (a < 1)
return a * a * a; // fast growth close to 1
else if (a < 2)
return 1.0 - (a - 1) * (a - 1) * (a - 1) * valueAt2; // slow descent close to 1, valueAt2 at 2
else
return valueAt2 / (a - 1); // converges to 0, valueAt2 at 2
}
static double victimsFun(int victims, int minPopulation) {
if (!victims)
return 0;
else if (victims == 1)
return 0.1;
else if (victims <= 3)
return 0.3;
else if (victims <= 5)
return 0.7;
else
return 1.0;
}
static double populationFun(int population, int minPopulation) {
double diff = double(population - minPopulation) / minPopulation;
if (diff < 0)
return 0;
else if (diff < 0.1)
return 0.1;
else if (diff < 0.2)
return 0.3;
else if (diff < 0.33)
return 0.6;
else
return 1.0;
}
static double goldFun(int gold, int minGold) {
double diff = double(gold - minGold) / minGold;
if (diff < 0)
return 0;
else if (diff < 0.1)
return 0.1;
else if (diff < 0.4)
return 0.3;
else if (diff < 1)
return 0.6;
else
return 1.0;
}
static double stolenItemsFun(int numStolen) {
if (!numStolen)
return 0;
else
return 1.0;
}
static double getFinishOffProb(double maxPower, double currentPower, double selfPower) {
if (maxPower < selfPower || currentPower * 2 >= maxPower)
return 0;
double minProb = 0.25;
return 1 - 2 * (currentPower / maxPower) * (1 - minProb);
}
static double getNumConqueredProb(const Game* game, int minCount) {
int numConquered = 0;
for (auto col : game->getCollectives())
if ((col->getVillainType() == VillainType::LESSER || col->getVillainType() == VillainType::MAIN) &&
col->isConquered())
++numConquered;
if (numConquered >= minCount)
return 0.5 * (1 + min(1.0, (double)(numConquered - minCount) / minCount));
else
return 0;
}
static bool triggersAboveMaxAggressorCutOff(const AttackTrigger& trigger) {
return trigger.visit<bool>(
[&](const auto& t) {
return false;
},
[&](const SelfVictims&) {
return true;
},
[&](const StolenItems&) {
return true;
}
);
}
double VillageBehaviour::getTriggerValue(const AttackTrigger& trigger, const VillageControl* self) const {
auto game = self->collective->getGame();
if ((!game->passesMaxAggressorCutOff(self->collective->getModel())
|| (self->collective->getVillainType() == VillainType::MAIN && game->getNumLesserVillainsDefeated() < 3)) &&
!triggersAboveMaxAggressorCutOff(trigger))
return 0;
double powerMaxProb = 1.0 / 10000; // rather small chance that they attack just because you are strong
double victimsMaxProb = 1.0 / 500;
double populationMaxProb = 1.0 / 500;
double goldMaxProb = 1.0 / 1000;
double stolenMaxProb = 1.0 / 300;
double entryMaxProb = 1.0 / 20.0;
double finishOffMaxProb = 1.0 / 1000;
double proximityMaxProb = 1.0 / 5000;
double timerProb = 1.0 / 3000;
double numConqueredMaxProb = 1.0 / 3000;
double aggravatingMinionProb = 1.0 / 5000;
if (auto enemy = self->getEnemyCollective())
return trigger.visit<double>(
[&](const Timer& t) {
return enemy->getGlobalTime().getVisibleInt() >= t.value ? timerProb : 0.0;
},
[&](const RoomTrigger& t) {
return t.probPerSquare * enemy->getConstructions().getBuiltCount(t.type);
},
[&](const Power&) {
auto value = powerClosenessFun(self->collective->getDangerLevel(), enemy->getDangerLevel());
if (value < 0.5)
value = 0;
return powerMaxProb * value;
},
[&](const FinishOff&) {
return finishOffMaxProb * getFinishOffProb(self->maxEnemyPower, enemy->getDangerLevel(),
self->collective->getDangerLevel());
},
[&](const SelfVictims&) {
return victimsMaxProb * victimsFun(self->victims, 0);
},
[&](const EnemyPopulation& t) {
return populationMaxProb * populationFun(
enemy->getPopulationSize(), t.value);
},
[&](const Resource& r) {
return goldMaxProb * goldFun(enemy->numResource(r.resource), r.value);
},
[&](const StolenItems&) {
return stolenMaxProb * stolenItemsFun(self->stolenItemCount);
},
[&](const MiningInProximity&) {
return entryMaxProb * self->entries;
},
[&](const Proximity&) {
if (game->getModelDistance(enemy, self->collective) == 1)
return proximityMaxProb;
else
return 0.0;
},
[&](const NumConquered& t) {
return numConqueredMaxProb * getNumConqueredProb(game, t.value);
},
[&](Immediate) {
return 1;
},
[&](AggravatingMinions) {
double res = 0;
for (auto c : enemy->getCreatures())
if (c->isAffected(LastingEffect::AGGRAVATES))
res += aggravatingMinionProb;
return res;
}
);
return 0;
}
double VillageBehaviour::getAttackProbability(const VillageControl* self) const {
double ret = 0;
for (auto& elem : triggers) {
double val = getTriggerValue(elem, self);
CHECK(val >= 0 && val <= 1) << val << " " << elem.index;
ret = max(ret, val);
// if (auto& name = self->collective->getName())
/*INFO << "trigger " << elem.getName() << " village "
<< name->full << " under attack probability " << val;*/
}
return ret;
}
#include "pretty_archive.h"
template
void VillageBehaviour::serialize(PrettyInputArchive& ar1, unsigned);