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vcmi/AI/Nullkiller/Engine/PriorityEvaluator.cpp

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/*
* PriorityEvaluator.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 <limits>
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#include "Nullkiller.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/mapObjects/CommonConstructors.h"
#include "../../../lib/CCreatureHandler.h"
#include "../../../lib/CPathfinder.h"
#include "../../../lib/CGameStateFwd.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../CCallback.h"
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/UnlockCluster.h"
#include "../Goals/BuildThis.h"
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
extern boost::thread_specific_ptr<CCallback> cb;
EvaluationContext::EvaluationContext(const Nullkiller * ai)
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: movementCost(0.0),
manaCost(0),
danger(0),
closestWayRatio(1),
movementCostByRole(),
skillReward(0),
goldReward(0),
goldCost(0),
armyReward(0),
armyLossPersentage(0),
heroRole(HeroRole::SCOUT),
turn(0),
strategicalValue(0),
evaluator(ai),
enemyHeroDangerRatio(0)
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{
}
PriorityEvaluator::~PriorityEvaluator()
{
delete engine;
}
void PriorityEvaluator::initVisitTile()
{
auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
std::string str = std::string((char *)file.first.get(), file.second);
engine = fl::FllImporter().fromString(str);
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
heroRoleVariable = engine->getInputVariable("heroRole");
dangerVariable = engine->getInputVariable("danger");
turnVariable = engine->getInputVariable("turn");
mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
goldRewardVariable = engine->getInputVariable("goldReward");
armyRewardVariable = engine->getInputVariable("armyReward");
skillRewardVariable = engine->getInputVariable("skillReward");
rewardTypeVariable = engine->getInputVariable("rewardType");
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
strategicalValueVariable = engine->getInputVariable("strategicalValue");
goldPreasureVariable = engine->getInputVariable("goldPreasure");
goldCostVariable = engine->getInputVariable("goldCost");
fearVariable = engine->getInputVariable("fear");
value = engine->getOutputVariable("Value");
}
int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0; // if we already own it, no additional reward will be received by just visiting it
auto town = cb->getTown(target->id);
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
auto isProbablyDeveloped = !isNeutral && town->hasFort();
return isProbablyDeveloped ? 1500 : 500;
}
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto resources = bankInfo->getPossibleResourcesReward();
return resources;
}
uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto creatures = bankInfo->getPossibleCreaturesReward();
uint64_t result = 0;
for(auto c : creatures)
{
result += c.type->AIValue * c.count;
}
return result;
}
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uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
uint64_t score = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
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continue;
score += creature->AIValue * creLevel.first;
}
}
return score;
}
int getDwellingArmyCost(const CGObjectInstance * target)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
int cost = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
if(!creaturesAreFree)
cost += creature->cost[Res::GOLD] * creLevel.first;
}
}
return cost;
}
uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
{
if(art->artType->id == ArtifactID::SPELL_SCROLL)
return 1500;
auto statsValue =
4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
+ 700 * art->valOfBonuses(Bonus::MORALE)
+ 700 * art->getAttack(false)
+ 700 * art->getDefence(false)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
+ 700 * art->getDefence(false)
+ 500 * art->valOfBonuses(Bonus::LUCK);
auto classValue = 0;
switch(art->artType->aClass)
{
case CArtifact::EartClass::ART_MINOR:
classValue = 1000;
break;
case CArtifact::EartClass::ART_MAJOR:
classValue = 3000;
break;
case CArtifact::EartClass::ART_RELIC:
case CArtifact::EartClass::ART_SPECIAL:
classValue = 8000;
break;
}
return statsValue > classValue ? statsValue : classValue;
}
uint64_t RewardEvaluator::getArmyReward(
const CGObjectInstance * target,
const CGHeroInstance * hero,
const CCreatureSet * army,
bool checkGold) const
{
const float enemyArmyEliminationRewardRatio = 0.5f;
if(!target)
return 0;
switch(target->ID)
{
case Obj::TOWN:
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return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
case Obj::HILL_FORT:
return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
case Obj::CREATURE_BANK:
return getCreatureBankArmyReward(target, hero);
case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingScore(target, checkGold);
case Obj::CRYPT:
case Obj::SHIPWRECK:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::WARRIORS_TOMB:
return 1000;
case Obj::ARTIFACT:
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
: 0;
default:
return 0;
}
}
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
{
if(!target)
return 0;
switch(target->ID)
{
case Obj::HILL_FORT:
return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
return 1000;
case Obj::UNIVERSITY:
return 2000;
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingArmyCost(target);
default:
return 0;
}
}
float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
{
auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
float objectValue = 0;
for(auto obj : objectsUnderTreat)
{
vstd::amax(objectValue, getStrategicalValue(obj));
}
return objectValue / 2.0f + enemy->level / 15.0f;
}
float RewardEvaluator::getResourceRequirementStrength(int resType) const
{
TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
if(dailyIncome[resType] == 0)
return 1.0f;
float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
return std::min(ratio, 1.0f);
}
float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
{
TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
float ratio = dailyIncome[resType] == 0
? requiredResources[resType] / 50
: (float)requiredResources[resType] / dailyIncome[resType] / 50;
return std::min(ratio, 1.0f);
}
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
{
if(!target)
return 0;
switch(target->ID)
{
case Obj::MINE:
return target->subID == Res::GOLD
? 0.5f
: 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
case Obj::RESOURCE:
return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
case Obj::TOWN:
return dynamic_cast<const CGTownInstance *>(target)->hasFort()
? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
: 0.5f;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
: 0;
default:
return 0;
}
}
float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
{
if(!hut->wasVisited(hero->tempOwner))
return role == HeroRole::SCOUT ? 2 : 0;
auto skill = SecondarySkill(hut->ability);
if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
return 0;
auto score = ai->heroManager->evaluateSecSkill(skill, hero);
return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
}
float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
{
const float enemyHeroEliminationSkillRewardRatio = 0.5f;
if(!target)
return 0;
switch(target->ID)
{
case Obj::STAR_AXIS:
case Obj::SCHOLAR:
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
case Obj::GARDEN_OF_REVELATION:
case Obj::MARLETTO_TOWER:
case Obj::MERCENARY_CAMP:
case Obj::SHRINE_OF_MAGIC_GESTURE:
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case Obj::SHRINE_OF_MAGIC_INCANTATION:
case Obj::TREE_OF_KNOWLEDGE:
return 1;
case Obj::LEARNING_STONE:
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return 1.0f / std::sqrt(hero->level);
case Obj::ARENA:
case Obj::SHRINE_OF_MAGIC_THOUGHT:
return 2;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
return 8;
case Obj::WITCH_HUT:
return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
: 0;
default:
return 0;
}
}
uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
{
auto & treatNode = ai->dangerHitMap->getTileTreat(path.targetTile());
if(treatNode.maximumDanger.danger == 0)
return 0;
if(treatNode.maximumDanger.turn <= path.turn())
return treatNode.maximumDanger.danger;
return treatNode.fastestDanger.turn <= path.turn() ? treatNode.fastestDanger.danger : 0;
}
int32_t getArmyCost(const CArmedInstance * army)
{
int32_t value = 0;
for(auto stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
}
return value;
}
/// Gets aproximated reward in gold. Daily income is multiplied by 5
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
if(!target)
return 0;
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
switch(target->ID)
{
case Obj::RESOURCE:
return isGold ? 600 : 100;
case Obj::TREASURE_CHEST:
return 1500;
case Obj::WATER_WHEEL:
return 1000;
case Obj::TOWN:
return dailyIncomeMultiplier * estimateTownIncome(target, hero);
case Obj::MINE:
case Obj::ABANDONED_MINE:
return dailyIncomeMultiplier * (isGold ? 1000 : 75);
case Obj::MYSTICAL_GARDEN:
case Obj::WINDMILL:
return 100;
case Obj::CAMPFIRE:
return 800;
case Obj::WAGON:
return 100;
case Obj::CREATURE_BANK:
return getCreatureBankResources(target, hero)[Res::GOLD];
case Obj::CRYPT:
case Obj::DERELICT_SHIP:
return 3000;
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::SEA_CHEST:
return 1500;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
: 0;
default:
return 0;
}
}
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
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virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
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if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
return;
Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
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const AIPath & path = chain.getPath();
vstd::amax(evaluationContext.danger, path.getTotalDanger());
evaluationContext.movementCost += path.movementCost();
evaluationContext.closestWayRatio = chain.closestWayRatio;
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std::map<const CGHeroInstance *, float> costsPerHero;
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for(auto & node : path.nodes)
{
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vstd::amax(costsPerHero[node.targetHero], node.cost);
}
for(auto pair : costsPerHero)
{
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
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evaluationContext.movementCostByRole[role] += pair.second;
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}
auto heroPtr = task->hero;
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);
auto day = cb->getDate(Date::DAY);
auto hero = heroPtr.get();
bool checkGold = evaluationContext.danger == 0;
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auto army = path.heroArmy;
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vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
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vstd::amax(evaluationContext.turn, path.turn());
}
};
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class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::UNLOCK_CLUSTER)
return;
Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
auto hero = clusterGoal.hero.get();
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
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std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
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std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
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{
return o1.second.priority > o2.second.priority;
});
int boost = 1;
for(auto objInfo : objects)
{
auto target = objInfo.first;
auto day = cb->getDate(Date::DAY);
bool checkGold = objInfo.second.danger == 0;
auto army = hero;
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
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evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
evaluationContext.movementCost += objInfo.second.movementCost / boost;
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vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
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boost <<= 1;
if(boost > 8)
break;
}
const AIPath & pathToCenter = clusterGoal.getPathToCenter();
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
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virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
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if(task->goalType != Goals::BUILD_STRUCTURE)
return;
Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
auto & bi = buildThis.buildingInfo;
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evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
evaluationContext.heroRole = HeroRole::MAIN;
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evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
evaluationContext.strategicalValue += buildThis.townInfo.armyScore / 50000.0;
evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
if(bi.creatureID != CreatureID::NONE)
{
if(bi.baseCreatureID == bi.creatureID)
{
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evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
}
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else
{
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evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
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}
}
else
{
evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
}
}
};
uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
{
if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
return 0;
auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
return upgradedPower - creaturesToUpgrade.power;
}
PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
:ai(ai)
{
initVisitTile();
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evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
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evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
}
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EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
{
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Goals::TGoalVec parts;
EvaluationContext context(ai);
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if(goal->goalType == Goals::COMPOSITION)
{
parts = goal->decompose();
}
else
{
parts.push_back(goal);
}
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for(auto subgoal : parts)
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{
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context.strategicalValue += subgoal->strategicalValue;
context.goldCost += subgoal->goldCost;
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for(auto builder : evaluationContextBuilders)
{
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builder->buildEvaluationContext(context, subgoal);
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}
}
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return context;
}
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
{
auto evaluationContext = buildEvaluationContext(task);
int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
+ (evaluationContext.armyReward > 0 ? 1 : 0)
+ (evaluationContext.skillReward > 0 ? 1 : 0)
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
double result = 0;
try
{
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVariable->setValue(evaluationContext.goldReward);
armyRewardVariable->setValue(evaluationContext.armyReward);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
engine->process();
result = value->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
#ifdef AI_TRACE_LEVEL >= 1
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
task->toString(),
evaluationContext.armyLossPersentage,
(int)evaluationContext.turn,
evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.goldReward,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.danger,
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
evaluationContext.strategicalValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
result);
#endif
return result;
}