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Nullkiller: improved citadel priority

This commit is contained in:
Andrii Danylchenko 2021-05-16 14:57:29 +03:00 committed by Andrii Danylchenko
parent 3822d788e8
commit 0d5ae20e64
3 changed files with 51 additions and 11 deletions

View File

@ -10,6 +10,7 @@
#include "../StdInc.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../Engine/Nullkiller.h"
extern boost::thread_specific_ptr<CCallback> cb;
@ -172,7 +173,7 @@ void BuildAnalyzer::reset()
}
BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
const CGTownInstance* town,
const CGTownInstance * town,
BuildingID toBuild,
bool excludeDwellingDependencies) const
{
@ -193,7 +194,7 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
creature = creatureID.toCreature();
}
auto info = BuildingInfo(buildPtr, creature, baseCreatureID);
auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
logAi->trace("checking %s", buildPtr->Name());
logAi->trace("buildInfo %s", info.toString());
@ -298,6 +299,7 @@ void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwell
existingDwellings.push_back(existingDwelling);
armyCost += existingDwelling.creatureCost * existingDwelling.creatureGrows;
armyStrength += existingDwelling.armyStrength;
}
void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
@ -325,17 +327,22 @@ BuildingInfo::BuildingInfo()
buildCostWithPrerequisits = 0;
prerequisitesCount = 0;
name = "";
armyStrength = 0;
}
BuildingInfo::BuildingInfo(const CBuilding * building, const CCreature * creature, CreatureID baseCreature)
BuildingInfo::BuildingInfo(
const CBuilding * building,
const CCreature * creature,
CreatureID baseCreature,
const CGTownInstance * town,
Nullkiller * ai)
{
id = building->bid;
buildCost = building->resources;
buildCostWithPrerequisits = building->resources;
dailyIncome = building->produce;
exists = false;;
exists = town->hasBuilt(id);
prerequisitesCount = 1;
name = building->Name();
if(creature)
{
@ -344,6 +351,23 @@ BuildingInfo::BuildingInfo(const CBuilding * building, const CCreature * creatur
creatureCost = creature->cost;
creatureLevel = creature->level;
baseCreatureID = baseCreature;
if(exists)
{
creatureGrows = town->creatureGrowth(creatureID);
}
else
{
creatureGrows = creature->growth;
if(town->hasBuilt(BuildingID::CASTLE))
creatureGrows *= 2;
else if(town->hasBuilt(BuildingID::CITADEL))
creatureGrows += creatureGrows / 2;
}
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
armyCost = creatureCost * creatureGrows;
}
else
{
@ -351,7 +375,9 @@ BuildingInfo::BuildingInfo(const CBuilding * building, const CCreature * creatur
creatureID = CreatureID::NONE;
baseCreatureID = CreatureID::NONE;
creatureCost = TResources();
armyCost = TResources();
creatureLevel = 0;
armyStrength = 0;
}
}

View File

@ -12,6 +12,7 @@
#include "../AIUtility.h"
#include "../../../lib/ResourceSet.h"
class Nullkiller;
class DLL_EXPORT BuildingInfo
{
@ -26,6 +27,8 @@ public:
CreatureID baseCreatureID;
TResources dailyIncome;
uint8_t prerequisitesCount;
uint64_t armyStrength;
TResources armyCost;
std::string name;
bool exists = false;
bool canBuild = false;
@ -33,7 +36,12 @@ public:
BuildingInfo();
BuildingInfo(const CBuilding* building, const CCreature* creature, CreatureID baseCreatureID);
BuildingInfo(
const CBuilding * building,
const CCreature * creature,
CreatureID baseCreature,
const CGTownInstance * town,
Nullkiller * ai);
std::string toString() const;
};
@ -47,13 +55,12 @@ public:
TResources townDevelopmentCost;
TResources requiredResources;
TResources armyCost;
int armyScore;
int economicsScore;
uint64_t armyStrength;
HeroRole townRole;
bool hasSomethingToBuild;
TownDevelopmentInfo(const CGTownInstance* town)
:town(town), armyScore(0), economicsScore(0), toBuild(), townDevelopmentCost(), requiredResources(), townRole(HeroRole::SCOUT), hasSomethingToBuild(false)
:town(town), armyStrength(0), toBuild(), townDevelopmentCost(), requiredResources(), townRole(HeroRole::SCOUT), hasSomethingToBuild(false)
{
}
@ -72,8 +79,10 @@ private:
TResources armyCost;
TResources dailyIncome;
float goldPreasure;
Nullkiller * ai;
public:
BuildAnalyzer(Nullkiller * ai) : ai(ai) {}
void update();
TResources getResourcesRequiredNow() const;

View File

@ -603,7 +603,7 @@ public:
evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
evaluationContext.strategicalValue += buildThis.townInfo.armyScore / 50000.0;
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
if(bi.creatureID != CreatureID::NONE)
@ -611,7 +611,7 @@ public:
if(bi.baseCreatureID == bi.creatureID)
{
evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
evaluationContext.armyReward += bi.armyStrength;
}
else
{
@ -619,6 +619,11 @@ public:
evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
}
}
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
{
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
}
else
{
evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;