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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00

Going to town when nothing to do.

The StayAtTown-behavior now always creates tasks for all heroes to go and stay at a town. It will be treated differently than going to a town for mana in the sense that it is only considered at the lowest priority-tier. So it will only happen when the AI doesn't find anything else to do. It should resolve one of the two main-reasons for losing weak heros.

The hunter-gather-priority-tier now goes strictly by distance for all taks that are considered above 0 in value.
This commit is contained in:
Xilmi 2024-09-06 22:14:59 +02:00
parent 099341e143
commit 0edc17b7d8
3 changed files with 8 additions and 21 deletions

View File

@ -39,9 +39,6 @@ Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
for(auto town : towns)
{
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
ai->pathfinder->calculatePathInfo(paths, town->visitablePos());
for(auto & path : paths)
@ -49,14 +46,8 @@ Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(!path.targetHero->hasSpellbook() || path.targetHero->mana >= 0.75f * path.targetHero->manaLimit())
continue;
if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
if(!path.getFirstBlockedAction() && path.exchangeCount <= 1)
{
if(path.targetHero->mana == path.targetHero->manaLimit())
continue;
Composition stayAtTown;
stayAtTown.addNextSequence({

View File

@ -944,6 +944,8 @@ public:
Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
if (evaluationContext.armyReward == 0)
evaluationContext.isDefend = true;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
evaluationContext.movementCost += stayAtTown.getMovementWasted();
}
@ -1365,7 +1367,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
float score = 0;
float maxWillingToLose = ai->cb->getTownsInfo().empty() ? 1 : 0.25;
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, isDefend: %d, fuzzy: %f",
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, isDefend: %d",
priorityTier,
task->toString(),
evaluationContext.armyLossPersentage,
@ -1385,8 +1387,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
evaluationContext.isDefend,
fuzzyResult);
evaluationContext.isDefend);
#endif
switch (priorityTier)
@ -1443,6 +1444,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
if (score > 0)
{
score = 1000;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.enemyHeroDangerRatio > 1)
score /= evaluationContext.enemyHeroDangerRatio;
@ -1457,7 +1459,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
if (evaluationContext.enemyHeroDangerRatio > 1 && evaluationContext.isExchange)
return 0;
if (evaluationContext.isDefend)
score = evaluationContext.armyInvolvement;
score = 1000;
score *= evaluationContext.closestWayRatio;
score /= (evaluationContext.turn + 1);
break;
@ -1516,7 +1518,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, fuzzy: %f, result %f",
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, result %f",
priorityTier,
task->toString(),
evaluationContext.armyLossPersentage,
@ -1536,7 +1538,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
fuzzyResult,
result);
#endif

View File

@ -41,11 +41,6 @@ std::string StayAtTown::toString() const
void StayAtTown::accept(AIGateway * ai)
{
if(hero->visitedTown != town)
{
logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
}
ai->nullkiller->lockHero(hero, HeroLockedReason::DEFENCE);
}