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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.
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@ -39,9 +39,6 @@ Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
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for(auto town : towns)
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{
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if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
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continue;
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ai->pathfinder->calculatePathInfo(paths, town->visitablePos());
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for(auto & path : paths)
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@ -49,14 +46,8 @@ Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
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if(town->visitingHero && town->visitingHero.get() != path.targetHero)
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continue;
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if(!path.targetHero->hasSpellbook() || path.targetHero->mana >= 0.75f * path.targetHero->manaLimit())
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continue;
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if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
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if(!path.getFirstBlockedAction() && path.exchangeCount <= 1)
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{
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if(path.targetHero->mana == path.targetHero->manaLimit())
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continue;
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Composition stayAtTown;
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stayAtTown.addNextSequence({
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@ -944,6 +944,8 @@ public:
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Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
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evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
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if (evaluationContext.armyReward == 0)
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evaluationContext.isDefend = true;
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evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
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evaluationContext.movementCost += stayAtTown.getMovementWasted();
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}
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@ -1365,7 +1367,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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float score = 0;
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float maxWillingToLose = ai->cb->getTownsInfo().empty() ? 1 : 0.25;
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#if NKAI_TRACE_LEVEL >= 2
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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",
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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",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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@ -1385,8 +1387,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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evaluationContext.conquestValue,
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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evaluationContext.isDefend,
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fuzzyResult);
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evaluationContext.isDefend);
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#endif
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switch (priorityTier)
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@ -1443,6 +1444,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
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if (score > 0)
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{
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score = 1000;
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score *= evaluationContext.closestWayRatio;
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if (evaluationContext.enemyHeroDangerRatio > 1)
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score /= evaluationContext.enemyHeroDangerRatio;
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@ -1457,7 +1459,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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if (evaluationContext.enemyHeroDangerRatio > 1 && evaluationContext.isExchange)
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return 0;
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if (evaluationContext.isDefend)
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score = evaluationContext.armyInvolvement;
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score = 1000;
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score *= evaluationContext.closestWayRatio;
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score /= (evaluationContext.turn + 1);
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break;
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@ -1516,7 +1518,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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}
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#if NKAI_TRACE_LEVEL >= 2
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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",
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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",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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@ -1536,7 +1538,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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evaluationContext.conquestValue,
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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fuzzyResult,
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result);
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#endif
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@ -41,11 +41,6 @@ std::string StayAtTown::toString() const
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void StayAtTown::accept(AIGateway * ai)
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{
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if(hero->visitedTown != town)
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{
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logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
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}
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ai->nullkiller->lockHero(hero, HeroLockedReason::DEFENCE);
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}
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