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Trading logic
Added trading-logic to Nullkiller-AI. The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
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@ -352,16 +352,18 @@ void Nullkiller::makeTurn()
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const int MAX_DEPTH = 10;
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const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
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//float totalHeroStrength = 0;
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//int totalTownLevel = 0;
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//for (auto heroInfo : cb->getHeroesInfo())
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//{
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// totalHeroStrength += heroInfo->getTotalStrength();
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//}
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//for (auto townInfo : cb->getTownsInfo())
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//{
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// totalTownLevel += townInfo->getTownLevel();
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//}
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float totalHeroStrength = 0;
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int totalTownLevel = 0;
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for (auto heroInfo : cb->getHeroesInfo())
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{
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totalHeroStrength += heroInfo->getTotalStrength();
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}
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for (auto townInfo : cb->getTownsInfo())
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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logAi->info("Resources: %s Strength: %f Townlevel: %d", cb->getResourceAmount().toString(), totalHeroStrength, totalTownLevel);
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resetAiState();
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@ -371,7 +373,6 @@ void Nullkiller::makeTurn()
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{
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auto start = std::chrono::high_resolution_clock::now();
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updateAiState(i);
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//logAi->info("Gold: %d", cb->getResourceAmount(EGameResID::GOLD));
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Goals::TTask bestTask = taskptr(Goals::Invalid());
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@ -386,7 +387,7 @@ void Nullkiller::makeTurn()
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if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
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{
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//logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
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logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
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if(!executeTask(bestTask))
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return;
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@ -483,7 +484,7 @@ void Nullkiller::makeTurn()
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continue;
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}
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//logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
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logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
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if(!executeTask(bestTask))
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{
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if(hasAnySuccess)
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@ -491,10 +492,11 @@ void Nullkiller::makeTurn()
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else
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return;
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}
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hasAnySuccess = true;
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}
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hasAnySuccess |= handleTrading();
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if(!hasAnySuccess)
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{
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logAi->trace("Nothing was done this turn. Ending turn.");
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@ -574,4 +576,97 @@ void Nullkiller::lockResources(const TResources & res)
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lockedResources += res;
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}
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bool Nullkiller::handleTrading()
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{
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bool haveTraded = false;
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bool shouldTryToTrade = true;
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int marketId = -1;
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for (auto town : cb->getTownsInfo())
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{
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if (town->hasBuiltSomeTradeBuilding())
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{
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marketId = town->id;
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}
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}
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if (marketId == -1)
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return false;
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if (const CGObjectInstance* obj = cb->getObj(ObjectInstanceID(marketId), false))
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{
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if (const auto* m = dynamic_cast<const IMarket*>(obj))
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{
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while (shouldTryToTrade)
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{
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shouldTryToTrade = false;
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buildAnalyzer->update();
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TResources required = buildAnalyzer->getTotalResourcesRequired();
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TResources income = buildAnalyzer->getDailyIncome();
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TResources available = getFreeResources();
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int mostWanted = -1;
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int mostExpendable = -1;
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float minRatio = std::numeric_limits<float>::max();
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float maxRatio = std::numeric_limits<float>::min();
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for (int i = 0; i < required.size(); ++i)
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{
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if (required[i] == 0)
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continue;
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float ratio = static_cast<float>(available[i]) / required[i];
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if (ratio < minRatio) {
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minRatio = ratio;
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mostWanted = i;
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}
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}
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for (int i = 0; i < required.size(); ++i)
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{
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float ratio = available[i];
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if (required[i] > 0)
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ratio = static_cast<float>(available[i]) / required[i];
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bool okToSell = false;
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if (i == 6)
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{
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if (income[i] > 0)
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okToSell = true;
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}
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else
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{
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if (available[i] > required[i])
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okToSell = true;
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}
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if (ratio > maxRatio && okToSell) {
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maxRatio = ratio;
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mostExpendable = i;
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}
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}
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//logAi->info("mostExpendable: %d mostWanted: %d", mostExpendable, mostWanted);
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if (mostExpendable == mostWanted || mostWanted == -1 || mostExpendable == -1)
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return false;
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int acquiredResources = 0;
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int toGive;
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int toGet;
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m->getOffer(mostExpendable, mostWanted, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
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//logAi->info("Offer is: I get %d of %s for %d of %s at %s", toGet, mostWanted, toGive, mostExpendable, obj->getObjectName());
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//TODO trade only as much as needed
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if (toGive && toGive <= available[mostExpendable]) //don't try to sell 0 resources
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{
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cb->trade(m, EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
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logAi->info("Traded %d of %s for %d of %s at %s", toGive, mostExpendable, toGet, mostWanted, obj->getObjectName());
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haveTraded = true;
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shouldTryToTrade = true;
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}
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}
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}
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}
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return haveTraded;
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}
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}
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@ -120,6 +120,7 @@ public:
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ScanDepth getScanDepth() const { return scanDepth; }
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bool isOpenMap() const { return openMap; }
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bool isObjectGraphAllowed() const { return useObjectGraph; }
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bool handleTrading();
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private:
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void resetAiState();
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