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NKAI: improve neutral town priority handling, reduce priority of objects like star axis
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87638aafc0
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@ -58,7 +58,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
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}
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}
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for(auto pair : creToPower)
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for(auto & pair : creToPower)
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resultingArmy.push_back(pair.second);
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boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
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@ -112,7 +112,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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for(auto bonus : *bonusModifiers)
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{
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// army bonuses will change and object bonuses are temporary
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if(bonus->source != Bonus::ARMY || bonus->source != Bonus::OBJECT)
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if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT)
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{
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newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
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}
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@ -158,7 +158,7 @@ void BuildAnalyzer::update()
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updateDailyIncome();
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if(ai->cb->getDate(Date::EDateType::DAY) == 1 && dailyIncome[Res::GOLD] <= 500)
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if(ai->cb->getDate(Date::EDateType::DAY) == 1)
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{
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goldPreasure = 1;
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}
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@ -111,6 +111,12 @@ void HeroManager::update()
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int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
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//vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
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if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
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{
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globalMainCount = 2;
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}
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std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
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for(auto hero : myHeroes)
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@ -70,10 +70,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
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return false;
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if(!startupTown->garrisonHero && !startupTown->visitingHero)
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return false;
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auto heroToCheck = startupTown->garrisonHero ? startupTown->garrisonHero.get() : startupTown->visitingHero.get();
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auto paths = cb->getPathsInfo(heroToCheck);
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return true;
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int treasureSourcesCount = 0;
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@ -83,19 +80,17 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
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|| obj->ID == Obj::TREASURE_CHEST
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|| obj->ID == Obj::CAMPFIRE
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|| obj->ID == Obj::WATER_WHEEL)
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{
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auto path = paths->getPathInfo(obj->visitablePos());
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if((path->accessible == CGPathNode::BLOCKVIS || path->accessible == CGPathNode::VISITABLE)
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&& path->reachable())
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{
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treasureSourcesCount++;
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}
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}
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}
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auto basicCount = cb->getTownsInfo().size() + 2;
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auto boost = (int)std::floor(std::pow(treasureSourcesCount / 2.0, 2));
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auto boost = std::min(
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(int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
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treasureSourcesCount / 2);
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logAi->trace("Treasure sources found %d", treasureSourcesCount);
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logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
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return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
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@ -130,6 +130,9 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
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return danger;
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}
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case Obj::PANDORAS_BOX:
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return 10000; //Who knows what awaits us there
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case Obj::ARTIFACT:
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case Obj::RESOURCE:
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{
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@ -236,7 +236,6 @@ void Nullkiller::makeTurn()
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{
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Goals::TTaskVec fastTasks = {
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choseBestTask(sptr(BuyArmyBehavior()), 1),
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choseBestTask(sptr(RecruitHeroBehavior()), 1),
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choseBestTask(sptr(BuildingBehavior()), 1)
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};
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@ -251,6 +250,7 @@ void Nullkiller::makeTurn()
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Goals::TTaskVec bestTasks = {
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bestTask,
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choseBestTask(sptr(RecruitHeroBehavior()), 1),
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choseBestTask(sptr(CaptureObjectsBehavior()), 1),
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choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
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choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
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@ -549,7 +549,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
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case Obj::SEA_CHEST:
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return 1500;
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case Obj::PANDORAS_BOX:
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return 5000;
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return 2500;
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case Obj::PRISON:
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//Objectively saves us 2500 to hire hero
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return GameConstants::HERO_GOLD_COST;
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@ -855,6 +855,10 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
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for(auto & hero : heroes)
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{
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// do not allow our own heroes in garrison to act on map
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if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
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continue;
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uint64_t mask = FirstActorMask << actors.size();
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auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
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@ -86,8 +86,8 @@ InputVariable: strategicalValue
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lock-range: false
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term: NONE Ramp 0.200 0.000
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term: LOWEST Triangle 0.000 0.010 0.250
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term: LOW Triangle 0.000 0.400 0.700
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term: MEDIUM Triangle 0.400 0.700 1.000
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term: LOW Triangle 0.000 0.250 0.700
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term: MEDIUM Triangle 0.250 0.700 1.000
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term: HIGH Ramp 0.700 1.000
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InputVariable: goldPreasure
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description: Ratio between weekly army cost and gold income
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@ -189,10 +189,10 @@ RuleBlock: gold reward
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rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
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rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
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rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
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rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH with 0.5
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rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
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rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
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rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
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rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
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rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITLOW
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rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
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rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
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rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
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rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
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@ -211,9 +211,13 @@ RuleBlock: gold reward
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rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
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rule: if heroRole is SCOUT then Value is BITLOW
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rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
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rule: if turn is NOW then Value is BITHIGH with 0.2
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rule: if goldPreasure is HIGH and goldReward is HIGH and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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rule: if goldPreasure is HIGH and goldReward is MEDIUM and armyLoss is LOW and fear is not HIGH then Value is HIGH
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rule: if goldPreasure is HIGH and goldReward is LOW and armyLoss is LOW then Value is BITHIGH
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rule: if turn is NOW then Value is LOW with 0.3
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rule: if turn is not NOW then Value is LOW with 0.4
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rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
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rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
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rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
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rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
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rule: if fear is MEDIUM then Value is LOW
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rule: if fear is HIGH then Value is LOWEST
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