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Merge pull request #3782 from Alexander-Wilms/typo

Fix typo: preasure -> pressure
This commit is contained in:
Andrii Danylchenko 2024-04-18 13:19:12 +03:00 committed by GitHub
commit 50432b9614
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GPG Key ID: B5690EEEBB952194
13 changed files with 38 additions and 38 deletions

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@ -682,7 +682,7 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
&& components.size() == 2
&& components.front().type == ComponentType::RESOURCE
&& (nullkiller->heroManager->getHeroRole(hero) != HeroRole::MAIN
|| nullkiller->buildAnalyzer->isGoldPreasureHigh()))
|| nullkiller->buildAnalyzer->isGoldPressureHigh()))
{
sel = 1;
}

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@ -120,9 +120,9 @@ TResources BuildAnalyzer::getTotalResourcesRequired() const
return result;
}
bool BuildAnalyzer::isGoldPreasureHigh() const
bool BuildAnalyzer::isGoldPressureHigh() const
{
return goldPreasure > ai->settings->getMaxGoldPreasure();
return goldPressure > ai->settings->getMaxGoldPressure();
}
void BuildAnalyzer::update()
@ -167,15 +167,15 @@ void BuildAnalyzer::update()
if(ai->cb->getDate(Date::DAY) == 1)
{
goldPreasure = 1;
goldPressure = 1;
}
else
{
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
goldPressure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
}
logAi->trace("Gold preasure: %f", goldPreasure);
logAi->trace("Gold pressure: %f", goldPressure);
}
void BuildAnalyzer::reset()

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@ -84,7 +84,7 @@ private:
std::vector<TownDevelopmentInfo> developmentInfos;
TResources armyCost;
TResources dailyIncome;
float goldPreasure;
float goldPressure;
Nullkiller * ai;
public:
@ -95,8 +95,8 @@ public:
TResources getTotalResourcesRequired() const;
const std::vector<TownDevelopmentInfo> & getDevelopmentInfo() const { return developmentInfos; }
TResources getDailyIncome() const { return dailyIncome; }
float getGoldPreasure() const { return goldPreasure; }
bool isGoldPreasureHigh() const;
float getGoldPressure() const { return goldPressure; }
bool isGoldPressureHigh() const;
bool hasAnyBuilding(int32_t alignment, BuildingID bid) const;
private:

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@ -47,13 +47,13 @@ Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * ai) const
totalDevelopmentCost.toString());
auto & developmentInfos = ai->buildAnalyzer->getDevelopmentInfo();
auto isGoldPreasureLow = !ai->buildAnalyzer->isGoldPreasureHigh();
auto isGoldPressureLow = !ai->buildAnalyzer->isGoldPressureHigh();
for(auto & developmentInfo : developmentInfos)
{
for(auto & buildingInfo : developmentInfo.toBuild)
{
if(isGoldPreasureLow || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
if(isGoldPressureLow || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
{
if(buildingInfo.notEnoughRes)
{

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@ -46,7 +46,7 @@ Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
for(const CGHeroInstance * targetHero : heroes)
{
if(ai->buildAnalyzer->isGoldPreasureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
if(ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
{
continue;
}

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@ -344,7 +344,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGT
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
&& ai->getFreeGold() >20000
&& !ai->buildAnalyzer->isGoldPreasureHigh())
&& !ai->buildAnalyzer->isGoldPressureHigh())
{
Composition recruitHero;

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@ -85,7 +85,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
continue;
if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPreasureHigh()))
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh()))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
}

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@ -85,7 +85,7 @@ void PriorityEvaluator::initVisitTile()
rewardTypeVariable = engine->getInputVariable("rewardType");
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
strategicalValueVariable = engine->getInputVariable("strategicalValue");
goldPreasureVariable = engine->getInputVariable("goldPreasure");
goldPressureVariable = engine->getInputVariable("goldPressure");
goldCostVariable = engine->getInputVariable("goldCost");
fearVariable = engine->getInputVariable("fear");
value = engine->getOutputVariable("Value");
@ -1017,9 +1017,9 @@ public:
if(evaluationContext.goldReward)
{
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
}
if(bi.notEnoughRes && bi.prerequisitesCount == 1)
@ -1111,7 +1111,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);

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@ -109,7 +109,7 @@ private:
fl::InputVariable * strategicalValueVariable;
fl::InputVariable * rewardTypeVariable;
fl::InputVariable * closestHeroRatioVariable;
fl::InputVariable * goldPreasureVariable;
fl::InputVariable * goldPressureVariable;
fl::InputVariable * goldCostVariable;
fl::InputVariable * fearVariable;
fl::OutputVariable * value;

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@ -26,7 +26,7 @@ namespace NKAI
: maxRoamingHeroes(8),
mainHeroTurnDistanceLimit(10),
scoutHeroTurnDistanceLimit(5),
maxGoldPreasure(0.3f),
maxGoldPressure(0.3f),
maxpass(30),
allowObjectGraph(false)
{
@ -71,9 +71,9 @@ namespace NKAI
maxpass = node.Struct()["maxpass"].Integer();
}
if(node.Struct()["maxGoldPreasure"].isNumber())
if(node.Struct()["maxGoldPressure"].isNumber())
{
maxGoldPreasure = node.Struct()["maxGoldPreasure"].Float();
maxGoldPressure = node.Struct()["maxGoldPressure"].Float();
}
if(!node.Struct()["allowObjectGraph"].isNull())

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@ -25,14 +25,14 @@ namespace NKAI
int mainHeroTurnDistanceLimit;
int scoutHeroTurnDistanceLimit;
int maxpass;
float maxGoldPreasure;
float maxGoldPressure;
bool allowObjectGraph;
public:
Settings();
int getMaxPass() const { return maxpass; }
float getMaxGoldPreasure() const { return maxGoldPreasure; }
float getMaxGoldPressure() const { return maxGoldPressure; }
int getMaxRoamingHeroes() const { return maxRoamingHeroes; }
int getMainHeroTurnDistanceLimit() const { return mainHeroTurnDistanceLimit; }
int getScoutHeroTurnDistanceLimit() const { return scoutHeroTurnDistanceLimit; }

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@ -3,5 +3,5 @@
"maxpass" : 30,
"mainHeroTurnDistanceLimit" : 10,
"scoutHeroTurnDistanceLimit" : 5,
"maxGoldPreasure" : 0.3
"maxGoldPressure" : 0.3
}

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@ -91,7 +91,7 @@ InputVariable: strategicalValue
term: MEDIUM Triangle 0.250 1.000 2.000
term: HIGH Triangle 1.000 2.000 3.000
term: CRITICAL Ramp 2.000 3.000
InputVariable: goldPreasure
InputVariable: goldPressure
description: Ratio between weekly army cost and gold income
enabled: true
range: 0.000 1.000
@ -238,19 +238,19 @@ RuleBlock: gold
disjunction: AlgebraicSum
implication: AlgebraicProduct
activation: General
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
rule: if goldReward is HUGE and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
rule: if goldReward is HUGE and goldPressure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
rule: if goldReward is HUGE and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGHEST
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
rule: if goldReward is HUGE and goldPressure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
rule: if goldReward is MEDIUM and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
rule: if goldReward is MEDIUM and goldPressure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
rule: if goldReward is MEDIUM and goldPressure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
rule: if goldReward is SMALL and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
rule: if goldReward is SMALL and goldPressure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
rule: if goldReward is LOWEST then Value is SMALL with 0.1
rule: if goldReward is SMALL then Value is SMALL with 0.2
rule: if goldReward is MEDIUM then Value is SMALL with 0.5