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Merge pull request #1657 from vcmi/nkai-fix-build
NKAI: improve build behavior
This commit is contained in:
commit
6c693f2920
@ -1301,7 +1301,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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if(path.nodes[i - 1].turns)
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{
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//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
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break;
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return false;
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}
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int3 endpos = path.nodes[i - 1].coord;
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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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@ -182,8 +182,10 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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{
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auto weakest = getWeakestCreature(resultingArmy);
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if(weakest != resultingArmy.end() && weakest->count == 1) //we check iterator validity for playing with settings that allow 0 stacks armies
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if(weakest->count == 1)
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{
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assert(resultingArmy.size() > 1);
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resultingArmy.erase(weakest);
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}
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else
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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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@ -250,10 +250,13 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
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auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
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if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
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if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
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{
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upgrade.upgradeValue +=
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ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);
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ai->nullkiller->armyManager->howManyReinforcementsCanGet(
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path.targetHero,
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path.heroArmy,
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upgrader->getUpperArmy());
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}
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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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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@ -84,18 +81,16 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
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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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treasureSourcesCount++;
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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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@ -361,8 +361,8 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
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return 0;
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float ratio = dailyIncome[resType] == 0
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? requiredResources[resType] / 50
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: (float)requiredResources[resType] / dailyIncome[resType] / 50;
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? (float)requiredResources[resType] / 50.0f
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: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
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return std::min(ratio, 1.0f);
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}
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@ -377,10 +377,12 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
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case Obj::MINE:
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return target->subID == Res::GOLD
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? 0.5f
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: 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
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: 0.4f * getTotalResourceRequirementStrength(target->subID) + 0.1f * getResourceRequirementStrength(target->subID);
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case Obj::RESOURCE:
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return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
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return target->subID == Res::GOLD
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? 0
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: 0.2f * getTotalResourceRequirementStrength(target->subID) + 0.4f * getResourceRequirementStrength(target->subID);
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case Obj::CREATURE_BANK:
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{
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@ -547,7 +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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@ -800,21 +802,23 @@ public:
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evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
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evaluationContext.heroRole = HeroRole::MAIN;
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evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
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evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
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evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
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if(bi.creatureID != CreatureID::NONE)
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{
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evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
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if(bi.baseCreatureID == bi.creatureID)
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{
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evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
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evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
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evaluationContext.armyReward += bi.armyStrength;
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}
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else
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{
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auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
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//evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
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evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
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evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
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evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
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}
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}
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else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
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@ -824,7 +828,14 @@ public:
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}
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else
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{
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evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
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auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
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evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
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}
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if(bi.notEnoughRes && bi.prerequisitesCount == 1)
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{
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evaluationContext.strategicalValue /= 2;
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}
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}
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};
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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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@ -274,12 +274,12 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
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return result;
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}
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if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
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return result;
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if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
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return result;
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TResources availableResources = resources - actor->armyCost - other->armyCost;
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HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
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HeroExchangeArmy * newArmy;
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TResources availableResources = resources - actor->armyCost - other->armyCost;
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HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
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HeroExchangeArmy * newArmy;
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if(other->creatureSet->Slots().size())
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{
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@ -303,20 +303,25 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
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if(!newArmy) return result;
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auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
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auto newArmyStrength = newArmy->getArmyStrength();
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auto oldArmyStrength = actor->creatureSet->getArmyStrength();
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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if(newArmyStrength <= oldArmyStrength) return result;
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auto reinforcement = newArmyStrength - oldArmyStrength;
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange %s->%s reinforcement: %d, %f%%",
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actor->toString(),
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other->toString(),
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reinforcement,
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100.0f * reinforcement / actor->armyValue);
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#endif
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#endif
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if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
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{
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delete newArmy;
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if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
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{
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delete newArmy;
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return result;
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}
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@ -365,7 +370,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
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{
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auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
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for(auto creatureToBuy : buyArmy)
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for(auto & creatureToBuy : buyArmy)
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{
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auto targetSlot = target->getSlotFor(creatureToBuy.cre);
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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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