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Merge pull request #2306 from vcmi/nkai-priority-rework
Nkai priority rework
This commit is contained in:
@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
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if(!bs.canFlee || !bs.canSurrender)
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if(!bs.canFlee && !bs.canSurrender)
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{
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return std::nullopt;
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}
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@@ -29,7 +29,7 @@ namespace NKAI
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{
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// our to enemy strength ratio constants
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const float SAFE_ATTACK_CONSTANT = 1.2f;
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const float SAFE_ATTACK_CONSTANT = 1.1f;
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const float RETREAT_THRESHOLD = 0.3f;
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const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
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@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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if(!hero)
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validateObject(details.id); //enemy hero may have left visible area
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const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
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const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
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@@ -777,28 +779,21 @@ void AIGateway::makeTurn()
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
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setThreadName("AIGateway::makeTurn");
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cb->sendMessage("vcmieagles");
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retrieveVisitableObjs();
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if(cb->getDate(Date::DAY_OF_WEEK) == 1)
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{
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std::vector<const CGObjectInstance *> objs;
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retrieveVisitableObjs(objs, true);
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for(const CGObjectInstance * obj : objs)
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for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
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{
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if(isWeeklyRevisitable(obj))
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{
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addVisitableObj(obj);
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nullkiller->memory->markObjectUnvisited(obj);
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}
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}
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}
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cb->sendMessage("vcmieagles");
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if(cb->getDate(Date::DAY) == 1)
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{
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retrieveVisitableObjs();
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}
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#if NKAI_TRACE_LEVEL == 0
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try
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{
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@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
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auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
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for(auto army : armies)
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{
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// move first stack at first slot if empty to avoid can not take away last creature
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if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
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{
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cb->mergeOrSwapStacks(
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army,
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army,
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SlotID(0),
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army->Slots().begin()->first);
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}
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}
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//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
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for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
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{
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@@ -1059,6 +1067,11 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
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int count = d->creatures[i].first;
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CreatureID creID = d->creatures[i].second.back();
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if(!recruiter->getSlotFor(creID).validSlot())
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{
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continue;
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}
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vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
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if(count > 0)
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cb->recruitCreatures(d, recruiter, creID, count, i);
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@@ -1102,26 +1115,13 @@ void AIGateway::waitTillFree()
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status.waitTillFree();
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}
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void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
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{
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if(includeOwned || obj->tempOwner != playerID)
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out.push_back(obj);
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}
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});
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}
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void AIGateway::retrieveVisitableObjs()
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
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{
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if(obj->tempOwner != playerID)
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addVisitableObj(obj);
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addVisitableObj(obj);
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}
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});
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}
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@@ -195,7 +195,6 @@ public:
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void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
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void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
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void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
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void retrieveVisitableObjs();
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virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
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@@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
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if(dynamic_cast<const CGDwelling *>(obj))
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return true;
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if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
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return true;
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switch(obj->ID)
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{
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case Obj::STABLES:
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case Obj::MAGIC_WELL:
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case Obj::HILL_FORT:
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return true;
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case Obj::BORDER_GATE:
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@@ -13,6 +13,7 @@
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#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/GameConstants.h"
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namespace NKAI
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{
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@@ -33,6 +34,45 @@ public:
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}
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};
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void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
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{
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for(auto slot : army)
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{
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resultingArmy.push_back(slot);
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upgradeValue += slot.power;
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upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
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}
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}
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void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
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{
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for(auto slot : army)
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{
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resultingArmy.push_back(slot);
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upgradeValue += slot.power;
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}
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}
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std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
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{
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std::vector<SlotInfo> result;
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for(auto i : army)
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{
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SlotInfo slot;
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slot.creature = VLC->creh->objects[i.cre->getId()];
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slot.count = i.count;
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slot.power = evaluateStackPower(i.cre, i.count);
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result.push_back(slot);
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}
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return result;
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}
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uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
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{
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return howManyReinforcementsCanGet(hero, hero, source);
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@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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{
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if(vstd::contains(allowedFactions, slot.creature->getFaction()))
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{
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auto slotID = newArmyInstance.getSlotFor(slot.creature);
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auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
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if(slotID.validSlot())
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{
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@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
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ui64 ArmyManager::howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources) const
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const TResources & availableResources,
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uint8_t turn) const
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{
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ui64 aivalue = 0;
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auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
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@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
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std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes) const
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TResources availableRes,
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uint8_t turn) const
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{
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std::vector<creInfo> creaturesInDwellings;
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int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
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bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
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const CGTownInstance * town = dwelling->ID == Obj::TOWN
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? dynamic_cast<const CGTownInstance *>(dwelling)
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: nullptr;
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for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
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{
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auto ci = infoFromDC(dwelling->creatures[i]);
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if(!ci.count || ci.creID == -1)
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continue;
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if(ci.creID == -1) continue;
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if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
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{
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ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
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}
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if(!ci.count) continue;
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SlotID dst = hero->getSlotFor(ci.creID);
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if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
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@@ -282,8 +335,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
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vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
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if(!ci.count)
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continue;
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if(!ci.count) continue;
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ci.level = i; //this is important for Dungeon Summoning Portal
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creaturesInDwellings.push_back(ci);
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@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
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return newArmy > oldArmy ? newArmy - oldArmy : 0;
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}
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uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
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uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
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{
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return creature->getAIValue() * count;
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}
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@@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
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std::vector<SlotInfo> resultingArmy;
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uint64_t upgradeValue = 0;
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TResources upgradeCost;
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void addArmyToBuy(std::vector<SlotInfo> army);
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void addArmyToGet(std::vector<SlotInfo> army);
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};
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class DLL_EXPORT IArmyManager //: public: IAbstractManager
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@@ -45,20 +48,33 @@ public:
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virtual ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources) const = 0;
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const TResources & availableResources,
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uint8_t turn = 0) const = 0;
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virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
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virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual ui64 howManyReinforcementsCanGet(
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const IBonusBearer * armyCarrier,
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const CCreatureSet * target,
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const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
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virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
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virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
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virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes,
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uint8_t turn = 0) const = 0;
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virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
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virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
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virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
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virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
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};
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@@ -74,20 +90,30 @@ private:
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public:
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ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
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void update() override;
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
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ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources) const override;
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const TResources & availableResources,
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uint8_t turn = 0) const override;
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ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
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ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
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std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
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std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
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std::vector<creInfo> getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes,
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uint8_t turn = 0) const override;
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std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
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uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
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uint64_t evaluateStackPower(const Creature * creature, int count) const override;
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SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
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ArmyUpgradeInfo calculateCreaturesUpgrade(
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const CCreatureSet * army,
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|
@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
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logAi->trace("Checking other buildings");
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std::vector<std::vector<BuildingID>> otherBuildings = {
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{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
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{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
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{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
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};
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if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
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{
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otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
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otherBuildings.push_back({BuildingID::HORDE_1});
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otherBuildings.push_back({BuildingID::HORDE_2});
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}
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for(auto & buildingSet : otherBuildings)
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{
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for(auto & buildingID : buildingSet)
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{
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if(!developmentInfo.town->hasBuilt(buildingID))
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if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
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{
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developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
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@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
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}
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else
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{
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goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
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+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
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goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
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+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
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}
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logAi->trace("Gold preasure: %f", goldPreasure);
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@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
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const CCreature * creature = nullptr;
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CreatureID baseCreatureID;
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||||
int creatureLevel = -1;
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int creatureUpgrade = 0;
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||||
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||||
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
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||||
{
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||||
int level = toBuild - BuildingID::DWELL_FIRST;
|
||||
auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
|
||||
auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
|
||||
? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
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||||
creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
||||
creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
||||
}
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||||
else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
|
||||
{
|
||||
creatureLevel = townInfo->hordeLvl.at(0);
|
||||
}
|
||||
else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
|
||||
{
|
||||
creatureLevel = townInfo->hordeLvl.at(1);
|
||||
}
|
||||
|
||||
if(creatureLevel >= 0)
|
||||
{
|
||||
auto creatures = townInfo->creatures.at(creatureLevel);
|
||||
auto creatureID = creatures.size() > creatureUpgrade
|
||||
? creatures.at(creatureUpgrade)
|
||||
: creatures.front();
|
||||
|
||||
baseCreatureID = creatures.front();
|
||||
@@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
|
||||
}
|
||||
else
|
||||
{
|
||||
creatureGrows = creature->getGrowth();
|
||||
if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
|
||||
{
|
||||
creatureGrows = creature->getGrowth();
|
||||
|
||||
if(town->hasBuilt(BuildingID::CASTLE))
|
||||
creatureGrows *= 2;
|
||||
else if(town->hasBuilt(BuildingID::CITADEL))
|
||||
creatureGrows += creatureGrows / 2;
|
||||
if(town->hasBuilt(BuildingID::CASTLE))
|
||||
creatureGrows *= 2;
|
||||
else if(town->hasBuilt(BuildingID::CITADEL))
|
||||
creatureGrows += creatureGrows / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
creatureGrows = creature->getHorde();
|
||||
}
|
||||
}
|
||||
|
||||
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
|
||||
|
@@ -17,20 +17,29 @@ namespace NKAI
|
||||
|
||||
HitMapInfo HitMapInfo::NoTreat;
|
||||
|
||||
double HitMapInfo::value() const
|
||||
{
|
||||
return danger / std::sqrt(turn / 3.0f + 1);
|
||||
}
|
||||
|
||||
void DangerHitMapAnalyzer::updateHitMap()
|
||||
{
|
||||
if(upToDate)
|
||||
if(hitMapUpToDate)
|
||||
return;
|
||||
|
||||
logAi->trace("Update danger hitmap");
|
||||
|
||||
upToDate = true;
|
||||
hitMapUpToDate = true;
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
|
||||
auto cb = ai->cb.get();
|
||||
auto mapSize = ai->cb->getMapSize();
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
enemyHeroAccessibleObjects.clear();
|
||||
townTreats.clear();
|
||||
|
||||
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
|
||||
|
||||
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
if(path.getFirstBlockedAction())
|
||||
continue;
|
||||
|
||||
auto tileDanger = path.getHeroStrength();
|
||||
auto turn = path.turn();
|
||||
auto & node = hitMap[pos.x][pos.y][pos.z];
|
||||
|
||||
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|
||||
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
|
||||
HitMapInfo newTreat;
|
||||
|
||||
newTreat.hero = path.targetHero;
|
||||
newTreat.turn = path.turn();
|
||||
newTreat.danger = path.getHeroStrength();
|
||||
|
||||
if(newTreat.value() > node.maximumDanger.value())
|
||||
{
|
||||
node.maximumDanger.danger = tileDanger;
|
||||
node.maximumDanger.turn = turn;
|
||||
node.maximumDanger.hero = path.targetHero;
|
||||
node.maximumDanger = newTreat;
|
||||
}
|
||||
|
||||
if(turn < node.fastestDanger.turn
|
||||
|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
|
||||
if(newTreat.turn < node.fastestDanger.turn
|
||||
|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
|
||||
{
|
||||
node.fastestDanger.danger = tileDanger;
|
||||
node.fastestDanger.turn = turn;
|
||||
node.fastestDanger.hero = path.targetHero;
|
||||
node.fastestDanger = newTreat;
|
||||
}
|
||||
|
||||
if(turn == 0)
|
||||
if(newTreat.turn == 0)
|
||||
{
|
||||
auto objects = cb->getVisitableObjs(pos, false);
|
||||
|
||||
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
{
|
||||
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
|
||||
enemyHeroAccessibleObjects[path.targetHero].insert(obj);
|
||||
|
||||
if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
|
||||
{
|
||||
auto & treats = townTreats[obj->id];
|
||||
auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
|
||||
{
|
||||
return i.hero.hid == path.targetHero->id;
|
||||
});
|
||||
|
||||
if(treat == treats.end())
|
||||
{
|
||||
treats.emplace_back();
|
||||
treat = std::prev(treats.end(), 1);
|
||||
}
|
||||
|
||||
if(newTreat.value() > treat->value())
|
||||
{
|
||||
*treat = newTreat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -104,6 +132,122 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
|
||||
}
|
||||
|
||||
void DangerHitMapAnalyzer::calculateTileOwners()
|
||||
{
|
||||
if(tileOwnersUpToDate) return;
|
||||
|
||||
tileOwnersUpToDate = true;
|
||||
|
||||
auto cb = ai->cb.get();
|
||||
auto mapSize = ai->cb->getMapSize();
|
||||
|
||||
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
std::map<const CGHeroInstance *, HeroRole> townHeroes;
|
||||
std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
|
||||
PathfinderSettings pathfinderSettings;
|
||||
|
||||
pathfinderSettings.mainTurnDistanceLimit = 5;
|
||||
|
||||
auto addTownHero = [&](const CGTownInstance * town)
|
||||
{
|
||||
auto townHero = new CGHeroInstance();
|
||||
CRandomGenerator rng;
|
||||
auto visitablePos = town->visitablePos();
|
||||
|
||||
townHero->setOwner(ai->playerID); // lets avoid having multiple colors
|
||||
townHero->initHero(rng, static_cast<HeroTypeID>(0));
|
||||
townHero->pos = townHero->convertFromVisitablePos(visitablePos);
|
||||
townHero->initObj(rng);
|
||||
|
||||
heroTownMap[townHero] = town;
|
||||
townHeroes[townHero] = HeroRole::MAIN;
|
||||
};
|
||||
|
||||
for(auto obj : ai->memory->visitableObjs)
|
||||
{
|
||||
if(obj && obj->ID == Obj::TOWN)
|
||||
{
|
||||
addTownHero(dynamic_cast<const CGTownInstance *>(obj));
|
||||
}
|
||||
}
|
||||
|
||||
for(auto town : cb->getTownsInfo())
|
||||
{
|
||||
addTownHero(town);
|
||||
}
|
||||
|
||||
ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
|
||||
|
||||
pforeachTilePos(mapSize, [&](const int3 & pos)
|
||||
{
|
||||
float ourDistance = std::numeric_limits<float>::max();
|
||||
float enemyDistance = std::numeric_limits<float>::max();
|
||||
const CGTownInstance * enemyTown = nullptr;
|
||||
const CGTownInstance * ourTown = nullptr;
|
||||
|
||||
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
|
||||
{
|
||||
if(!path.targetHero || path.getFirstBlockedAction())
|
||||
continue;
|
||||
|
||||
auto town = heroTownMap[path.targetHero];
|
||||
|
||||
if(town->getOwner() == ai->playerID)
|
||||
{
|
||||
if(ourDistance > path.movementCost())
|
||||
{
|
||||
ourDistance = path.movementCost();
|
||||
ourTown = town;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(enemyDistance > path.movementCost())
|
||||
{
|
||||
enemyDistance = path.movementCost();
|
||||
enemyTown = town;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(ourDistance == enemyDistance)
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
|
||||
}
|
||||
else if(!enemyTown || ourDistance < enemyDistance)
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownTreats(const CGTownInstance * town) const
|
||||
{
|
||||
static const std::vector<HitMapInfo> empty = {};
|
||||
|
||||
auto result = townTreats.find(town->id);
|
||||
|
||||
return result == townTreats.end() ? empty : result->second;
|
||||
}
|
||||
|
||||
PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
|
||||
{
|
||||
auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||
|
||||
return town ? town->getOwner() : PlayerColor::NEUTRAL;
|
||||
}
|
||||
|
||||
const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
|
||||
{
|
||||
return hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||
}
|
||||
|
||||
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
|
||||
{
|
||||
int3 tile = path.targetTile();
|
||||
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
|
||||
|
||||
void DangerHitMapAnalyzer::reset()
|
||||
{
|
||||
upToDate = false;
|
||||
hitMapUpToDate = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -35,6 +35,8 @@ struct HitMapInfo
|
||||
turn = 255;
|
||||
hero = HeroPtr();
|
||||
}
|
||||
|
||||
double value() const;
|
||||
};
|
||||
|
||||
struct HitMapNode
|
||||
@@ -42,6 +44,8 @@ struct HitMapNode
|
||||
HitMapInfo maximumDanger;
|
||||
HitMapInfo fastestDanger;
|
||||
|
||||
const CGTownInstance * closestTown = nullptr;
|
||||
|
||||
HitMapNode() = default;
|
||||
|
||||
void reset()
|
||||
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
|
||||
private:
|
||||
boost::multi_array<HitMapNode, 3> hitMap;
|
||||
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
|
||||
bool upToDate;
|
||||
bool hitMapUpToDate = false;
|
||||
bool tileOwnersUpToDate = false;
|
||||
const Nullkiller * ai;
|
||||
std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
|
||||
|
||||
public:
|
||||
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
|
||||
|
||||
void updateHitMap();
|
||||
void calculateTileOwners();
|
||||
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
|
||||
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
|
||||
const HitMapNode & getTileTreat(const int3 & tile) const;
|
||||
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
|
||||
void reset();
|
||||
void resetTileOwners() { tileOwnersUpToDate = false; }
|
||||
PlayerColor getTileOwner(const int3 & tile) const;
|
||||
const CGTownInstance * getClosestTown(const int3 & tile) const;
|
||||
const std::vector<HitMapInfo> & getTownTreats(const CGTownInstance * town) const;
|
||||
};
|
||||
|
||||
}
|
||||
|
@@ -125,6 +125,7 @@ void HeroManager::update()
|
||||
}
|
||||
|
||||
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
|
||||
heroRoles.clear();
|
||||
|
||||
for(auto hero : myHeroes)
|
||||
{
|
||||
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
|
||||
return evaluateFightingStrength(hero);
|
||||
}
|
||||
|
||||
bool HeroManager::heroCapReached() const
|
||||
{
|
||||
const bool includeGarnisoned = true;
|
||||
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
||||
|
||||
return heroCount >= ALLOWED_ROAMING_HEROES
|
||||
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
|
||||
}
|
||||
|
||||
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
||||
{
|
||||
if(!town)
|
||||
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
||||
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
|
||||
return false;
|
||||
|
||||
const bool includeGarnisoned = true;
|
||||
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
||||
|
||||
if(heroCount >= ALLOWED_ROAMING_HEROES)
|
||||
return false;
|
||||
|
||||
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
|
||||
if(heroCapReached())
|
||||
return false;
|
||||
|
||||
if(!cb->getAvailableHeroes(town).size())
|
||||
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
|
||||
{
|
||||
const CGHeroInstance * weakestHero = nullptr;
|
||||
auto myHeroes = ai->cb->getHeroesInfo();
|
||||
|
||||
for(auto existingHero : myHeroes)
|
||||
{
|
||||
if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
|
||||
|| existingHero->getArmyStrength() >armyLimit
|
||||
|| getHeroRole(existingHero) == HeroRole::MAIN
|
||||
|| existingHero->movementPointsRemaining()
|
||||
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
||||
{
|
||||
weakestHero = existingHero;
|
||||
}
|
||||
}
|
||||
|
||||
return weakestHero;
|
||||
}
|
||||
|
||||
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
|
||||
:scoreMap(scoreMap)
|
||||
{
|
||||
|
@@ -31,7 +31,9 @@ public:
|
||||
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
|
||||
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
|
||||
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
|
||||
virtual bool heroCapReached() const = 0;
|
||||
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
|
||||
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
|
||||
};
|
||||
|
||||
class DLL_EXPORT ISecondarySkillRule
|
||||
@@ -71,7 +73,9 @@ public:
|
||||
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
|
||||
float evaluateHero(const CGHeroInstance * hero) const override;
|
||||
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
|
||||
bool heroCapReached() const override;
|
||||
const CGHeroInstance * findHeroWithGrail() const override;
|
||||
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
|
||||
|
||||
private:
|
||||
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
||||
|
@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
|
||||
auto obj = objs[i];
|
||||
|
||||
if(!shouldVisitObject(obj))
|
||||
return;
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||
|
@@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
|
||||
tasks.reserve(paths.size());
|
||||
|
||||
const AIPath * closestWay = nullptr;
|
||||
std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
|
||||
std::vector<ExecuteHeroChain *> waysToVisitObj;
|
||||
|
||||
for(auto & path : paths)
|
||||
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||
|
||||
if(heroRole == HeroRole::SCOUT
|
||||
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
|
||||
auto & closestWay = closestWaysByRole[heroRole];
|
||||
|
||||
if(!closestWay || closestWay->movementCost() > path.movementCost())
|
||||
{
|
||||
closestWay = &path;
|
||||
}
|
||||
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
}
|
||||
}
|
||||
|
||||
if(closestWay)
|
||||
for(auto way : waysToVisitObj)
|
||||
{
|
||||
for(auto way : waysToVisitObj)
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
|
||||
auto closestWay = closestWaysByRole[heroRole];
|
||||
|
||||
if(closestWay)
|
||||
{
|
||||
way->closestWayRatio
|
||||
= closestWay->movementCost() / way->getPath().movementCost();
|
||||
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
|
||||
{
|
||||
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
|
||||
|
||||
if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
|
||||
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
|
||||
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
|
||||
}
|
||||
|
||||
|
@@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
|
||||
return tasks;
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
||||
bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
|
||||
{
|
||||
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
||||
|
||||
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
||||
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
|
||||
|
||||
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
||||
|
||||
if(town->garrisonHero)
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
||||
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
||||
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
||||
|
||||
if(treatIsWeak && !needToSaveGrowth)
|
||||
{
|
||||
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
||||
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
||||
|| path.turn() < treat.turn - 1
|
||||
|| (path.turn() < treat.turn && treat.turn >= 2))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace(
|
||||
"Extracting hero %s from garrison of town %s",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
"Hero %s can eliminate danger for town %s using path %s.",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
||||
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void handleCounterAttack(
|
||||
const CGTownInstance * town,
|
||||
const HitMapInfo & treat,
|
||||
const HitMapInfo & maximumDanger,
|
||||
Goals::TGoalVec & tasks)
|
||||
{
|
||||
if(treat.hero.validAndSet()
|
||||
&& treat.turn <= 1
|
||||
&& (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
|
||||
{
|
||||
auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
|
||||
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
|
||||
|
||||
for(int i = 0; i < heroCapturingPaths.size(); i++)
|
||||
{
|
||||
AIPath & path = heroCapturingPaths[i];
|
||||
TSubgoal goal = goals[i];
|
||||
|
||||
if(!goal || goal->invalid() || !goal->isElementar()) continue;
|
||||
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
|
||||
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
|
||||
{
|
||||
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
||||
{
|
||||
logAi->trace(
|
||||
"Hero %s in garrison of town %s is suposed to defend the town",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if(!town->visitingHero)
|
||||
{
|
||||
if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
||||
{
|
||||
logAi->trace(
|
||||
"Extracting hero %s from garrison of town %s",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
|
||||
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
||||
|
||||
return true;
|
||||
}
|
||||
else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
|
||||
{
|
||||
auto armyDismissLimit = 1000;
|
||||
auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
|
||||
|
||||
if(heroToDismiss)
|
||||
{
|
||||
tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
||||
{
|
||||
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
||||
|
||||
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
||||
std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
|
||||
|
||||
treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
|
||||
|
||||
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -109,103 +191,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
std::to_string(treat.turn),
|
||||
treat.hero->getNameTranslated());
|
||||
|
||||
bool treatIsUnderControl = false;
|
||||
handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
|
||||
|
||||
for(AIPath & path : paths)
|
||||
if(isTreatUnderControl(town, treat, paths))
|
||||
{
|
||||
if(town->visitingHero && path.targetHero != town->visitingHero.get())
|
||||
continue;
|
||||
|
||||
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
||||
continue;
|
||||
|
||||
if(treat.hero.validAndSet()
|
||||
&& treat.turn <= 1
|
||||
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
|
||||
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|
||||
{
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
|
||||
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
}
|
||||
|
||||
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
||||
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
||||
|
||||
if(treatIsWeak && !needToSaveGrowth)
|
||||
{
|
||||
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
||||
|| path.turn() < treat.turn - 1
|
||||
|| (path.turn() < treat.turn && treat.turn >= 2))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace(
|
||||
"Hero %s can eliminate danger for town %s using path %s.",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
treatIsUnderControl = true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(treatIsUnderControl)
|
||||
continue;
|
||||
|
||||
if(!town->visitingHero
|
||||
&& town->hasBuilt(BuildingID::TAVERN)
|
||||
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
||||
{
|
||||
auto heroesInTavern = cb->getAvailableHeroes(town);
|
||||
|
||||
for(auto hero : heroesInTavern)
|
||||
{
|
||||
if(hero->getTotalStrength() > treat.danger)
|
||||
{
|
||||
auto myHeroes = cb->getHeroesInfo();
|
||||
|
||||
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
||||
#endif
|
||||
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
const CGHeroInstance * weakestHero = nullptr;
|
||||
|
||||
for(auto existingHero : myHeroes)
|
||||
{
|
||||
if(ai->nullkiller->isHeroLocked(existingHero)
|
||||
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|
||||
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|
||||
|| existingHero->movementPointsRemaining()
|
||||
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
||||
continue;
|
||||
|
||||
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
||||
{
|
||||
weakestHero = existingHero;
|
||||
}
|
||||
|
||||
if(weakestHero)
|
||||
{
|
||||
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
evaluateRecruitingHero(tasks, treat, town);
|
||||
|
||||
if(paths.empty())
|
||||
{
|
||||
logAi->trace("No ways to defend town %s", town->getNameTranslated());
|
||||
@@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
path.movementCost(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
auto townDefenseStrength = town->garrisonHero
|
||||
? town->garrisonHero->getTotalStrength()
|
||||
: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
|
||||
|
||||
if(town->visitingHero && path.targetHero == town->visitingHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < townDefenseStrength)
|
||||
continue;
|
||||
}
|
||||
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < townDefenseStrength)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(path.turn() <= treat.turn - 2)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
tasks.push_back(
|
||||
Goals::sptr(Composition()
|
||||
.addNext(DefendTown(town, treat, path))
|
||||
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
|
||||
.addNext(ExecuteHeroChain(path, town))
|
||||
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
|
||||
.addNextSequence({
|
||||
sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
|
||||
sptr(ExecuteHeroChain(path, town)),
|
||||
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
|
||||
})));
|
||||
|
||||
continue;
|
||||
}
|
||||
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Move %s to defend town %s",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
|
||||
composition.addNext(DefendTown(town, treat, path));
|
||||
TGoalVec sequence;
|
||||
|
||||
if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
|
||||
{
|
||||
composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Locking hero %s in garrison of %s",
|
||||
town->garrisonHero.get()->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
|
||||
continue;
|
||||
}
|
||||
else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
|
||||
{
|
||||
if(town->garrisonHero)
|
||||
{
|
||||
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
|
||||
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
|
||||
{
|
||||
if(path.turn() == 0)
|
||||
sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
|
||||
}
|
||||
else
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if(path.turn() == 0)
|
||||
{
|
||||
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||
}
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Move %s to defend town %s",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
|
||||
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
|
||||
composition.addNextSequence(sequence);
|
||||
|
||||
auto firstBlockedAction = path.getFirstBlockedAction();
|
||||
if(firstBlockedAction)
|
||||
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
logAi->debug("Found %d tasks", tasks.size());
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
|
||||
{
|
||||
if(town->hasBuilt(BuildingID::TAVERN)
|
||||
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
||||
{
|
||||
auto heroesInTavern = cb->getAvailableHeroes(town);
|
||||
|
||||
for(auto hero : heroesInTavern)
|
||||
{
|
||||
if(hero->getTotalStrength() < treat.danger)
|
||||
continue;
|
||||
|
||||
auto myHeroes = cb->getHeroesInfo();
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
||||
#endif
|
||||
bool needSwap = false;
|
||||
const CGHeroInstance * heroToDismiss = nullptr;
|
||||
|
||||
if(town->visitingHero)
|
||||
{
|
||||
if(!town->garrisonHero)
|
||||
needSwap = true;
|
||||
else
|
||||
{
|
||||
if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
|
||||
{
|
||||
if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
|
||||
continue;
|
||||
|
||||
heroToDismiss = town->visitingHero.get();
|
||||
}
|
||||
else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
|
||||
continue;
|
||||
else
|
||||
{
|
||||
needSwap = true;
|
||||
heroToDismiss = town->garrisonHero.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(ai->nullkiller->heroManager->heroCapReached())
|
||||
{
|
||||
heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
|
||||
|
||||
if(!heroToDismiss)
|
||||
continue;
|
||||
}
|
||||
|
||||
TGoalVec sequence;
|
||||
Goals::Composition recruitHeroComposition;
|
||||
|
||||
if(needSwap)
|
||||
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||
|
||||
if(heroToDismiss)
|
||||
sequence.push_back(sptr(DismissHero(heroToDismiss)));
|
||||
|
||||
sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
|
||||
|
||||
tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -15,8 +15,12 @@
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
struct HitMapInfo;
|
||||
|
||||
namespace Goals
|
||||
{
|
||||
|
||||
class DefenceBehavior : public CGoal<DefenceBehavior>
|
||||
{
|
||||
public:
|
||||
@@ -35,6 +39,7 @@ namespace Goals
|
||||
|
||||
private:
|
||||
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
|
||||
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
|
||||
};
|
||||
}
|
||||
|
||||
|
@@ -12,10 +12,13 @@
|
||||
#include "../Engine/Nullkiller.h"
|
||||
#include "../Goals/ExecuteHeroChain.h"
|
||||
#include "../Goals/Composition.h"
|
||||
#include "../Goals/RecruitHero.h"
|
||||
#include "../Markers/HeroExchange.h"
|
||||
#include "../Markers/ArmyUpgrade.h"
|
||||
#include "GatherArmyBehavior.h"
|
||||
#include "CaptureObjectsBehavior.h"
|
||||
#include "../AIUtility.h"
|
||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Path found %s", path.toString());
|
||||
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||
#endif
|
||||
|
||||
if(path.containsHero(hero)) continue;
|
||||
|
||||
if(path.turn() == 0 && hero->inTownGarrison)
|
||||
if(path.containsHero(hero))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Selfcontaining path. Ignore");
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
||||
bool garrisoned = false;
|
||||
|
||||
if(path.turn() == 0 && hero->inTownGarrison)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
garrisoned = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
|
||||
@@ -109,10 +119,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
|
||||
HeroExchange heroExchange(hero, path);
|
||||
|
||||
float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
|
||||
uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
|
||||
float armyRatio = (float)armyValue / hero->getArmyStrength();
|
||||
|
||||
// avoid transferring very small amount of army
|
||||
if(armyValue < 0.1f && armyValue < 20000)
|
||||
if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Army value is too small.");
|
||||
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
exchangePath.closestWayRatio = 1;
|
||||
|
||||
composition.addNext(heroExchange);
|
||||
composition.addNext(exchangePath);
|
||||
|
||||
if(garrisoned && path.turn() == 0)
|
||||
{
|
||||
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
|
||||
|
||||
composition.addNextSequence({
|
||||
sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
|
||||
sptr(exchangePath),
|
||||
sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
composition.addNext(exchangePath);
|
||||
}
|
||||
|
||||
auto blockedAction = path.getFirstBlockedAction();
|
||||
|
||||
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
#endif
|
||||
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
|
||||
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
|
||||
|
||||
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Found %d paths", paths.size());
|
||||
#endif
|
||||
|
||||
bool hasMainAround = false;
|
||||
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||
|
||||
if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||
hasMainAround = true;
|
||||
}
|
||||
|
||||
for(int i = 0; i < paths.size(); i++)
|
||||
{
|
||||
auto & path = paths[i];
|
||||
auto visitGoal = goals[i];
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Path found %s", path.toString());
|
||||
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||
#endif
|
||||
if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
|
||||
|
||||
if(visitGoal->invalid())
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Not valid way.");
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Town has visiting hero.");
|
||||
@@ -261,18 +310,58 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
|
||||
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
|
||||
|
||||
if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
|
||||
if(!upgrader->garrisonHero
|
||||
&& (
|
||||
hasMainAround
|
||||
|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
|
||||
{
|
||||
upgrade.upgradeValue +=
|
||||
ai->nullkiller->armyManager->howManyReinforcementsCanGet(
|
||||
ArmyUpgradeInfo armyToGetOrBuy;
|
||||
|
||||
armyToGetOrBuy.addArmyToGet(
|
||||
ai->nullkiller->armyManager->getBestArmy(
|
||||
path.targetHero,
|
||||
path.heroArmy,
|
||||
upgrader->getUpperArmy());
|
||||
upgrader->getUpperArmy()));
|
||||
|
||||
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
|
||||
|
||||
armyToGetOrBuy.addArmyToBuy(
|
||||
ai->nullkiller->armyManager->toSlotInfo(
|
||||
ai->nullkiller->armyManager->getArmyAvailableToBuy(
|
||||
path.heroArmy,
|
||||
upgrader,
|
||||
ai->nullkiller->getFreeResources(),
|
||||
path.turn())));
|
||||
|
||||
upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
|
||||
upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
|
||||
vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
|
||||
|
||||
if(!upgrade.upgradeValue
|
||||
&& armyToGetOrBuy.upgradeValue > 20000
|
||||
&& ai->nullkiller->heroManager->canRecruitHero(town)
|
||||
&& path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||
{
|
||||
for(auto hero : cb->getAvailableHeroes(town))
|
||||
{
|
||||
auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
|
||||
+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
|
||||
|
||||
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
|
||||
&& ai->nullkiller->getFreeGold() >20000
|
||||
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
|
||||
{
|
||||
Composition recruitHero;
|
||||
|
||||
recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
|
||||
|
||||
if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
|
||||
if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
|
||||
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
|
||||
if(isSafe)
|
||||
{
|
||||
ExecuteHeroChain newWay(path, upgrader);
|
||||
|
||||
newWay.closestWayRatio = 1;
|
||||
|
||||
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
|
||||
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -66,6 +66,27 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
|
||||
}
|
||||
}
|
||||
|
||||
int treasureSourcesCount = 0;
|
||||
|
||||
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
|
||||
{
|
||||
if((obj->ID == Obj::RESOURCE)
|
||||
|| obj->ID == Obj::TREASURE_CHEST
|
||||
|| obj->ID == Obj::CAMPFIRE
|
||||
|| isWeeklyRevisitable(obj)
|
||||
|| obj->ID ==Obj::ARTIFACT)
|
||||
{
|
||||
auto tile = obj->visitablePos();
|
||||
auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
|
||||
|
||||
if(town == closestTown)
|
||||
treasureSourcesCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if(treasureSourcesCount < 5)
|
||||
continue;
|
||||
|
||||
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|
||||
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
|
||||
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
|
||||
|
@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
|
||||
Behaviors/BuildingBehavior.cpp
|
||||
Behaviors/GatherArmyBehavior.cpp
|
||||
Behaviors/ClusterBehavior.cpp
|
||||
Helpers/ArmyFormation.cpp
|
||||
AIGateway.cpp
|
||||
)
|
||||
|
||||
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
|
||||
Behaviors/BuildingBehavior.h
|
||||
Behaviors/GatherArmyBehavior.h
|
||||
Behaviors/ClusterBehavior.h
|
||||
Helpers/ArmyFormation.h
|
||||
AIGateway.h
|
||||
)
|
||||
|
||||
|
@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
|
||||
case Obj::MINE:
|
||||
case Obj::ABANDONED_MINE:
|
||||
case Obj::PANDORAS_BOX:
|
||||
{
|
||||
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
||||
return a->getArmyStrength();
|
||||
}
|
||||
case Obj::CRYPT: //crypt
|
||||
case Obj::CREATURE_BANK: //crebank
|
||||
case Obj::DRAGON_UTOPIA:
|
||||
case Obj::SHIPWRECK: //shipwreck
|
||||
case Obj::DERELICT_SHIP: //derelict ship
|
||||
// case Obj::PYRAMID:
|
||||
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
|
||||
{
|
||||
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
||||
return a->getArmyStrength();
|
||||
}
|
||||
case Obj::PYRAMID:
|
||||
{
|
||||
if(obj->subID == 0)
|
||||
|
@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
|
||||
armyManager.reset(new ArmyManager(cb.get(), this));
|
||||
heroManager.reset(new HeroManager(cb.get(), this));
|
||||
decomposer.reset(new DeepDecomposer());
|
||||
armyFormation.reset(new ArmyFormation(cb, this));
|
||||
}
|
||||
|
||||
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
|
||||
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
|
||||
void Nullkiller::resetAiState()
|
||||
{
|
||||
lockedResources = TResources();
|
||||
scanDepth = ScanDepth::FULL;
|
||||
scanDepth = ScanDepth::MAIN_FULL;
|
||||
playerID = ai->playerID;
|
||||
lockedHeroes.clear();
|
||||
dangerHitMap->reset();
|
||||
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
activeHero = nullptr;
|
||||
setTargetObject(-1);
|
||||
|
||||
decomposer->reset();
|
||||
buildAnalyzer->update();
|
||||
|
||||
if(!fast)
|
||||
{
|
||||
memory->removeInvisibleObjects(cb.get());
|
||||
|
||||
dangerHitMap->calculateTileOwners();
|
||||
dangerHitMap->updateHitMap();
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
|
||||
PathfinderSettings cfg;
|
||||
cfg.useHeroChain = useHeroChain;
|
||||
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
||||
|
||||
if(scanDepth != ScanDepth::FULL)
|
||||
if(scanDepth == ScanDepth::SMALL)
|
||||
{
|
||||
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
|
||||
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
|
||||
}
|
||||
|
||||
if(scanDepth != ScanDepth::ALL_FULL)
|
||||
{
|
||||
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
||||
}
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
}
|
||||
|
||||
armyManager->update();
|
||||
buildAnalyzer->update();
|
||||
decomposer->reset();
|
||||
|
||||
logAi->debug("AI state updated in %ld", timeElapsed(start));
|
||||
}
|
||||
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
|
||||
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
|
||||
|
||||
const int MAX_DEPTH = 10;
|
||||
const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
|
||||
const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
|
||||
|
||||
resetAiState();
|
||||
|
||||
@@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
|
||||
updateAiState(i);
|
||||
|
||||
Goals::TTask bestTask = taskptr(Goals::Invalid());
|
||||
|
||||
do
|
||||
|
||||
for(;i <= MAXPASS; i++)
|
||||
{
|
||||
Goals::TTaskVec fastTasks = {
|
||||
choseBestTask(sptr(BuyArmyBehavior()), 1),
|
||||
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
|
||||
executeTask(bestTask);
|
||||
updateAiState(i, true);
|
||||
}
|
||||
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Goals::TTaskVec bestTasks = {
|
||||
bestTask,
|
||||
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
|
||||
bestTask = choseBestTask(bestTasks);
|
||||
|
||||
HeroPtr hero = bestTask->getHero();
|
||||
|
||||
HeroRole heroRole = HeroRole::MAIN;
|
||||
|
||||
if(hero.validAndSet())
|
||||
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
|
||||
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
|
||||
useHeroChain = false;
|
||||
|
||||
// TODO: better to check turn distance here instead of priority
|
||||
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
|
||||
&& scanDepth == ScanDepth::FULL)
|
||||
&& scanDepth == ScanDepth::MAIN_FULL)
|
||||
{
|
||||
useHeroChain = false;
|
||||
scanDepth = ScanDepth::SMALL;
|
||||
|
||||
logAi->trace(
|
||||
"Goal %s has too low priority %f so increasing scan depth",
|
||||
"Goal %s has low priority %f so decreasing scan depth to gain performance.",
|
||||
bestTask->toString(),
|
||||
bestTask->priority);
|
||||
}
|
||||
|
||||
if(bestTask->priority < MIN_PRIORITY)
|
||||
{
|
||||
auto heroes = cb->getHeroesInfo();
|
||||
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
|
||||
{
|
||||
return h->movementPointsRemaining() > 100;
|
||||
});
|
||||
|
||||
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
|
||||
{
|
||||
logAi->trace(
|
||||
"Goal %s has too low priority %f so increasing scan depth to full.",
|
||||
bestTask->toString(),
|
||||
bestTask->priority);
|
||||
|
||||
scanDepth = ScanDepth::ALL_FULL;
|
||||
useHeroChain = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
|
||||
|
||||
return;
|
||||
|
@@ -18,6 +18,7 @@
|
||||
#include "../Analyzers/ArmyManager.h"
|
||||
#include "../Analyzers/HeroManager.h"
|
||||
#include "../Analyzers/ObjectClusterizer.h"
|
||||
#include "../Helpers/ArmyFormation.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@@ -39,9 +40,11 @@ enum class HeroLockedReason
|
||||
|
||||
enum class ScanDepth
|
||||
{
|
||||
FULL = 0,
|
||||
MAIN_FULL = 0,
|
||||
|
||||
SMALL = 1
|
||||
SMALL = 1,
|
||||
|
||||
ALL_FULL = 2
|
||||
};
|
||||
|
||||
class Nullkiller
|
||||
@@ -67,6 +70,7 @@ public:
|
||||
std::unique_ptr<AIMemory> memory;
|
||||
std::unique_ptr<FuzzyHelper> dangerEvaluator;
|
||||
std::unique_ptr<DeepDecomposer> decomposer;
|
||||
std::unique_ptr<ArmyFormation> armyFormation;
|
||||
PlayerColor playerID;
|
||||
std::shared_ptr<CCallback> cb;
|
||||
|
||||
|
@@ -23,6 +23,7 @@
|
||||
#include "../Goals/ExecuteHeroChain.h"
|
||||
#include "../Goals/BuildThis.h"
|
||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||
#include "../Goals/DismissHero.h"
|
||||
#include "../Markers/UnlockCluster.h"
|
||||
#include "../Markers/HeroExchange.h"
|
||||
#include "../Markers/ArmyUpgrade.h"
|
||||
@@ -33,6 +34,7 @@ namespace NKAI
|
||||
|
||||
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
||||
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
||||
const float MIN_CRITICAL_VALUE = 2.0f;
|
||||
|
||||
EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||
: movementCost(0.0),
|
||||
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||
turn(0),
|
||||
strategicalValue(0),
|
||||
evaluator(ai),
|
||||
enemyHeroDangerRatio(0)
|
||||
enemyHeroDangerRatio(0),
|
||||
armyGrowth(0)
|
||||
{
|
||||
}
|
||||
|
||||
void EvaluationContext::addNonCriticalStrategicalValue(float value)
|
||||
{
|
||||
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
|
||||
}
|
||||
|
||||
PriorityEvaluator::~PriorityEvaluator()
|
||||
{
|
||||
delete engine;
|
||||
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
|
||||
std::string str = std::string((char *)file.first.get(), file.second);
|
||||
engine = fl::FllImporter().fromString(str);
|
||||
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
|
||||
armyGrowthVariable = engine->getInputVariable("armyGrowth");
|
||||
heroRoleVariable = engine->getInputVariable("heroRole");
|
||||
dangerVariable = engine->getInputVariable("danger");
|
||||
turnVariable = engine->getInputVariable("turn");
|
||||
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
|
||||
auto town = cb->getTown(target->id);
|
||||
auto fortLevel = town->fortLevel();
|
||||
|
||||
if(town->hasCapitol()) return booster * 2000;
|
||||
if(town->hasCapitol())
|
||||
return booster * 2000;
|
||||
|
||||
// probably well developed town will have city hall
|
||||
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
|
||||
@@ -153,18 +163,18 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
|
||||
{
|
||||
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
|
||||
}
|
||||
else
|
||||
/*else
|
||||
{
|
||||
//we will need to discard the weakest stack
|
||||
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
result /= 100; //divide by total chance
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
||||
uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
uint64_t score = 0;
|
||||
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
|
||||
return score;
|
||||
}
|
||||
|
||||
uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
uint64_t score = 0;
|
||||
|
||||
if(dwelling->getOwner() == myColor)
|
||||
return 0;
|
||||
|
||||
for(auto & creLevel : dwelling->creatures)
|
||||
{
|
||||
if(creLevel.second.size())
|
||||
{
|
||||
auto creature = creLevel.second.back().toCreature();
|
||||
|
||||
score += creature->getAIValue() * creature->getGrowth();
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
int getDwellingArmyCost(const CGObjectInstance * target)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
{
|
||||
const float enemyArmyEliminationRewardRatio = 0.5f;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
|
||||
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
switch(target->ID)
|
||||
{
|
||||
case Obj::TOWN:
|
||||
{
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return town->hasFort() ? booster * 500 : 0;
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
||||
}
|
||||
|
||||
case Obj::HILL_FORT:
|
||||
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
|
||||
case Obj::CREATURE_BANK:
|
||||
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
case Obj::CREATURE_GENERATOR2:
|
||||
case Obj::CREATURE_GENERATOR3:
|
||||
case Obj::CREATURE_GENERATOR4:
|
||||
return getDwellingScore(ai->cb.get(), target, checkGold);
|
||||
return getDwellingArmyValue(ai->cb.get(), target, checkGold);
|
||||
case Obj::CRYPT:
|
||||
case Obj::SHIPWRECK:
|
||||
case Obj::SHIPWRECK_SURVIVOR:
|
||||
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
case Obj::DRAGON_UTOPIA:
|
||||
return 10000;
|
||||
case Obj::HERO:
|
||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
||||
return relations == PlayerRelations::ENEMIES
|
||||
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
|
||||
: 0;
|
||||
case Obj::PANDORAS_BOX:
|
||||
@@ -293,6 +314,47 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
}
|
||||
}
|
||||
|
||||
uint64_t RewardEvaluator::getArmyGrowth(
|
||||
const CGObjectInstance * target,
|
||||
const CGHeroInstance * hero,
|
||||
const CCreatureSet * army) const
|
||||
{
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||
|
||||
if(relations != PlayerRelations::ENEMIES)
|
||||
return 0;
|
||||
|
||||
switch(target->ID)
|
||||
{
|
||||
case Obj::TOWN:
|
||||
{
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto neutral = !town->getOwner().isValidPlayer();
|
||||
auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return town->hasFort() ? booster * 500 : 0;
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
||||
}
|
||||
|
||||
case Obj::CREATURE_GENERATOR1:
|
||||
case Obj::CREATURE_GENERATOR2:
|
||||
case Obj::CREATURE_GENERATOR3:
|
||||
case Obj::CREATURE_GENERATOR4:
|
||||
return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
|
||||
case Obj::ARTIFACT:
|
||||
// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
|
||||
return 0;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
|
||||
{
|
||||
if(!target)
|
||||
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
|
||||
2. The formula quickly approaches 1.0 as hero level increases,
|
||||
but higher level always means higher value and the minimal value for level 1 hero is 0.5
|
||||
*/
|
||||
return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
|
||||
return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
|
||||
}
|
||||
|
||||
float RewardEvaluator::getResourceRequirementStrength(int resType) const
|
||||
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
|
||||
return 0;
|
||||
|
||||
float ratio = dailyIncome[resType] == 0
|
||||
? (float)requiredResources[resType] / 50.0f
|
||||
: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
|
||||
? (float)requiredResources[resType] / 10.0f
|
||||
: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
|
||||
|
||||
return std::min(ratio, 1.0f);
|
||||
return std::min(ratio, 2.0f);
|
||||
}
|
||||
|
||||
uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
|
||||
{
|
||||
uint64_t result = 0;
|
||||
|
||||
for(auto creatureInfo : town->creatures)
|
||||
{
|
||||
if(creatureInfo.second.empty())
|
||||
continue;
|
||||
|
||||
auto creature = creatureInfo.second.back().toCreature();
|
||||
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
|
||||
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
|
||||
case Obj::TOWN:
|
||||
{
|
||||
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
||||
return 1;
|
||||
return 10.0f;
|
||||
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 0.3 : 1;
|
||||
|
||||
if(town->hasCapitol()) return 1;
|
||||
if(town->getOwner() == ai->playerID)
|
||||
{
|
||||
auto armyIncome = townArmyGrowth(town);
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
|
||||
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
|
||||
}
|
||||
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
|
||||
|
||||
if(town->hasCapitol())
|
||||
return booster * 1.5;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return booster * (town->hasFort() ? 0.6 : 0.4);
|
||||
return booster * (town->hasFort() ? 1.0 : 0.8);
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
|
||||
}
|
||||
|
||||
case Obj::HERO:
|
||||
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
|
||||
case Obj::GARDEN_OF_REVELATION:
|
||||
case Obj::MARLETTO_TOWER:
|
||||
case Obj::MERCENARY_CAMP:
|
||||
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
||||
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
||||
case Obj::TREE_OF_KNOWLEDGE:
|
||||
return 1;
|
||||
case Obj::LEARNING_STONE:
|
||||
return 1.0f / std::sqrt(hero->level);
|
||||
case Obj::ARENA:
|
||||
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
||||
return 2;
|
||||
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
||||
return 0.2f;
|
||||
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
||||
return 0.3f;
|
||||
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
||||
return 0.5f;
|
||||
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
||||
return 8;
|
||||
case Obj::WITCH_HUT:
|
||||
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
|
||||
return value;
|
||||
}
|
||||
|
||||
/// Gets aproximated reward in gold. Daily income is multiplied by 5
|
||||
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
||||
{
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||
|
||||
const int dailyIncomeMultiplier = 5;
|
||||
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
|
||||
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
|
||||
@@ -559,7 +651,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
|
||||
//Objectively saves us 2500 to hire hero
|
||||
return GameConstants::HERO_GOLD_COST;
|
||||
case Obj::HERO:
|
||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
||||
return relations == PlayerRelations::ENEMIES
|
||||
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
|
||||
: 0;
|
||||
default:
|
||||
@@ -579,7 +671,8 @@ public:
|
||||
|
||||
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
|
||||
|
||||
evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
|
||||
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
|
||||
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
|
||||
}
|
||||
};
|
||||
|
||||
@@ -596,7 +689,7 @@ public:
|
||||
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
|
||||
|
||||
evaluationContext.armyReward += upgradeValue;
|
||||
evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
|
||||
evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
|
||||
}
|
||||
};
|
||||
|
||||
@@ -621,23 +714,6 @@ void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uin
|
||||
|
||||
class DefendTownEvaluator : public IEvaluationContextBuilder
|
||||
{
|
||||
private:
|
||||
uint64_t townArmyIncome(const CGTownInstance * town) const
|
||||
{
|
||||
uint64_t result = 0;
|
||||
|
||||
for(auto creatureInfo : town->creatures)
|
||||
{
|
||||
if(creatureInfo.second.empty())
|
||||
continue;
|
||||
|
||||
auto creature = creatureInfo.second.back().toCreature();
|
||||
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public:
|
||||
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||
{
|
||||
@@ -648,22 +724,34 @@ public:
|
||||
const CGTownInstance * town = defendTown.town;
|
||||
auto & treat = defendTown.getTreat();
|
||||
|
||||
auto armyIncome = townArmyIncome(town);
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
|
||||
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
|
||||
|
||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||
strategicalValue = 1;
|
||||
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
|
||||
|
||||
float multiplier = 1;
|
||||
|
||||
if(treat.turn < defendTown.getTurn())
|
||||
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
||||
|
||||
evaluationContext.armyReward += armyIncome * multiplier;
|
||||
multiplier /= 1.0f + treat.turn / 5.0f;
|
||||
|
||||
if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
|
||||
{
|
||||
auto ourSpeed = defendTown.hero->movementPointsLimit(true);
|
||||
auto enemySpeed = treat.hero->movementPointsLimit(true);
|
||||
|
||||
if(enemySpeed > ourSpeed) multiplier *= 0.7f;
|
||||
}
|
||||
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
|
||||
|
||||
evaluationContext.armyGrowth += armyGrowth * multiplier;
|
||||
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
||||
evaluationContext.strategicalValue += strategicalValue * multiplier;
|
||||
|
||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||
vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
|
||||
else
|
||||
evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
|
||||
|
||||
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
||||
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
||||
}
|
||||
@@ -709,18 +797,22 @@ public:
|
||||
auto army = path.heroArmy;
|
||||
|
||||
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
||||
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||
|
||||
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
if(heroRole == HeroRole::MAIN)
|
||||
evaluationContext.heroRole = heroRole;
|
||||
|
||||
if (target)
|
||||
{
|
||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
|
||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
|
||||
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
|
||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
|
||||
}
|
||||
|
||||
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
|
||||
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
|
||||
vstd::amax(evaluationContext.turn, path.turn());
|
||||
}
|
||||
@@ -760,7 +852,7 @@ public:
|
||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
|
||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
|
||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
|
||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
|
||||
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
|
||||
evaluationContext.movementCost += objInfo.second.movementCost / boost;
|
||||
@@ -798,6 +890,31 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class DismissHeroContextBuilder : public IEvaluationContextBuilder
|
||||
{
|
||||
private:
|
||||
const Nullkiller * ai;
|
||||
|
||||
public:
|
||||
DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
||||
|
||||
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||
{
|
||||
if(task->goalType != Goals::DISMISS_HERO)
|
||||
return;
|
||||
|
||||
Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
|
||||
const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
|
||||
|
||||
auto role = ai->heroManager->getHeroRole(dismissedHero);
|
||||
auto mpLeft = dismissedHero->movementPointsRemaining();
|
||||
|
||||
evaluationContext.movementCost += mpLeft;
|
||||
evaluationContext.movementCostByRole[role] += mpLeft;
|
||||
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
|
||||
}
|
||||
};
|
||||
|
||||
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
||||
{
|
||||
public:
|
||||
@@ -813,39 +930,47 @@ public:
|
||||
evaluationContext.heroRole = HeroRole::MAIN;
|
||||
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
|
||||
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
|
||||
evaluationContext.closestWayRatio = 1;
|
||||
|
||||
if(bi.creatureID != CreatureID::NONE)
|
||||
{
|
||||
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
|
||||
evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
|
||||
|
||||
if(bi.baseCreatureID == bi.creatureID)
|
||||
{
|
||||
evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
|
||||
evaluationContext.armyReward += bi.armyStrength;
|
||||
}
|
||||
else
|
||||
{
|
||||
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
||||
|
||||
evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
|
||||
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
|
||||
}
|
||||
}
|
||||
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
|
||||
{
|
||||
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
|
||||
evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
|
||||
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
|
||||
}
|
||||
else
|
||||
else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
|
||||
{
|
||||
evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
|
||||
}
|
||||
|
||||
if(evaluationContext.goldReward)
|
||||
{
|
||||
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
|
||||
|
||||
evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
|
||||
}
|
||||
|
||||
if(bi.notEnoughRes && bi.prerequisitesCount == 1)
|
||||
{
|
||||
evaluationContext.strategicalValue /= 2;
|
||||
evaluationContext.strategicalValue /= 3;
|
||||
evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
|
||||
evaluationContext.turn += 5;
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -872,6 +997,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
|
||||
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
|
||||
}
|
||||
|
||||
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
||||
@@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
+ (evaluationContext.armyReward > 0 ? 1 : 0)
|
||||
+ (evaluationContext.skillReward > 0 ? 1 : 0)
|
||||
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
|
||||
|
||||
float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
|
||||
|
||||
double result = 0;
|
||||
|
||||
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
heroRoleVariable->setValue(evaluationContext.heroRole);
|
||||
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
||||
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
||||
goldRewardVariable->setValue(evaluationContext.goldReward);
|
||||
goldRewardVariable->setValue(goldRewardPerTurn);
|
||||
armyRewardVariable->setValue(evaluationContext.armyReward);
|
||||
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
|
||||
skillRewardVariable->setValue(evaluationContext.skillReward);
|
||||
dangerVariable->setValue(evaluationContext.danger);
|
||||
rewardTypeVariable->setValue(rewardType);
|
||||
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
||||
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
||||
task->toString(),
|
||||
evaluationContext.armyLossPersentage,
|
||||
(int)evaluationContext.turn,
|
||||
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
||||
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
||||
evaluationContext.goldReward,
|
||||
goldRewardPerTurn,
|
||||
evaluationContext.goldCost,
|
||||
evaluationContext.armyReward,
|
||||
evaluationContext.danger,
|
||||
|
@@ -33,6 +33,7 @@ public:
|
||||
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
|
||||
|
||||
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
|
||||
uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
|
||||
float getResourceRequirementStrength(int resType) const;
|
||||
@@ -43,6 +44,7 @@ public:
|
||||
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
|
||||
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
|
||||
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
|
||||
uint64_t townArmyGrowth(const CGTownInstance * town) const;
|
||||
};
|
||||
|
||||
struct DLL_EXPORT EvaluationContext
|
||||
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
|
||||
float closestWayRatio;
|
||||
float armyLossPersentage;
|
||||
float armyReward;
|
||||
uint64_t armyGrowth;
|
||||
int32_t goldReward;
|
||||
int32_t goldCost;
|
||||
float skillReward;
|
||||
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
|
||||
float enemyHeroDangerRatio;
|
||||
|
||||
EvaluationContext(const Nullkiller * ai);
|
||||
|
||||
void addNonCriticalStrategicalValue(float value);
|
||||
};
|
||||
|
||||
class IEvaluationContextBuilder
|
||||
@@ -95,6 +100,7 @@ private:
|
||||
fl::InputVariable * turnVariable;
|
||||
fl::InputVariable * goldRewardVariable;
|
||||
fl::InputVariable * armyRewardVariable;
|
||||
fl::InputVariable * armyGrowthVariable;
|
||||
fl::InputVariable * dangerVariable;
|
||||
fl::InputVariable * skillRewardVariable;
|
||||
fl::InputVariable * strategicalValueVariable;
|
||||
|
@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
|
||||
throw cannotFulfillGoalException("No creatures to buy.");
|
||||
}
|
||||
|
||||
if(town->visitingHero)
|
||||
if(town->visitingHero && !town->garrisonHero)
|
||||
{
|
||||
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
|
||||
}
|
||||
|
@@ -31,9 +31,17 @@ std::string Composition::toString() const
|
||||
{
|
||||
std::string result = "Composition";
|
||||
|
||||
for(auto goal : subtasks)
|
||||
for(auto step : subtasks)
|
||||
{
|
||||
result += " " + goal->toString();
|
||||
result += "[";
|
||||
for(auto goal : step)
|
||||
{
|
||||
if(goal->isElementar())
|
||||
result += goal->toString() + " => ";
|
||||
else
|
||||
result += goal->toString() + ", ";
|
||||
}
|
||||
result += "] ";
|
||||
}
|
||||
|
||||
return result;
|
||||
@@ -41,17 +49,34 @@ std::string Composition::toString() const
|
||||
|
||||
void Composition::accept(AIGateway * ai)
|
||||
{
|
||||
taskptr(*subtasks.back())->accept(ai);
|
||||
for(auto task : subtasks.back())
|
||||
{
|
||||
if(task->isElementar())
|
||||
{
|
||||
taskptr(*task)->accept(ai);
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TGoalVec Composition::decompose() const
|
||||
{
|
||||
return subtasks;
|
||||
TGoalVec result;
|
||||
|
||||
for(const TGoalVec & step : subtasks)
|
||||
vstd::concatenate(result, step);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(const AbstractGoal & goal)
|
||||
Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
|
||||
{
|
||||
return addNext(sptr(goal));
|
||||
subtasks.push_back(taskSequence);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(TSubgoal goal)
|
||||
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
|
||||
}
|
||||
else
|
||||
{
|
||||
subtasks.push_back(goal);
|
||||
subtasks.push_back({goal});
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(const AbstractGoal & goal)
|
||||
{
|
||||
return addNext(sptr(goal));
|
||||
}
|
||||
|
||||
bool Composition::isElementar() const
|
||||
{
|
||||
return subtasks.back()->isElementar();
|
||||
return subtasks.back().front()->isElementar();
|
||||
}
|
||||
|
||||
int Composition::getHeroExchangeCount() const
|
||||
{
|
||||
return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
|
||||
auto result = 0;
|
||||
|
||||
for(auto task : subtasks.back())
|
||||
{
|
||||
if(task->isElementar())
|
||||
{
|
||||
result += taskptr(*task)->getHeroExchangeCount();
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -18,7 +18,7 @@ namespace Goals
|
||||
class DLL_EXPORT Composition : public ElementarGoal<Composition>
|
||||
{
|
||||
private:
|
||||
TGoalVec subtasks;
|
||||
std::vector<TGoalVec> subtasks; // things we want to do now
|
||||
|
||||
public:
|
||||
Composition()
|
||||
@@ -26,16 +26,12 @@ namespace Goals
|
||||
{
|
||||
}
|
||||
|
||||
Composition(TGoalVec subtasks)
|
||||
: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
|
||||
{
|
||||
}
|
||||
|
||||
virtual bool operator==(const Composition & other) const override;
|
||||
virtual std::string toString() const override;
|
||||
void accept(AIGateway * ai) override;
|
||||
Composition & addNext(const AbstractGoal & goal);
|
||||
Composition & addNext(TSubgoal goal);
|
||||
Composition & addNextSequence(const TGoalVec & taskSequence);
|
||||
virtual TGoalVec decompose() const override;
|
||||
virtual bool isElementar() const override;
|
||||
virtual int getHeroExchangeCount() const override;
|
||||
|
@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
|
||||
ai->nullkiller->setActive(chainPath.targetHero, tile);
|
||||
ai->nullkiller->setTargetObject(objid);
|
||||
|
||||
auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
|
||||
|
||||
if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
|
||||
{
|
||||
auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
|
||||
|
||||
if(relations == PlayerRelations::ENEMIES)
|
||||
{
|
||||
ai->nullkiller->armyFormation->rearrangeArmyForSiege(
|
||||
dynamic_cast<const CGTownInstance *>(targetObject),
|
||||
chainPath.targetHero);
|
||||
}
|
||||
}
|
||||
|
||||
std::set<int> blockedIndexes;
|
||||
|
||||
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
|
||||
|
@@ -24,7 +24,10 @@ using namespace Goals;
|
||||
|
||||
std::string RecruitHero::toString() const
|
||||
{
|
||||
return "Recruit hero at " + town->getNameTranslated();
|
||||
if(heroToBuy)
|
||||
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
|
||||
else
|
||||
return "Recruit hero at " + town->getNameTranslated();
|
||||
}
|
||||
|
||||
void RecruitHero::accept(AIGateway * ai)
|
||||
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
|
||||
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
||||
}
|
||||
|
||||
auto heroToHire = heroes[0];
|
||||
auto heroToHire = heroToBuy;
|
||||
|
||||
for(auto hero : heroes)
|
||||
if(!heroToHire)
|
||||
{
|
||||
if(objid == hero->id.getNum())
|
||||
for(auto hero : heroes)
|
||||
{
|
||||
heroToHire = hero;
|
||||
break;
|
||||
if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
}
|
||||
|
||||
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
}
|
||||
|
||||
if(!heroToHire)
|
||||
throw cannotFulfillGoalException("No hero to hire!");
|
||||
|
||||
if(t->visitingHero)
|
||||
{
|
||||
cb->swapGarrisonHero(t);
|
||||
|
@@ -22,18 +22,20 @@ namespace Goals
|
||||
{
|
||||
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
|
||||
{
|
||||
private:
|
||||
const CGHeroInstance * heroToBuy;
|
||||
|
||||
public:
|
||||
RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
|
||||
: RecruitHero(townWithTavern)
|
||||
: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
|
||||
{
|
||||
objid = heroToBuy->id.getNum();
|
||||
town = townWithTavern;
|
||||
priority = 1;
|
||||
}
|
||||
|
||||
RecruitHero(const CGTownInstance * townWithTavern)
|
||||
: ElementarGoal(Goals::RECRUIT_HERO)
|
||||
: RecruitHero(townWithTavern, nullptr)
|
||||
{
|
||||
priority = 1;
|
||||
town = townWithTavern;
|
||||
}
|
||||
|
||||
virtual bool operator==(const RecruitHero & other) const override
|
||||
|
68
AI/Nullkiller/Helpers/ArmyFormation.cpp
Normal file
68
AI/Nullkiller/Helpers/ArmyFormation.cpp
Normal file
@@ -0,0 +1,68 @@
|
||||
/*
|
||||
* ArmyFormation.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "ArmyFormation.h"
|
||||
#include "../../../lib/mapObjects/CGTownInstance.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
|
||||
{
|
||||
auto freeSlots = attacker->getFreeSlotsQueue();
|
||||
|
||||
while(!freeSlots.empty())
|
||||
{
|
||||
auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
|
||||
{
|
||||
return slot.second->getCount() == 1
|
||||
? std::numeric_limits<int>::max()
|
||||
: slot.second->getCreatureID().toCreature()->getAIValue();
|
||||
});
|
||||
|
||||
if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
|
||||
freeSlots.pop();
|
||||
}
|
||||
|
||||
if(town->fortLevel() > CGTownInstance::FORT)
|
||||
{
|
||||
std::vector<CStackInstance *> stacks;
|
||||
|
||||
for(auto slot : attacker->Slots())
|
||||
stacks.push_back(slot.second);
|
||||
|
||||
boost::sort(
|
||||
stacks,
|
||||
[](CStackInstance * slot1, CStackInstance * slot2) -> bool
|
||||
{
|
||||
auto cre1 = slot1->getCreatureID().toCreature();
|
||||
auto cre2 = slot2->getCreatureID().toCreature();
|
||||
auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
|
||||
|
||||
if(flying != 0) return flying < 0;
|
||||
else return cre1->getAIValue() < cre2->getAIValue();
|
||||
});
|
||||
|
||||
for(int i = 0; i < stacks.size(); i++)
|
||||
{
|
||||
auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
|
||||
|
||||
if(pos.getNum() != i)
|
||||
cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
38
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
38
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
@@ -0,0 +1,38 @@
|
||||
/*
|
||||
* ArmyFormation.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../AIUtility.h"
|
||||
|
||||
#include "../../../lib/GameConstants.h"
|
||||
#include "../../../lib/VCMI_Lib.h"
|
||||
#include "../../../lib/CTownHandler.h"
|
||||
#include "../../../lib/CBuildingHandler.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
struct HeroPtr;
|
||||
class AIGateway;
|
||||
class FuzzyHelper;
|
||||
class Nullkiller;
|
||||
|
||||
class DLL_EXPORT ArmyFormation
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
|
||||
|
||||
public:
|
||||
ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
|
||||
|
||||
void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
|
||||
};
|
||||
|
||||
}
|
@@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
|
||||
sethero(upgradePath.targetHero);
|
||||
}
|
||||
|
||||
ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
|
||||
: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
|
||||
initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
|
||||
{
|
||||
sethero(targetMain);
|
||||
}
|
||||
|
||||
bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
|
||||
{
|
||||
return false;
|
||||
|
@@ -27,6 +27,7 @@ namespace Goals
|
||||
|
||||
public:
|
||||
ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||
ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||
|
||||
virtual bool operator==(const ArmyUpgrade & other) const override;
|
||||
virtual std::string toString() const override;
|
||||
|
@@ -18,8 +18,8 @@ namespace NKAI
|
||||
|
||||
using namespace Goals;
|
||||
|
||||
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
|
||||
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
|
||||
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack)
|
||||
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn()), counterattack(isCounterAttack)
|
||||
{
|
||||
settown(town);
|
||||
sethero(defencePath.targetHero);
|
||||
|
@@ -24,9 +24,10 @@ namespace Goals
|
||||
uint64_t defenceArmyStrength;
|
||||
HitMapInfo treat;
|
||||
uint8_t turn;
|
||||
bool counterattack;
|
||||
|
||||
public:
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack = false);
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
|
||||
|
||||
virtual bool operator==(const DefendTown & other) const override;
|
||||
@@ -37,6 +38,8 @@ namespace Goals
|
||||
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
|
||||
|
||||
uint8_t getTurn() const { return turn; }
|
||||
|
||||
bool isCounterAttack() { return counterattack; }
|
||||
};
|
||||
}
|
||||
|
||||
|
@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
|
||||
|
||||
std::string HeroExchange::toString() const
|
||||
{
|
||||
return "Hero exchange " + exchangePath.toString();
|
||||
return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
|
||||
}
|
||||
|
||||
uint64_t HeroExchange::getReinforcementArmyStrength() const
|
||||
|
@@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
|
||||
for(auto & hero : heroes)
|
||||
{
|
||||
// do not allow our own heroes in garrison to act on map
|
||||
if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
|
||||
if(hero.first->getOwner() == ai->playerID
|
||||
&& hero.first->inTownGarrison
|
||||
&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
uint64_t mask = FirstActorMask << actors.size();
|
||||
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
|
||||
|
@@ -24,8 +24,8 @@
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
const int SCOUT_TURN_DISTANCE_LIMIT = 3;
|
||||
const int MAIN_TURN_DISTANCE_LIMIT = 5;
|
||||
const int SCOUT_TURN_DISTANCE_LIMIT = 5;
|
||||
const int MAIN_TURN_DISTANCE_LIMIT = 10;
|
||||
|
||||
namespace AIPathfinding
|
||||
{
|
||||
@@ -258,7 +258,7 @@ public:
|
||||
{
|
||||
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
|
||||
|
||||
return (uint64_t)(armyValue * ratio * ratio * ratio);
|
||||
return (uint64_t)(armyValue * ratio * ratio);
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
|
@@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
|
||||
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
|
||||
storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
|
||||
|
||||
logAi->trace(
|
||||
"Scout turn distance: %s, main %s",
|
||||
std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
|
||||
std::to_string(pathfinderSettings.mainTurnDistanceLimit));
|
||||
|
||||
if(pathfinderSettings.useHeroChain)
|
||||
{
|
||||
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
|
||||
|
@@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
|
||||
armyCost = base->armyCost;
|
||||
actorAction = base->actorAction;
|
||||
tiCache = base->tiCache;
|
||||
actorExchangeCount = base->actorExchangeCount;
|
||||
}
|
||||
|
||||
void HeroActor::setupSpecialActors()
|
||||
|
@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
|
||||
enabled: true
|
||||
range: 0.000 10.000
|
||||
lock-range: true
|
||||
term: LOWEST Ramp 0.250 0.000
|
||||
term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
|
||||
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
|
||||
term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
|
||||
term: LOWEST Ramp 0.400 0.000
|
||||
term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
|
||||
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
|
||||
term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
|
||||
InputVariable: scoutTurnDistance
|
||||
description: distance to tile in turns
|
||||
enabled: true
|
||||
@@ -23,11 +23,11 @@ InputVariable: goldReward
|
||||
enabled: true
|
||||
range: 0.000 5000.000
|
||||
lock-range: true
|
||||
term: LOW Triangle 10.000 500.000 2000.000
|
||||
term: MEDIUM Triangle 500.000 2000.000 5000.000
|
||||
term: HIGH Ramp 2000.000 5000.000
|
||||
term: NONE Ramp 100.000 0.000
|
||||
term: LOWEST Triangle 0.000 100.000 500.000
|
||||
term: LOWEST Triangle 0.000 100.000 200.000
|
||||
term: SMALL Triangle 100.000 200.000 400.000
|
||||
term: MEDIUM Triangle 200.000 400.000 1000.000
|
||||
term: BIG Triangle 400.000 1000.000 5000.000
|
||||
term: HUGE Ramp 1000.000 5000.000
|
||||
InputVariable: armyReward
|
||||
enabled: true
|
||||
range: 0.000 10000.000
|
||||
@@ -43,6 +43,7 @@ InputVariable: armyLoss
|
||||
term: LOW Ramp 0.200 0.000
|
||||
term: MEDIUM Triangle 0.000 0.200 0.500
|
||||
term: HIGH Ramp 0.200 0.500
|
||||
term: ALL Ramp 0.700 1.000
|
||||
InputVariable: heroRole
|
||||
enabled: true
|
||||
range: -0.100 1.100
|
||||
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
|
||||
InputVariable: strategicalValue
|
||||
description: Some abstract long term benefit non gold or army or skill
|
||||
enabled: true
|
||||
range: 0.000 1.000
|
||||
range: 0.000 3.000
|
||||
lock-range: false
|
||||
term: NONE Ramp 0.200 0.000
|
||||
term: LOWEST Triangle 0.000 0.010 0.250
|
||||
term: LOW Triangle 0.000 0.250 0.700
|
||||
term: MEDIUM Triangle 0.250 0.700 1.000
|
||||
term: HIGH Ramp 0.700 1.000
|
||||
term: LOW Triangle 0.000 0.250 1.000
|
||||
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
|
||||
description: Ratio between weekly army cost and gold income
|
||||
enabled: true
|
||||
range: 0.000 1.000
|
||||
lock-range: false
|
||||
term: LOW Ramp 0.300 0.000
|
||||
term: HIGH Discrete 0.100 0.000 0.250 0.100 0.300 0.200 0.400 0.700 1.000 1.000
|
||||
term: HIGH Discrete 0.100 0.000 0.250 0.200 0.300 0.300 0.400 0.700 1.000 1.000
|
||||
InputVariable: goldCost
|
||||
description: Action cost in gold
|
||||
enabled: true
|
||||
@@ -121,106 +123,154 @@ InputVariable: fear
|
||||
term: LOW Triangle 0.000 0.500 1.000
|
||||
term: MEDIUM Triangle 0.500 1.000 1.500
|
||||
term: HIGH Ramp 1.000 1.800
|
||||
InputVariable: armyGrowth
|
||||
enabled: true
|
||||
range: 0.000 20000.000
|
||||
lock-range: false
|
||||
term: NONE Ramp 100.000 0.000
|
||||
term: SMALL Triangle 0.000 1000.000 3000.000
|
||||
term: MEDIUM Triangle 1000.000 3000.000 8000.000
|
||||
term: BIG Triangle 3000.000 8000.000 20000.000
|
||||
term: HUGE Ramp 8000.000 20000.000
|
||||
OutputVariable: Value
|
||||
enabled: true
|
||||
range: -0.500 1.500
|
||||
range: -1.500 2.500
|
||||
lock-range: false
|
||||
aggregation: AlgebraicSum
|
||||
defuzzifier: Centroid 100
|
||||
default: 0.500
|
||||
lock-previous: false
|
||||
term: LOWEST Discrete -0.500 0.000 -0.500 1.000 -0.200 1.000 -0.200 0.000 0.200 0.000 0.200 1.000 0.500 1.000 0.500 0.000 0.500
|
||||
term: BITLOW Rectangle -0.010 0.010 0.500
|
||||
term: LOW Discrete -0.150 0.000 -0.150 1.000 -0.050 1.000 -0.050 0.000 0.050 0.000 0.050 1.000 0.150 1.000 0.150 0.000 0.500
|
||||
term: MEDIUM Triangle 0.450 0.500 0.550 0.050
|
||||
term: HIGH Discrete 0.850 0.000 0.850 1.000 0.950 1.000 0.950 0.000 1.050 0.000 1.050 1.000 1.150 1.000 1.150 0.000 0.500
|
||||
term: HIGHEST Discrete 0.500 0.000 0.500 1.000 0.800 1.000 0.800 0.000 1.200 0.000 1.200 1.000 1.500 1.000 1.500 0.000 0.500
|
||||
term: BITHIGH Rectangle 0.990 1.010 0.500
|
||||
RuleBlock: gold reward
|
||||
term: WORST Binary -1.000 -inf 0.700
|
||||
term: BAD Rectangle -1.000 -0.700 0.500
|
||||
term: BASE Rectangle -0.200 0.200 0.350
|
||||
term: MEDIUM Rectangle 0.910 1.090 0.500
|
||||
term: SMALL Rectangle 0.960 1.040 0.600
|
||||
term: BITHIGH Rectangle 0.850 1.150 0.400
|
||||
term: HIGH Rectangle 0.750 1.250 0.400
|
||||
term: HIGHEST Rectangle 0.500 1.500 0.350
|
||||
term: CRITICAL Ramp 0.500 2.000 0.500
|
||||
RuleBlock: basic
|
||||
enabled: true
|
||||
conjunction: AlgebraicProduct
|
||||
disjunction: AlgebraicSum
|
||||
implication: AlgebraicProduct
|
||||
activation: General
|
||||
rule: if turn is NOW and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.5
|
||||
rule: if turn is NOW and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
|
||||
rule: if turn is NOW and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
|
||||
rule: if turn is NOW and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
|
||||
rule: if turn is NEXT and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.8
|
||||
rule: if turn is NEXT and scoutTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW
|
||||
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
|
||||
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW with 0.3
|
||||
rule: if turn is FUTURE and scoutTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.3
|
||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.5
|
||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is NONE then Value is LOWEST with 0.5
|
||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is LOW then Value is LOWEST with 0.3
|
||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is MEDIUM then Value is LOW with 0.5
|
||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is HIGH then Value is BITLOW
|
||||
rule: if turn is FUTURE and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW
|
||||
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW
|
||||
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW
|
||||
rule: if scoutTurnDistance is MEDIUM and heroRole is SCOUT then Value is BITLOW
|
||||
rule: if mainTurnDistance is MEDIUM then Value is BITLOW
|
||||
rule: if scoutTurnDistance is LOW and heroRole is SCOUT then Value is MEDIUM
|
||||
rule: if mainTurnDistance is LOW then Value is MEDIUM
|
||||
rule: if goldReward is HIGH 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 HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH with 0.7
|
||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is BITHIGH
|
||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
|
||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
|
||||
rule: if goldReward is MEDIUM and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is BITLOW
|
||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is MAIN and danger is not NONE then Value is BITHIGH
|
||||
rule: if goldReward is LOW and goldPreasure is HIGH and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
|
||||
rule: if goldReward is LOW and heroRole is MAIN and danger is not NONE and rewardType is SINGLE and armyLoss is LOW then Value is BITLOW
|
||||
rule: if goldReward is LOW and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOW
|
||||
rule: if goldReward is LOWEST and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOWEST
|
||||
rule: if armyReward is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is HIGH with 0.5
|
||||
rule: if armyReward is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
|
||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and mainTurnDistance is LOWEST then Value is HIGHEST
|
||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is NONE and fear is not HIGH then Value is HIGH
|
||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST with 0.5
|
||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE then Value is BITHIGH
|
||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH with 0.2
|
||||
rule: if armyReward is MEDIUM and heroRole is SCOUT and danger is NONE then Value is HIGHEST with 0.5
|
||||
rule: if armyReward is LOW and heroRole is SCOUT and danger is NONE then Value is HIGH
|
||||
rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
|
||||
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
|
||||
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
|
||||
rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
|
||||
rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
|
||||
rule: if skillReward is MEDIUM and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
|
||||
rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
||||
rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
|
||||
rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
|
||||
rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
|
||||
rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
|
||||
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
|
||||
rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
|
||||
rule: if strategicalValue is HIGH and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGHEST with 0.5
|
||||
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is MEDIUM and fear is not HIGH then Value is HIGH
|
||||
rule: if strategicalValue is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
||||
rule: if rewardType is NONE then Value is LOWEST
|
||||
rule: if armyLoss is HIGH and strategicalValue is not HIGH and heroRole is MAIN then Value is LOWEST
|
||||
rule: if armyLoss is HIGH and strategicalValue is HIGH and heroRole is MAIN then Value is LOW
|
||||
rule: if armyLoss is HIGH and heroRole is SCOUT then Value is LOWEST
|
||||
rule: if heroRole is SCOUT and closestHeroRatio is LOW then Value is LOW
|
||||
rule: if heroRole is SCOUT and closestHeroRatio is LOWEST then Value is LOWEST
|
||||
rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOW then Value is LOW
|
||||
rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOWEST then Value is LOWEST
|
||||
rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
|
||||
rule: if heroRole is SCOUT then Value is BITLOW
|
||||
rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
|
||||
rule: if turn is NOW then Value is LOW with 0.3
|
||||
rule: if turn is not NOW then Value is LOW with 0.4
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
|
||||
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
|
||||
rule: if fear is MEDIUM then Value is LOW
|
||||
rule: if fear is HIGH then Value is LOWEST
|
||||
rule: if heroRole is MAIN then Value is BASE
|
||||
rule: if heroRole is SCOUT then Value is BASE
|
||||
rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
|
||||
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if armyLoss is ALL then Value is WORST
|
||||
rule: if turn is not NOW then Value is BAD with 0.1
|
||||
rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
|
||||
rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
|
||||
rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
|
||||
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
|
||||
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
|
||||
rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
|
||||
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
|
||||
rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
|
||||
rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
|
||||
rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
|
||||
rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
|
||||
RuleBlock: strategicalValue
|
||||
enabled: true
|
||||
conjunction: AlgebraicProduct
|
||||
disjunction: NormalizedSum
|
||||
implication: AlgebraicProduct
|
||||
activation: General
|
||||
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
||||
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
||||
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
||||
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
||||
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||
rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
|
||||
rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
|
||||
rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
|
||||
rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
|
||||
RuleBlock: armyReward
|
||||
enabled: true
|
||||
conjunction: AlgebraicProduct
|
||||
disjunction: AlgebraicSum
|
||||
implication: AlgebraicProduct
|
||||
activation: General
|
||||
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
||||
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.7
|
||||
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
|
||||
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||
RuleBlock: gold
|
||||
enabled: true
|
||||
conjunction: AlgebraicProduct
|
||||
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 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 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
|
||||
rule: if goldReward is BIG then Value is SMALL
|
||||
rule: if goldReward is HUGE then Value is BITHIGH
|
||||
RuleBlock: skill reward
|
||||
enabled: true
|
||||
conjunction: AlgebraicProduct
|
||||
disjunction: AlgebraicSum
|
||||
implication: AlgebraicProduct
|
||||
activation: General
|
||||
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
||||
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
||||
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
Reference in New Issue
Block a user