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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

NKAI improve defence and some fixes

This commit is contained in:
Andrii Danylchenko 2023-02-28 09:07:59 +02:00
parent c28f7dd292
commit 8b0c7b6601
15 changed files with 207 additions and 138 deletions

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@ -359,6 +359,11 @@ void AIGateway::objectRemoved(const CGObjectInstance * obj)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
}
if(obj->ID == Obj::HERO && cb->getPlayerRelations(obj->tempOwner, playerID) == PlayerRelations::ENEMIES)
{
nullkiller->dangerHitMap->reset();
}
}
void AIGateway::showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor)
@ -580,27 +585,32 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
requestActionASAP([=]()
{
//yes&no -> always answer yes, we are a brave AI :)
auto answer = 1;
bool answer = true;
auto objects = cb->getVisitableObjs(target);
if(hero.validAndSet() && target.valid() && objects.size())
{
auto objType = objects.front()->ID;
auto objType = objects.back()->ID;
if(objType == Obj::ARTIFACT || objType == Obj::RESOURCE)
auto ratio = (float)nullkiller->dangerEvaluator->evaluateDanger(target, hero.get()) / (float)hero->getTotalStrength();
bool dangerUnknown = ratio == 0;
bool dangerTooHigh = ratio > (1 / SAFE_ATTACK_CONSTANT);
answer = objects.back()->id == nullkiller->getTargetObject(); // no if we do not aim to visit this object
if(objType == Obj::BORDERGUARD || objType == Obj::QUEST_GUARD)
{
answer = true;
}
else if(objType == Obj::ARTIFACT || objType == Obj::RESOURCE)
{
auto ratio = (float)nullkiller->dangerEvaluator->evaluateDanger(target, hero.get()) / (float)hero->getTotalStrength();
bool dangerUnknown = ratio == 0;
bool dangerTooHigh = ratio > (1 / SAFE_ATTACK_CONSTANT);
logAi->trace("Guarded object query hook: %s by %s danger ratio %f", target.toString(), hero.name, ratio);
if(text.find("guarded") != std::string::npos && (dangerUnknown || dangerTooHigh))
answer = 0; // no
answer = dangerUnknown || dangerTooHigh;
}
}
answerQuery(askID, answer);
answerQuery(askID, answer ? 1 : 0);
});
return;
@ -1332,7 +1342,10 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
{
if(visitedObject != *h)
{
performObjectInteraction(visitedObject, h);
ret = true;
}
}
}
if(h) //we could have lost hero after last move

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@ -14,6 +14,8 @@
namespace NKAI
{
HitMapInfo HitMapInfo::NoTreat;
void DangerHitMapAnalyzer::updateHitMap()
{
if(upToDate)
@ -47,6 +49,9 @@ void DangerHitMapAnalyzer::updateHitMap()
for(auto pair : heroes)
{
if(!pair.first.isValidPlayer())
continue;
if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
continue;

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@ -16,10 +16,17 @@ namespace NKAI
struct HitMapInfo
{
static HitMapInfo NoTreat;
uint64_t danger;
uint8_t turn;
HeroPtr hero;
HitMapInfo()
{
reset();
}
void reset()
{
danger = 0;
@ -33,6 +40,8 @@ struct HitMapNode
HitMapInfo maximumDanger;
HitMapInfo fastestDanger;
HitMapNode() = default;
void reset()
{
maximumDanger.reset();

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@ -92,37 +92,6 @@ float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
}
std::vector<std::vector<const CGHeroInstance *>> clusterizeHeroes(CCallback * cb, std::vector<const CGHeroInstance *> heroes)
{
std::vector<std::vector<const CGHeroInstance *>> clusters;
for(auto hero : heroes)
{
auto paths = cb->getPathsInfo(hero);
std::vector<const CGHeroInstance *> newCluster = {hero};
for(auto cluster = clusters.begin(); cluster != clusters.end();)
{
auto hero = std::find_if(cluster->begin(), cluster->end(), [&](const CGHeroInstance * h) -> bool
{
return paths->getNode(h->visitablePos())->turns < SCOUT_TURN_DISTANCE_LIMIT;
});
if(hero != cluster->end())
{
vstd::concatenate(newCluster, *cluster);
clusters.erase(cluster);
}
else
cluster++;
}
clusters.push_back(newCluster);
}
return clusters;
}
void HeroManager::update()
{
logAi->trace("Start analysing our heroes");
@ -149,27 +118,6 @@ void HeroManager::update()
heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
}
for(auto cluster : clusterizeHeroes(cb, myHeroes))
{
std::sort(cluster.begin(), cluster.end(), scoreSort);
auto localMainCountMax = (cluster.size() + 2) / 3;
for(auto hero : cluster)
{
if(heroRoles[hero] != HeroRole::MAIN)
{
heroRoles[hero] = HeroRole::MAIN;
break;
}
localMainCountMax--;
if(localMainCountMax == 0)
break;
}
}
for(auto hero : myHeroes)
{
logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");

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@ -271,7 +271,7 @@ void ObjectClusterizer::clusterize()
if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s does not need to visit %s", path.targetHero->name, obj->getObjectName());
logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
#endif
continue;
}
@ -285,7 +285,7 @@ void ObjectClusterizer::clusterize()
if(vstd::contains(heroesProcessed, path.targetHero))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s is already processed.", path.targetHero->name);
logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
#endif
continue;
}

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@ -70,7 +70,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
if(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());
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
#endif
continue;
}
@ -113,7 +113,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
hero->name,
hero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());

View File

@ -18,6 +18,7 @@
#include "../Goals/RecruitHero.h"
#include "../Goals/DismissHero.h"
#include "../Goals/Composition.h"
#include "../Goals/CaptureObject.h"
#include "../Markers/DefendTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "lib/mapping/CMap.h" //for victory conditions
@ -29,6 +30,8 @@ namespace NKAI
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
const double TREAT_IGNORE_RATIO = 0.5;
using namespace Goals;
std::string DefenceBehavior::toString() const
@ -53,7 +56,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
if(!treatNode.fastestDanger.hero)
{
@ -68,12 +71,17 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
{
if(!town->visitingHero && cb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER)
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
{
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
}
logAi->trace(
"Extracting hero %s from garrison of town %s",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
return;
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
}
}
logAi->trace(
@ -113,22 +121,37 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
if(path.getHeroStrength() > treat.danger)
if(treat.hero.validAndSet()
&& treat.turn <= 1
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
{
if((path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|| (path.exchangeCount == 1 && path.turn() < treat.turn)
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
tasks.push_back(Goals::sptr(composition));
}
bool treatIsWeak = path.getHeroStrength() / 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->name,
town->name,
path.targetHero->getObjectName(),
town->getObjectName(),
path.toString());
#endif
treatIsUnderControl = true;
break;
}
}
@ -152,7 +175,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->name, town->name);
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;
@ -202,7 +225,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
#if NKAI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
path.targetHero->name,
path.targetHero->getObjectName(),
path.getHeroStrength(),
std::to_string(path.turn()),
path.movementCost(),
@ -212,8 +235,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
town->name,
path.targetHero->name);
town->getObjectName(),
path.targetHero->getObjectName());
#endif
defferedPaths[path.targetHero].push_back(i);
@ -225,8 +248,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
// dismiss creatures we are not able to pick to be able to hide in garrison
@ -249,8 +272,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s. Path is locked.",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
continue;
@ -277,8 +300,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
Composition composition;

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@ -138,8 +138,8 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
logAi->trace(
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
hero->name,
path.targetHero->name,
hero->getObjectName(),
path.targetHero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());
@ -230,6 +230,12 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
{
upgrade.upgradeValue +=
ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);
}
if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
continue;
@ -242,7 +248,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
upgrader->getObjectName(),
path.targetHero->name,
path.targetHero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());

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@ -131,6 +131,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
auto start = std::chrono::high_resolution_clock::now();
activeHero = nullptr;
setTargetObject(-1);
if(!fast)
{
@ -188,7 +189,7 @@ bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
#endif
return true;
}
@ -200,7 +201,7 @@ bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
if(lockReason != HeroLockedReason::NOT_LOCKED)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
#endif
return true;
}
@ -221,6 +222,7 @@ void Nullkiller::makeTurn()
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
const int MAX_DEPTH = 10;
const int FAST_TASK_MINIMAL_PRIORITY = 0.7;
resetAiState();
@ -240,12 +242,12 @@ void Nullkiller::makeTurn()
bestTask = choseBestTask(fastTasks);
if(bestTask->priority >= 1)
if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
{
executeTask(bestTask);
updateAiState(i, true);
}
} while(bestTask->priority >= 1);
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
Goals::TTaskVec bestTasks = {
bestTask,
@ -272,21 +274,16 @@ void Nullkiller::makeTurn()
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
useHeroChain = false;
if(bestTask->priority < NEXT_SCAN_MIN_PRIORITY
&& scanDepth != ScanDepth::FULL)
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::FULL)
{
if(heroRole == HeroRole::MAIN || bestTask->priority < MIN_PRIORITY)
{
useHeroChain = false;
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth",
bestTask->toString(),
bestTask->priority);
scanDepth = (ScanDepth)((int)scanDepth + 1);
continue;
}
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth",
bestTask->toString(),
bestTask->priority);
}
if(bestTask->priority < MIN_PRIORITY)
@ -317,10 +314,12 @@ void Nullkiller::executeTask(Goals::TTask task)
}
catch(cannotFulfillGoalException & e)
{
logAi->debug("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->debug("The error message was: %s", e.what());
logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->error("The error message was: %s", e.what());
throw;
#if NKAI_TRACE_LEVEL == 0
throw; // will be recatched and AI turn ended
#endif
}
}

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@ -24,7 +24,7 @@ namespace NKAI
const float MAX_GOLD_PEASURE = 0.3f;
const float MIN_PRIORITY = 0.01f;
const float NEXT_SCAN_MIN_PRIORITY = 0.4f;
const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
enum class HeroLockedReason
{
@ -39,11 +39,9 @@ enum class HeroLockedReason
enum class ScanDepth
{
SMALL = 0,
FULL = 0,
MEDIUM = 1,
FULL = 2
SMALL = 1
};
class Nullkiller
@ -51,6 +49,7 @@ class Nullkiller
private:
const CGHeroInstance * activeHero;
int3 targetTile;
ObjectInstanceID targetObject;
std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
ScanDepth scanDepth;
TResources lockedResources;
@ -79,6 +78,8 @@ public:
HeroPtr getActiveHero() { return activeHero; }
HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
int3 getTargetTile() const { return targetTile; }
ObjectInstanceID getTargetObject() const { return targetObject; }
void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }

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@ -17,10 +17,12 @@
#include "../../../lib/CPathfinder.h"
#include "../../../lib/CGameStateFwd.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/StartInfo.h"
#include "../../../CCallback.h"
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Markers/UnlockCluster.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
@ -87,10 +89,14 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
return 0; // if we already own it, no additional reward will be received by just visiting it
auto town = cb->getTown(target->id);
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
auto isProbablyDeveloped = !isNeutral && town->hasFort();
auto fortLevel = town->fortLevel();
return isProbablyDeveloped ? 1500 : 500;
if(town->hasCapitol()) return 4000;
// probably well developed town will have city hall
if(fortLevel == CGTownInstance::CASTLE) return 1500;
return town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? 1000 : 500;
}
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
@ -238,7 +244,16 @@ uint64_t RewardEvaluator::getArmyReward(
switch(target->ID)
{
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
{
auto town = dynamic_cast<const CGTownInstance *>(target);
auto fortLevel = town->fortLevel();
if(fortLevel < CGTownInstance::CITADEL)
return town->hasFort() ? 1000 : 0;
else
return fortLevel == CGTownInstance::CASTLE ? 10000 : 4000;
}
case Obj::HILL_FORT:
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
case Obj::CREATURE_BANK:
@ -374,12 +389,20 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
}
case Obj::TOWN:
{
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
return 1;
return dynamic_cast<const CGTownInstance *>(target)->hasFort()
? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
: 0.7f;
auto town = dynamic_cast<const CGTownInstance *>(target);
auto fortLevel = town->fortLevel();
if(town->hasCapitol()) return 1;
if(fortLevel < CGTownInstance::CITADEL)
return town->hasFort() ? 0.6 : 0.4;
else
return fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8;
}
case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
@ -448,22 +471,17 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
}
}
uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
{
auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
if(treatNode.maximumDanger.danger == 0)
return 0;
return HitMapInfo::NoTreat;
if(treatNode.maximumDanger.turn <= turn)
return treatNode.maximumDanger.danger;
return treatNode.maximumDanger;
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
}
uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
{
return getEnemyHeroDanger(path.targetTile(), path.turn());
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoTreat;
}
int32_t getArmyCost(const CArmedInstance * army)
@ -564,6 +582,26 @@ public:
}
};
void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
if(enemyDanger.danger)
{
auto dangerRatio = enemyDanger.danger / (double)ourStrength;
auto enemyHero = evaluationContext.evaluator.ai->cb->getObj(enemyDanger.hero.hid, false);
bool isAI =enemyHero
&& evaluationContext.evaluator.ai->cb->getStartInfo()->getIthPlayersSettings(enemyHero->getOwner()).isControlledByAI();
if(isAI)
{
dangerRatio *= 1.5; // lets make AI bit more afraid of other AI.
}
vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
}
}
class DefendTownEvaluator : public IEvaluationContextBuilder
{
private:
@ -596,7 +634,7 @@ public:
auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[Res::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
float multiplier = 1;
@ -607,9 +645,7 @@ public:
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
evaluationContext.strategicalValue += strategicalValue * multiplier;
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
}
};
@ -665,7 +701,7 @@ public:
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
vstd::amax(evaluationContext.turn, path.turn());
}
};
@ -719,6 +755,27 @@ public:
}
};
class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
return;
Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
{
auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
evaluationContext.movementCost += garrisonHero->movement;
evaluationContext.movementCostByRole[defenderRole] += garrisonHero->movement;
}
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
@ -783,6 +840,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -23,6 +23,7 @@ namespace NKAI
class BuildingInfo;
class Nullkiller;
struct HitMapInfo;
class RewardEvaluator
{
@ -41,8 +42,7 @@ public:
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
uint64_t getEnemyHeroDanger(const AIPath & path) const;
uint64_t getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
};
struct DLL_EXPORT EvaluationContext

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@ -83,7 +83,10 @@ void ExchangeSwapTownHeroes::accept(AIGateway * ai)
cb->swapGarrisonHero(town);
ai->nullkiller->lockHero(garrisonHero, lockingReason);
if(lockingReason != HeroLockedReason::NOT_LOCKED)
{
ai->nullkiller->lockHero(garrisonHero, lockingReason);
}
if(town->visitingHero && town->visitingHero != garrisonHero)
{

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@ -32,6 +32,9 @@ namespace Goals
void accept(AIGateway * ai) override;
std::string toString() const override;
virtual bool operator==(const ExchangeSwapTownHeroes & other) const override;
const CGHeroInstance * getGarrisonHero() const { return garrisonHero; }
HeroLockedReason getLockingReason() const { return lockingReason; }
};
}

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@ -52,6 +52,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
logAi->debug("Executing hero chain towards %s. Path %s", targetName, chainPath.toString());
ai->nullkiller->setActive(chainPath.targetHero, tile);
ai->nullkiller->setTargetObject(objid);
std::set<int> blockedIndexes;