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Merge pull request #5380 from IvanSavenko/xilmi_develop
[1.6.6] AI improvements from AIL / Xilmi
This commit is contained in:
commit
a272ae8208
@ -774,9 +774,9 @@ bool townHasFreeTavern(const CGTownInstance * town)
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return canMoveVisitingHeroToGarrison;
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}
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy)
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy, int fortLevel)
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{
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auto armyStrength = heroArmy->getArmyStrength();
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auto armyStrength = heroArmy->getArmyStrength(fortLevel);
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if(hero && hero->commander && hero->commander->alive)
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{
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@ -217,7 +217,7 @@ int64_t getArtifactScoreForHero(const CGHeroInstance * hero, const CArtifactInst
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int64_t getPotentialArtifactScore(const CArtifact * art);
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bool townHasFreeTavern(const CGTownInstance * town);
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy, int fortLevel = 0);
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
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@ -291,6 +291,7 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
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prerequisite.baseCreatureID = info.baseCreatureID;
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prerequisite.prerequisitesCount++;
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prerequisite.armyCost = info.armyCost;
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prerequisite.armyStrength = info.armyStrength;
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bool haveSameOrBetterFort = false;
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if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
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haveSameOrBetterFort = true;
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@ -459,6 +459,8 @@ void ObjectClusterizer::clusterizeObject(
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continue;
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}
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float priority = 0;
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if(path.nodes.size() > 1)
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{
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auto blocker = getBlocker(path);
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@ -475,7 +477,10 @@ void ObjectClusterizer::clusterizeObject(
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heroesProcessed.insert(path.targetHero);
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float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), PriorityEvaluator::PriorityTier::HUNTER_GATHER);
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
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}
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if(ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
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continue;
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@ -498,7 +503,10 @@ void ObjectClusterizer::clusterizeObject(
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heroesProcessed.insert(path.targetHero);
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float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), PriorityEvaluator::PriorityTier::HUNTER_GATHER);
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
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}
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if (ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
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continue;
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@ -214,11 +214,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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std::vector<int> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
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AIPath* closestWay = nullptr;
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for(int i = 0; i < paths.size(); i++)
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{
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auto & path = paths[i];
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if (!closestWay || path.movementCost() < closestWay->movementCost())
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closestWay = &path;
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
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@ -382,7 +386,14 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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town->getObjectName());
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#endif
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sequence.push_back(sptr(ExecuteHeroChain(path, town)));
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ExecuteHeroChain heroChain = ExecuteHeroChain(path, town);
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if (closestWay)
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{
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heroChain.closestWayRatio = closestWay->movementCost() / heroChain.getPath().movementCost();
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}
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sequence.push_back(sptr(heroChain));
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composition.addNextSequence(sequence);
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auto firstBlockedAction = path.getFirstBlockedAction();
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@ -58,6 +58,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
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ai->dangerHitMap->updateHitMap();
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int treasureSourcesCount = 0;
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int bestClosestThreat = UINT8_MAX;
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for(auto town : towns)
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{
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@ -118,6 +119,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
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bestScore = score;
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bestHeroToHire = hero;
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bestTownToHireFrom = town;
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bestClosestThreat = closestThreat;
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}
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}
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}
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@ -128,7 +130,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
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{
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if (ai->cb->getHeroesInfo().size() == 0
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|| treasureSourcesCount > ai->cb->getHeroesInfo().size() * 5
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|| bestHeroToHire->getArmyCost() > GameConstants::HERO_GOLD_COST / 2.0
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|| (bestHeroToHire->getArmyCost() > GameConstants::HERO_GOLD_COST / 2.0 && (bestClosestThreat < 1 || !ai->buildAnalyzer->isGoldPressureHigh()))
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|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol)
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|| (ai->getFreeResources()[EGameResID::GOLD] > 30000 && !ai->buildAnalyzer->isGoldPressureHigh()))
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{
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@ -127,9 +127,9 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
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auto fortLevel = town->fortLevel();
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if (fortLevel == CGTownInstance::EFortLevel::CASTLE)
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danger = std::max(danger * 2, danger + 10000);
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danger += 10000;
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else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
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danger = std::max(ui64(danger * 1.4), danger + 4000);
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danger += 4000;
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}
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return danger;
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@ -446,7 +446,7 @@ void Nullkiller::makeTurn()
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#if NKAI_TRACE_LEVEL >= 1
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int prioOfTask = 0;
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#endif
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::DEFEND; ++prio)
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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#if NKAI_TRACE_LEVEL >= 1
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prioOfTask = prio;
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@ -535,7 +535,10 @@ void Nullkiller::makeTurn()
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else
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return;
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}
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hasAnySuccess = true;
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else
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{
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hasAnySuccess = true;
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}
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}
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hasAnySuccess |= handleTrading();
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@ -721,7 +724,7 @@ bool Nullkiller::handleTrading()
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if (toGive && toGive <= available[mostExpendable]) //don't try to sell 0 resources
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{
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cb->trade(m->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
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#if NKAI_TRACE_LEVEL >= 1
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#if NKAI_TRACE_LEVEL >= 2
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logAi->info("Traded %d of %s for %d of %s at %s", toGive, mostExpendable, toGet, mostWanted, obj->getObjectName());
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#endif
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haveTraded = true;
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@ -66,7 +66,8 @@ EvaluationContext::EvaluationContext(const Nullkiller* ai)
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isArmyUpgrade(false),
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isHero(false),
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isEnemy(false),
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explorePriority(0)
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explorePriority(0),
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powerRatio(0)
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{
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}
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@ -609,9 +610,6 @@ float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
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? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
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: 0;
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case Obj::KEYMASTER:
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return 0.6f;
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default:
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return 0;
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}
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@ -889,7 +887,14 @@ public:
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Goals::StayAtTown& stayAtTown = dynamic_cast<Goals::StayAtTown&>(*task);
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evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
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if (stayAtTown.getHero() != nullptr && stayAtTown.getHero()->movementPointsRemaining() < 100)
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{
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return;
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}
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if(stayAtTown.town->mageGuildLevel() > 0)
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evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
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if (evaluationContext.armyReward == 0)
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evaluationContext.isDefend = true;
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else
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@ -1018,6 +1023,45 @@ public:
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if(heroRole == HeroRole::MAIN)
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evaluationContext.heroRole = heroRole;
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if (hero)
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{
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// Assuming Slots() returns a collection of slots with slot.second->getCreatureID() and slot.second->getPower()
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float heroPower = 0;
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float totalPower = 0;
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// Map to store the aggregated power of creatures by CreatureID
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std::map<int, float> totalPowerByCreatureID;
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// Calculate hero power and total power by CreatureID
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for (auto slot : hero->Slots())
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{
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int creatureID = slot.second->getCreatureID();
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float slotPower = slot.second->getPower();
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// Add the power of this slot to the heroPower
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heroPower += slotPower;
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// Accumulate the total power for the specific CreatureID
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if (totalPowerByCreatureID.find(creatureID) == totalPowerByCreatureID.end())
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{
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// First time encountering this CreatureID, retrieve total creatures' power
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totalPowerByCreatureID[creatureID] = ai->armyManager->getTotalCreaturesAvailable(creatureID).power;
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}
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}
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// Calculate total power based on unique CreatureIDs
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for (const auto& entry : totalPowerByCreatureID)
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{
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totalPower += entry.second;
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}
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// Compute the power ratio if total power is greater than zero
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if (totalPower > 0)
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{
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evaluationContext.powerRatio = heroPower / totalPower;
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}
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}
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if (target)
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{
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evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
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@ -1030,6 +1074,8 @@ public:
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evaluationContext.isHero = true;
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if (target->getOwner().isValidPlayer() && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
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evaluationContext.isEnemy = true;
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if (target->ID == Obj::TOWN)
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evaluationContext.defenseValue = dynamic_cast<const CGTownInstance*>(target)->fortLevel();
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evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
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if(evaluationContext.danger > 0)
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evaluationContext.skillReward += (float)evaluationContext.danger / (float)hero->getArmyStrength();
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@ -1169,6 +1215,19 @@ public:
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evaluationContext.goldCost += cost;
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evaluationContext.closestWayRatio = 1;
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evaluationContext.buildingCost += bi.buildCostWithPrerequisites;
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bool alreadyOwn = false;
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int highestMageGuildPossible = BuildingID::MAGES_GUILD_3;
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for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
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{
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if (town->hasBuilt(bi.id))
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alreadyOwn = true;
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if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_5) != EBuildingState::FORBIDDEN)
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highestMageGuildPossible = BuildingID::MAGES_GUILD_5;
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else if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_4) != EBuildingState::FORBIDDEN)
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highestMageGuildPossible = BuildingID::MAGES_GUILD_4;
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}
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if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
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evaluationContext.isTradeBuilding = true;
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@ -1183,14 +1242,19 @@ public:
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if(bi.baseCreatureID == bi.creatureID)
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{
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evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
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evaluationContext.armyReward += bi.armyStrength;
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evaluationContext.armyReward += bi.armyStrength * 1.5;
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}
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else
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{
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auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
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evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
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evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
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if(bi.id.IsDwelling())
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evaluationContext.armyReward += bi.armyStrength - evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
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else //This is for prerequisite-buildings
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evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
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if(alreadyOwn)
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evaluationContext.armyReward /= bi.buildCostWithPrerequisites.marketValue();
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}
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}
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else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
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@ -1201,9 +1265,14 @@ public:
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else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
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{
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evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
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for (auto hero : evaluationContext.evaluator.ai->cb->getHeroesInfo())
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if (!alreadyOwn && evaluationContext.evaluator.ai->cb->canBuildStructure(buildThis.town, highestMageGuildPossible) != EBuildingState::FORBIDDEN)
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{
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evaluationContext.armyInvolvement += hero->getArmyCost();
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for (auto hero : evaluationContext.evaluator.ai->cb->getHeroesInfo())
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{
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if(hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + hero->getPrimSkillLevel(PrimarySkill::KNOWLEDGE) > hero->getPrimSkillLevel(PrimarySkill::ATTACK) + hero->getPrimSkillLevel(PrimarySkill::DEFENSE)
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&& hero->manaLimit() > 30)
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evaluationContext.armyReward += hero->getArmyCost();
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}
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}
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}
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int sameTownBonus = 0;
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@ -1333,18 +1402,35 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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else
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{
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float score = 0;
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const bool amIInDanger = ai->cb->getTownsInfo().empty() || (evaluationContext.isDefend && evaluationContext.threatTurns == 0);
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const float maxWillingToLose = amIInDanger ? 1 : ai->settings->getMaxArmyLossTarget();
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bool currentPositionThreatened = false;
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if (task->hero)
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{
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auto currentTileThreat = ai->dangerHitMap->getTileThreat(task->hero->visitablePos());
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if (currentTileThreat.fastestDanger.turn < 1 && currentTileThreat.fastestDanger.danger > task->hero->getTotalStrength())
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currentPositionThreatened = true;
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}
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if (priorityTier == PriorityTier::FAR_HUNTER_GATHER && currentPositionThreatened == false)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Skip FAR_HUNTER_GATHER because hero is not threatened.");
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#endif
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return 0;
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}
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const bool amIInDanger = ai->cb->getTownsInfo().empty();
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const float maxWillingToLose = amIInDanger ? 1 : ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio > 0 ? ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio : 1.0;
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float dangerThreshold = 1;
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dangerThreshold *= evaluationContext.powerRatio > 0 ? evaluationContext.powerRatio : 1.0;
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bool arriveNextWeek = false;
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if (ai->cb->getDate(Date::DAY_OF_WEEK) + evaluationContext.turn > 7 && priorityTier < PriorityTier::FAR_KILL)
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arriveNextWeek = true;
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d",
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logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, maxWillingToLose: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, dangerThreshold: %f explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d powerRatio: %f",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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maxWillingToLose,
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(int)evaluationContext.turn,
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evaluationContext.movementCostByRole[HeroRole::MAIN],
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evaluationContext.movementCostByRole[HeroRole::SCOUT],
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@ -1362,23 +1448,27 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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evaluationContext.conquestValue,
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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dangerThreshold,
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evaluationContext.explorePriority,
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evaluationContext.isDefend,
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evaluationContext.isEnemy,
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arriveNextWeek);
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arriveNextWeek,
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evaluationContext.powerRatio);
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#endif
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switch (priorityTier)
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{
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case PriorityTier::INSTAKILL: //Take towns / kill heroes in immediate reach
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{
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if (evaluationContext.turn > 0)
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if (evaluationContext.turn > 0 || evaluationContext.isExchange)
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return 0;
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if (evaluationContext.movementCost >= 1)
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return 0;
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if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
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return 0;
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||||
if(evaluationContext.conquestValue > 0)
|
||||
score = evaluationContext.armyInvolvement;
|
||||
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
||||
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
||||
return 0;
|
||||
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
return 0;
|
||||
@ -1388,23 +1478,47 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
}
|
||||
case PriorityTier::INSTADEFEND: //Defend immediately threatened towns
|
||||
{
|
||||
if (evaluationContext.isDefend && evaluationContext.threatTurns == 0 && evaluationContext.turn == 0)
|
||||
score = evaluationContext.armyInvolvement;
|
||||
if (evaluationContext.isEnemy && maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
//No point defending if we don't have defensive-structures
|
||||
if (evaluationContext.defenseValue < 2)
|
||||
return 0;
|
||||
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
return 0;
|
||||
if (evaluationContext.closestWayRatio < 1.0)
|
||||
return 0;
|
||||
if (evaluationContext.isEnemy && evaluationContext.turn > 0)
|
||||
return 0;
|
||||
if (evaluationContext.isDefend && evaluationContext.threatTurns <= evaluationContext.turn)
|
||||
{
|
||||
const float OPTIMAL_PERCENTAGE = 0.75f; // We want army to be 75% of the threat
|
||||
float optimalStrength = evaluationContext.threat * OPTIMAL_PERCENTAGE;
|
||||
|
||||
// Calculate how far the army is from optimal strength
|
||||
float deviation = std::abs(evaluationContext.armyInvolvement - optimalStrength);
|
||||
|
||||
// Convert deviation to a percentage of the threat to normalize it
|
||||
float deviationPercentage = deviation / evaluationContext.threat;
|
||||
|
||||
// Calculate score: 1.0 is perfect, decreasing as deviation increases
|
||||
score = 1.0f / (1.0f + deviationPercentage);
|
||||
|
||||
// Apply turn penalty to still prefer earlier moves when scores are close
|
||||
score = score / (evaluationContext.turn + 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PriorityTier::KILL: //Take towns / kill heroes that are further away
|
||||
//FALL_THROUGH
|
||||
case PriorityTier::FAR_KILL:
|
||||
{
|
||||
if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
|
||||
return 0;
|
||||
if (evaluationContext.turn > 0 && evaluationContext.isHero)
|
||||
return 0;
|
||||
if (arriveNextWeek && evaluationContext.isEnemy)
|
||||
return 0;
|
||||
if (evaluationContext.conquestValue > 0)
|
||||
score = evaluationContext.armyInvolvement;
|
||||
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
||||
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
||||
return 0;
|
||||
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
return 0;
|
||||
@ -1413,24 +1527,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
score /= evaluationContext.movementCost;
|
||||
break;
|
||||
}
|
||||
case PriorityTier::UPGRADE:
|
||||
{
|
||||
if (!evaluationContext.isArmyUpgrade)
|
||||
return 0;
|
||||
if (evaluationContext.enemyHeroDangerRatio > 1)
|
||||
return 0;
|
||||
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
return 0;
|
||||
if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
|
||||
return 0;
|
||||
score = 1000;
|
||||
if (evaluationContext.movementCost > 0)
|
||||
score /= evaluationContext.movementCost;
|
||||
break;
|
||||
}
|
||||
case PriorityTier::HIGH_PRIO_EXPLORE:
|
||||
{
|
||||
if (evaluationContext.enemyHeroDangerRatio > 1)
|
||||
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
|
||||
return 0;
|
||||
if (evaluationContext.explorePriority != 1)
|
||||
return 0;
|
||||
@ -1447,17 +1546,15 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
//FALL_THROUGH
|
||||
case PriorityTier::FAR_HUNTER_GATHER:
|
||||
{
|
||||
if (evaluationContext.enemyHeroDangerRatio > 1 && !evaluationContext.isDefend)
|
||||
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold && !evaluationContext.isDefend && priorityTier != PriorityTier::FAR_HUNTER_GATHER)
|
||||
return 0;
|
||||
if (evaluationContext.buildingCost.marketValue() > 0)
|
||||
return 0;
|
||||
if (evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio < 1 || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
|
||||
if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio > dangerThreshold || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
|
||||
return 0;
|
||||
if (evaluationContext.explorePriority == 3)
|
||||
return 0;
|
||||
if (evaluationContext.isArmyUpgrade)
|
||||
return 0;
|
||||
if ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > 1)
|
||||
if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > dangerThreshold))
|
||||
return 0;
|
||||
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
||||
return 0;
|
||||
@ -1475,12 +1572,14 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
score = 1000;
|
||||
if (evaluationContext.movementCost > 0)
|
||||
score /= evaluationContext.movementCost;
|
||||
if(priorityTier == PriorityTier::FAR_HUNTER_GATHER && evaluationContext.enemyHeroDangerRatio > 0)
|
||||
score /= evaluationContext.enemyHeroDangerRatio;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PriorityTier::LOW_PRIO_EXPLORE:
|
||||
{
|
||||
if (evaluationContext.enemyHeroDangerRatio > 1)
|
||||
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
|
||||
return 0;
|
||||
if (evaluationContext.explorePriority != 3)
|
||||
return 0;
|
||||
@ -1495,7 +1594,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
}
|
||||
case PriorityTier::DEFEND: //Defend whatever if nothing else is to do
|
||||
{
|
||||
if (evaluationContext.enemyHeroDangerRatio > 1 && evaluationContext.isExchange)
|
||||
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
|
||||
return 0;
|
||||
if (evaluationContext.isDefend || evaluationContext.isArmyUpgrade)
|
||||
score = evaluationContext.armyInvolvement;
|
||||
@ -1536,9 +1635,15 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
|
||||
TResources needed = evaluationContext.buildingCost - resourcesAvailable;
|
||||
needed.positive();
|
||||
int turnsTo = needed.maxPurchasableCount(income);
|
||||
bool haveEverythingButGold = true;
|
||||
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
||||
{
|
||||
if (i != GameResID::GOLD && resourcesAvailable[i] < evaluationContext.buildingCost[i])
|
||||
haveEverythingButGold = false;
|
||||
}
|
||||
if (turnsTo == INT_MAX)
|
||||
return 0;
|
||||
else
|
||||
if (!haveEverythingButGold)
|
||||
score /= turnsTo;
|
||||
}
|
||||
}
|
||||
|
@ -84,6 +84,7 @@ struct DLL_EXPORT EvaluationContext
|
||||
bool isHero;
|
||||
bool isEnemy;
|
||||
int explorePriority;
|
||||
float powerRatio;
|
||||
|
||||
EvaluationContext(const Nullkiller * ai);
|
||||
|
||||
@ -114,13 +115,13 @@ public:
|
||||
INSTAKILL,
|
||||
INSTADEFEND,
|
||||
KILL,
|
||||
UPGRADE,
|
||||
HIGH_PRIO_EXPLORE,
|
||||
HUNTER_GATHER,
|
||||
LOW_PRIO_EXPLORE,
|
||||
FAR_KILL,
|
||||
DEFEND,
|
||||
FAR_HUNTER_GATHER,
|
||||
DEFEND
|
||||
MAX_PRIORITY_TIER = FAR_HUNTER_GATHER
|
||||
};
|
||||
|
||||
private:
|
||||
|
@ -1447,9 +1447,20 @@ void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 &
|
||||
}
|
||||
}
|
||||
|
||||
int fortLevel = 0;
|
||||
auto visitableObjects = cb->getVisitableObjs(pos);
|
||||
for (auto obj : visitableObjects)
|
||||
{
|
||||
if (objWithID<Obj::TOWN>(obj))
|
||||
{
|
||||
auto town = dynamic_cast<const CGTownInstance*>(obj);
|
||||
fortLevel = town->fortLevel();
|
||||
}
|
||||
}
|
||||
|
||||
path.targetObjectArmyLoss = evaluateArmyLoss(
|
||||
path.targetHero,
|
||||
getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy),
|
||||
getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy, fortLevel),
|
||||
path.targetObjectDanger);
|
||||
|
||||
path.chainMask = node.actor->chainMask;
|
||||
|
@ -353,11 +353,23 @@ bool CCreatureSet::needsLastStack() const
|
||||
return false;
|
||||
}
|
||||
|
||||
ui64 CCreatureSet::getArmyStrength() const
|
||||
ui64 CCreatureSet::getArmyStrength(int fortLevel) const
|
||||
{
|
||||
ui64 ret = 0;
|
||||
for(const auto & elem : stacks)
|
||||
ret += elem.second->getPower();
|
||||
for (const auto& elem : stacks)
|
||||
{
|
||||
ui64 powerToAdd = elem.second->getPower();
|
||||
if (fortLevel > 0)
|
||||
{
|
||||
if (!elem.second->hasBonusOfType(BonusType::FLYING))
|
||||
{
|
||||
powerToAdd /= fortLevel;
|
||||
if (!elem.second->hasBonusOfType(BonusType::SHOOTER))
|
||||
powerToAdd /= fortLevel;
|
||||
}
|
||||
}
|
||||
ret += powerToAdd;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -283,7 +283,7 @@ public:
|
||||
bool slotEmpty(const SlotID & slot) const;
|
||||
int stacksCount() const;
|
||||
virtual bool needsLastStack() const; //true if last stack cannot be taken
|
||||
ui64 getArmyStrength() const; //sum of AI values of creatures
|
||||
ui64 getArmyStrength(int fortLevel = 0) const; //sum of AI values of creatures
|
||||
ui64 getArmyCost() const; //sum of cost of creatures
|
||||
ui64 getPower(const SlotID & slot) const; //value of specific stack
|
||||
std::string getRoughAmount(const SlotID & slot, int mode = 0) const; //rough size of specific stack
|
||||
|
Loading…
x
Reference in New Issue
Block a user