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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

extract trading logic into ResourceTrader, test preparation WIP

This commit is contained in:
Mircea TheHonestCTO
2025-09-08 16:44:26 +02:00
parent 3c5d94fda3
commit aea43de201
8 changed files with 284 additions and 160 deletions

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@@ -50,6 +50,7 @@ set(Nullkiller2_SRCS
Engine/Nullkiller.cpp
Engine/DeepDecomposer.cpp
Engine/PriorityEvaluator.cpp
Engine/ResourceTrader.cpp
Analyzers/DangerHitMapAnalyzer.cpp
Analyzers/BuildAnalyzer.cpp
Analyzers/ObjectClusterizer.cpp
@@ -126,6 +127,7 @@ set(Nullkiller2_HEADERS
Engine/Nullkiller.h
Engine/DeepDecomposer.h
Engine/PriorityEvaluator.h
Engine/ResourceTrader.h
Analyzers/DangerHitMapAnalyzer.h
Analyzers/BuildAnalyzer.h
Analyzers/ObjectClusterizer.h

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@@ -26,6 +26,7 @@
#include "../Behaviors/StayAtTownBehavior.h"
#include "../Goals/Invalid.h"
#include "Goals/RecruitHero.h"
#include "ResourceTrader.h"
#include <boost/range/algorithm/sort.hpp>
namespace NK2AI
@@ -479,7 +480,7 @@ void Nullkiller::makeTurn()
}
}
hasAnySuccess |= handleTrading();
hasAnySuccess |= ResourceTrader::trade(buildAnalyzer, cc, getFreeResources());
if(!hasAnySuccess)
{
logAi->trace("Nothing was done this turn. Ending turn.");
@@ -606,160 +607,6 @@ void Nullkiller::lockResources(const TResources & res)
lockedResources += res;
}
bool Nullkiller::handleTrading()
{
// TODO: Mircea: Maybe include based on how close danger is: X as default + proportion of close danger or something around that
constexpr float ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS = 0.1f;
constexpr float EXPENDABLE_BULK_RATIO = 0.25f;
bool haveTraded = false;
ObjectInstanceID marketId;
// TODO: Mircea: What about outside town markets that have better rates than a single town for example?
// Are those used anywhere? To inspect.
for (const auto * const town : cc->getTownsInfo())
{
if (town->hasBuiltSomeTradeBuilding())
{
marketId = town->id;
break;
}
}
if (!marketId.hasValue())
return false;
const CGObjectInstance * obj = cc->getObj(marketId, false);
assert(obj);
// if (!obj)
// return false;
const auto * market = dynamic_cast<const IMarket *>(obj);
assert(market);
// if (!market)
// return false;
bool shouldTryToTrade = true;
while(shouldTryToTrade)
{
shouldTryToTrade = false;
buildAnalyzer->update();
// if we favor getResourcesRequiredNow is better on short term, if we favor getTotalResourcesRequired is better on long term
TResources missingNow = buildAnalyzer->getMissingResourcesNow(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
if(missingNow.empty())
break;
TResources income = buildAnalyzer->getDailyIncome();
// We don't want to sell something that's necessary later on, though that could make short term a bit harder sometimes
TResources freeAfterMissingTotal = buildAnalyzer->getFreeResourcesAfterMissingTotal(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("Nullkiller::handleTrading Free %s. FreeAfterMissingTotal %s. MissingNow %s", getFreeResources().toString(), freeAfterMissingTotal.toString(), missingNow.toString());
#endif
constexpr int EMPTY = -1;
int mostWanted = EMPTY;
TResource mostWantedScoreNeg = std::numeric_limits<TResource>::max();
int mostExpendable = EMPTY;
TResource mostExpendableAmountPos = 0;
// Find the most wanted resource
for(int i = 0; i < missingNow.size(); ++i)
{
if(missingNow[i] == 0)
continue;
const TResource score = income[i] - missingNow[i];
if(score < mostWantedScoreNeg)
{
mostWanted = i;
mostWantedScoreNeg = score;
}
}
// Find the most expendable resource
for(int i = 0; i < missingNow.size(); ++i)
{
const TResource amountToSell = freeAfterMissingTotal[i];
if (amountToSell == 0)
continue;
bool okToSell = false;
if(i == GameResID::GOLD)
{
// TODO: Mircea: Check if we should negate isGoldPressureOverMax() instead
if(income[GameResID::GOLD] > 0 && !buildAnalyzer->isGoldPressureOverMax())
okToSell = true;
}
else
{
okToSell = true;
}
if(amountToSell > mostExpendableAmountPos && okToSell)
{
mostExpendable = i;
mostExpendableAmountPos = amountToSell;
}
}
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace(
"Nullkiller::handleTrading mostWanted: %d, mostWantedScoreNeg %d, mostExpendable: %d, mostExpendableAmountPos %d",
mostWanted,
mostWantedScoreNeg,
mostExpendable,
mostExpendableAmountPos
);
#endif
if(mostExpendable == mostWanted || mostWanted == EMPTY || mostExpendable == EMPTY)
break;
int givenPerUnit;
int receivedUnits;
market->getOffer(mostExpendable, mostWanted, givenPerUnit, receivedUnits, EMarketMode::RESOURCE_RESOURCE);
if (!givenPerUnit || !receivedUnits)
{
logGlobal->error(
"Nullkiller::handleTrading No offer for %d of %d, given %d, received %d. Should never happen",
mostExpendable,
mostWanted,
givenPerUnit,
receivedUnits
);
break;
}
// TODO: Mircea: if 15 wood and 14 gems, gems can be used a lot more for buying other things
if (givenPerUnit > mostExpendableAmountPos)
break;
TResource multiplier = std::min(static_cast<int>(mostExpendableAmountPos * EXPENDABLE_BULK_RATIO / givenPerUnit),
missingNow[mostWanted] / receivedUnits); // for gold we have to / receivedUnits, because 1 ore gives many gold units
if(multiplier == 0) // could happen for very small values due to EXPENDABLE_BULK_RATIO
multiplier = 1;
const TResource givenMultiplied = givenPerUnit * multiplier;
if(givenMultiplied > freeAfterMissingTotal[mostExpendable])
{
logGlobal->error(
"Nullkiller::handleTrading Something went wrong with the multiplier %d",
multiplier
);
break;
}
cc->trade(market->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), givenMultiplied);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("Nullkiller::handleTrading Traded %d of %s for %d of %s at %s", givenMultiplied, mostExpendable, receivedUnits, mostWanted, obj->getObjectName());
#endif
haveTraded = true;
shouldTryToTrade = true;
}
return haveTraded;
}
std::shared_ptr<const CPathsInfo> Nullkiller::getPathsInfo(const CGHeroInstance * h) const
{
return pathfinderCache->getPathsInfo(h);

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@@ -136,9 +136,7 @@ public:
ScanDepth getScanDepth() const { return scanDepth; }
bool isOpenMap() const { return openMap; }
bool isObjectGraphAllowed() const { return useObjectGraph; }
bool handleTrading();
void invalidatePathfinderData();
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h) const;
void invalidatePaths();
std::map<const CGHeroInstance *, HeroRole> getHeroesForPathfinding() const;

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@@ -0,0 +1,181 @@
/*
* ResourceTrader.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 "ResourceTrader.h"
namespace NK2AI
{
bool ResourceTrader::trade(const std::unique_ptr<BuildAnalyzer> & buildAnalyzer, std::shared_ptr<CCallback> cc, TResources freeResources)
{
// TODO: Mircea: Maybe include based on how close danger is: X as default + proportion of close danger or something around that
constexpr float ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS = 0.1f;
constexpr float EXPENDABLE_BULK_RATIO = 0.3f;
bool haveTraded = false;
ObjectInstanceID marketId;
// TODO: Mircea: What about outside town markets that have better rates than a single town for example?
// Are those used anywhere? To inspect.
for (const auto * const town : cc->getTownsInfo())
{
if (town->hasBuiltSomeTradeBuilding())
{
marketId = town->id;
break;
}
}
if (!marketId.hasValue())
return false;
const CGObjectInstance * obj = cc->getObj(marketId, false);
assert(obj);
// if (!obj)
// return false;
const auto * market = dynamic_cast<const IMarket *>(obj);
assert(market);
// if (!market)
// return false;
bool shouldTryToTrade = true;
while(shouldTryToTrade)
{
shouldTryToTrade = false;
buildAnalyzer->update();
// if we favor getResourcesRequiredNow is better on short term, if we favor getTotalResourcesRequired is better on long term
TResources missingNow = buildAnalyzer->getMissingResourcesNow(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
if(missingNow.empty())
break;
TResources income = buildAnalyzer->getDailyIncome();
// We don't want to sell something that's necessary later on, though that could make short term a bit harder sometimes
TResources freeAfterMissingTotal = buildAnalyzer->getFreeResourcesAfterMissingTotal(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("ResourceTrader: Free %s. FreeAfterMissingTotal %s. MissingNow %s", freeResources.toString(), freeAfterMissingTotal.toString(), missingNow.toString());
#endif
if(ResourceTrader::tradeHelper(EXPENDABLE_BULK_RATIO, market, missingNow, income, freeAfterMissingTotal, buildAnalyzer, cc))
{
haveTraded = true;
shouldTryToTrade = true;
}
}
return haveTraded;
}
bool ResourceTrader::tradeHelper(
float EXPENDABLE_BULK_RATIO,
const IMarket * market,
TResources missingNow,
TResources income,
TResources freeAfterMissingTotal,
const std::unique_ptr<BuildAnalyzer> & buildAnalyzer,
std::shared_ptr<CCallback> cc
)
{
constexpr int EMPTY = -1;
int mostWanted = EMPTY;
TResource mostWantedScoreNeg = std::numeric_limits<TResource>::max();
int mostExpendable = EMPTY;
TResource mostExpendableAmountPos = 0;
// Find the most wanted resource
for(int i = 0; i < missingNow.size(); ++i)
{
if(missingNow[i] == 0)
continue;
const TResource score = income[i] - missingNow[i];
if(score < mostWantedScoreNeg)
{
mostWanted = i;
mostWantedScoreNeg = score;
}
}
// Find the most expendable resource
for(int i = 0; i < missingNow.size(); ++i)
{
const TResource amountToSell = freeAfterMissingTotal[i];
if(amountToSell == 0)
continue;
bool okToSell = false;
if(i == GameResID::GOLD)
{
// TODO: Mircea: Check if we should negate isGoldPressureOverMax() instead
if(income[GameResID::GOLD] > 0 && !buildAnalyzer->isGoldPressureOverMax())
okToSell = true;
}
else
{
okToSell = true;
}
if(amountToSell > mostExpendableAmountPos && okToSell)
{
mostExpendable = i;
mostExpendableAmountPos = amountToSell;
}
}
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace(
"ResourceTrader: mostWanted: %d, mostWantedScoreNeg %d, mostExpendable: %d, mostExpendableAmountPos %d",
mostWanted,
mostWantedScoreNeg,
mostExpendable,
mostExpendableAmountPos
);
#endif
if(mostExpendable == mostWanted || mostWanted == EMPTY || mostExpendable == EMPTY)
return false;
int givenPerUnit;
int receivedPerUnit;
market->getOffer(mostExpendable, mostWanted, givenPerUnit, receivedPerUnit, EMarketMode::RESOURCE_RESOURCE);
if(!givenPerUnit || !receivedPerUnit)
{
logGlobal->error(
"ResourceTrader: No offer for %d of %d, given %d, received %d. Should never happen",
mostExpendable,
mostWanted,
givenPerUnit,
receivedPerUnit
);
return false;
}
// TODO: Mircea: if 15 wood and 14 gems, gems can be used a lot more for buying other things
if(givenPerUnit > mostExpendableAmountPos)
return false;
TResource multiplier = std::min(
static_cast<int>(mostExpendableAmountPos * EXPENDABLE_BULK_RATIO / givenPerUnit),
missingNow[mostWanted] / receivedPerUnit
); // for gold we have to / receivedUnits, because 1 ore gives many gold units
if(multiplier == 0) // could happen for very small values due to EXPENDABLE_BULK_RATIO
multiplier = 1;
const TResource givenMultiplied = givenPerUnit * multiplier;
if(givenMultiplied > freeAfterMissingTotal[mostExpendable])
{
logGlobal->error("ResourceTrader: Something went wrong with the multiplier %d", multiplier);
return false;
}
cc->trade(market->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), givenMultiplied);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("ResourceTrader: Traded %d of %s for %d receivedPerUnit of %s", givenMultiplied, mostExpendable, receivedPerUnit, mostWanted);
#endif
return true;
}
}

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@@ -0,0 +1,31 @@
/*
* ResourceTrader.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 "Nullkiller.h"
namespace NK2AI
{
class ResourceTrader
{
public:
static bool trade(const std::unique_ptr<BuildAnalyzer> & buildAnalyzer, std::shared_ptr<CCallback> cc, TResources freeResources);
static bool tradeHelper(
float EXPENDABLE_BULK_RATIO,
const IMarket * market,
TResources missingNow,
TResources income,
TResources freeAfterMissingTotal,
const std::unique_ptr<BuildAnalyzer> & buildAnalyzer,
std::shared_ptr<CCallback> cc
);
};
}

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@@ -148,6 +148,7 @@ if(ENABLE_NULLKILLER_AI)
list(APPEND test_SRCS
${NULLKILLER2_TEST_SRCS}
nullkiller2/Behaviors/RecruitHeroBehaviorTest.cpp
nullkiller2/Engine/ResourceTraderTest.cpp
)
list(APPEND test_HEADERS

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@@ -1,13 +1,11 @@
/*
* PriorityEvaluatorTest.cpp, part of VCMI engine
* RecruitHeroBehaviorTest.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 "Global.h"
#include "gtest/gtest.h"
#include "gmock/gmock.h"

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@@ -0,0 +1,66 @@
/*
* RecruitHeroBehaviorTest.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 "AI/Nullkiller2/Behaviors/RecruitHeroBehavior.h"
#include "AI/Nullkiller2/Engine/Nullkiller.h"
#include "Global.h"
#include "gmock/gmock.h"
#include "gtest/gtest.h"
class MockMarket : public IMarket
{
public:
explicit MockMarket(IGameInfoCallback * cb)
: IMarket(cb)
{
}
~MockMarket() override = default;
MOCK_METHOD(bool, getOffer, (int id1, int id2, int & val1, int & val2, EMarketMode mode), ());
ObjectInstanceID getObjInstanceID() const override;
int getMarketEfficiency() const override;
std::set<EMarketMode> availableModes() const override;
};
TEST(Nullkiller2_Engine_ResourceTrader, tradeHelper)
{
// auto * const market = new MockMarket(nullptr);
// EXPECT_CALL(*market, getOffer(testing::internal::Any, testing::internal::Any, testing::internal::Any, testing::internal::Any, EMarketMode::RESOURCE_RESOURCE)).Times(1);
// market->getOffer(0, 0, 0, 0, EMarketMode::RESOURCE_RESOURCE);
// delete market;
}
TResources res(const int wood, const int mercury, const int ore, const int sulfur, const int crystals, const int gems, const int gold, const int mithril)
{
TResources resources;
resources[0] = wood;
resources[1] = mercury;
resources[2] = ore;
resources[3] = sulfur;
resources[4] = crystals;
resources[5] = gems;
resources[6] = gold;
resources[7] = mithril;
return resources;
}
// Nullkiller::handleTrading Free [13919, 13883, 13921, 13857, 13792, 13883, 14, 0]. FreeAfterMissingTotal [13859, 13819, 13891, 13833, 13718, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 193445, 0]
// Nullkiller::handleTrading Traded 1547 of 2 for 125 of 6
// Nullkiller::handleTrading Free [13919, 13883, 13921, 13857, 13792, 13883, 14, 0]. FreeAfterMissingTotal [13859, 13819, 12344, 13833, 13718, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 70, 0]
// Nullkiller::handleTrading Traded 1 of 0 for 125 of 6
// Nullkiller::handleTrading Free [13908, 13883, 12374, 13857, 13722, 13883, 414, 0]. FreeAfterMissingTotal [13848, 13819, 12344, 13833, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 193075, 0]
// Nullkiller::handleTrading Traded 1544 of 0 for 125 of 6
// Nullkiller::handleTrading Free [13908, 13883, 12374, 13857, 13722, 13883, 414, 0]. FreeAfterMissingTotal [12304, 13819, 12344, 13833, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 75, 0]
// Nullkiller::handleTrading Traded 1 of 3 for 250 of 6
// Nullkiller::handleTrading Free [12364, 13883, 12374, 13841, 13722, 13883, 24, 0]. FreeAfterMissingTotal [12304, 13819, 12344, 13817, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 193465, 0]
// Nullkiller::handleTrading Traded 773 of 1 for 250 of 6
// Nullkiller::handleTrading Free [12364, 13883, 12374, 13841, 13722, 13883, 24, 0]. FreeAfterMissingTotal [12304, 13046, 12344, 13817, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 215, 0]
// Nullkiller::handleTrading Traded 1 of 3 for 250 of 6
// Nullkiller::handleTrading Free [12364, 13110, 12374, 13837, 13722, 13883, 52524, 0]. FreeAfterMissingTotal [12304, 13046, 12344, 13813, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 140965, 0]
// Nullkiller::handleTrading Traded 563 of 3 for 250 of 6
// Nullkiller::handleTrading Free [12364, 13110, 12374, 13837, 13722, 13883, 52524, 0]. FreeAfterMissingTotal [12304, 13046, 12344, 13250, 13648, 13763, 0, 0]. MissingNow [0, 0, 0, 0, 0, 0, 215, 0]
// Nullkiller::handleTrading Traded 1 of 5 for 250 of 6