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https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
Fuzzy rework, added more defence and gather army routines
This commit is contained in:
@ -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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@ -794,10 +796,7 @@ void AIGateway::makeTurn()
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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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@ -238,7 +238,8 @@ 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 +260,29 @@ 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 == CGTownInstance::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 +295,7 @@ 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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@ -45,20 +45,32 @@ 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 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 CCreature * 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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@ -74,18 +86,27 @@ 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<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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SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
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@ -19,12 +19,12 @@ HitMapInfo HitMapInfo::NoTreat;
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void DangerHitMapAnalyzer::updateHitMap()
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{
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if(upToDate)
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if(hitMapUpToDate)
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return;
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logAi->trace("Update danger hitmap");
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upToDate = true;
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hitMapUpToDate = true;
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auto start = std::chrono::high_resolution_clock::now();
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auto cb = ai->cb.get();
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@ -71,8 +71,10 @@ void DangerHitMapAnalyzer::updateHitMap()
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auto turn = path.turn();
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auto & node = hitMap[pos.x][pos.y][pos.z];
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if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
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|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
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auto newMaxDanger = tileDanger / std::sqrt(turn / 3.0f + 1);
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auto currentMaxDanger = node.maximumDanger.danger / std::sqrt(node.maximumDanger.turn / 3.0f + 1);
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if(newMaxDanger > currentMaxDanger)
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{
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node.maximumDanger.danger = tileDanger;
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node.maximumDanger.turn = turn;
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@ -104,6 +106,94 @@ void DangerHitMapAnalyzer::updateHitMap()
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logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
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}
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void DangerHitMapAnalyzer::calculateTileOwners()
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{
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if(tileOwnersUpToDate) return;
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tileOwnersUpToDate = true;
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auto cb = ai->cb.get();
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auto mapSize = ai->cb->getMapSize();
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tileOwners.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
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std::map<const CGHeroInstance *, HeroRole> townHeroes;
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std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
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PathfinderSettings pathfinderSettings;
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pathfinderSettings.mainTurnDistanceLimit = 3;
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auto addTownHero = [&](const CGTownInstance * town)
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{
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auto townHero = new CGHeroInstance();
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CRandomGenerator rng;
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townHero->pos = town->pos;
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townHero->setOwner(ai->playerID); // lets avoid having multiple colors
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townHero->initHero(rng, static_cast<HeroTypeID>(0));
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townHero->initObj(rng);
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heroTownMap[townHero] = town;
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townHeroes[townHero] = HeroRole::MAIN;
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};
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for(auto obj : ai->memory->visitableObjs)
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{
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if(obj && obj->ID == Obj::TOWN)
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{
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addTownHero(dynamic_cast<const CGTownInstance *>(obj));
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}
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}
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for(auto town : cb->getTownsInfo())
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{
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addTownHero(town);
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}
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ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
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pforeachTilePos(mapSize, [&](const int3 & pos)
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{
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float ourDistance = std::numeric_limits<float>::max();
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float enemyDistance = std::numeric_limits<float>::max();
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const CGTownInstance * enemyTown = nullptr;
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for(AIPath & path : ai->pathfinder->getPathInfo(pos))
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{
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if(!path.targetHero || path.getFirstBlockedAction())
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continue;
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auto town = heroTownMap[path.targetHero];
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if(town->getOwner() == ai->playerID)
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{
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vstd::amin(ourDistance, path.movementCost());
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}
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else
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{
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if(enemyDistance > path.movementCost())
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{
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enemyDistance = path.movementCost();
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enemyTown = town;
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}
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}
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}
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if(ourDistance == enemyDistance)
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{
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tileOwners[pos.x][pos.y][pos.z] = PlayerColor::NEUTRAL;
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}
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else if(!enemyTown || ourDistance < enemyDistance)
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{
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tileOwners[pos.x][pos.y][pos.z] = ai->playerID;
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}
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else
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{
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tileOwners[pos.x][pos.y][pos.z] = enemyTown->getOwner();
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}
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});
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}
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uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
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{
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int3 tile = path.targetTile();
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@ -144,7 +234,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
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void DangerHitMapAnalyzer::reset()
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{
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upToDate = false;
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hitMapUpToDate = false;
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}
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}
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@ -55,19 +55,23 @@ class DangerHitMapAnalyzer
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{
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private:
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boost::multi_array<HitMapNode, 3> hitMap;
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boost::multi_array<PlayerColor, 3> tileOwners;
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std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
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bool upToDate;
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bool hitMapUpToDate = false;
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bool tileOwnersUpToDate = false;
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const Nullkiller * ai;
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public:
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DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
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void updateHitMap();
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void calculateTileOwners();
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uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
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const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
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const HitMapNode & getTileTreat(const int3 & tile) const;
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const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
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void reset();
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void resetTileOwners() { tileOwnersUpToDate = false; }
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};
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}
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@ -180,6 +180,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
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return evaluateFightingStrength(hero);
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}
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bool HeroManager::heroCapReached() const
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{
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const bool includeGarnisoned = true;
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int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
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return heroCount >= ALLOWED_ROAMING_HEROES
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|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
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}
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bool HeroManager::canRecruitHero(const CGTownInstance * town) const
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{
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if(!town)
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@ -191,13 +200,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
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if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
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return false;
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const bool includeGarnisoned = true;
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int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
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if(heroCount >= ALLOWED_ROAMING_HEROES)
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return false;
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if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
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if(heroCapReached())
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return false;
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if(!cb->getAvailableHeroes(town).size())
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|
@ -31,6 +31,7 @@ public:
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virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
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virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
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virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
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virtual bool heroCapReached() const = 0;
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virtual const CGHeroInstance * findHeroWithGrail() const = 0;
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};
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@ -71,6 +72,7 @@ public:
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
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float evaluateHero(const CGHeroInstance * hero) const override;
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bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
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bool heroCapReached() const override;
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const CGHeroInstance * findHeroWithGrail() const override;
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private:
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|
@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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tasks.reserve(paths.size());
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const AIPath * closestWay = nullptr;
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std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
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std::vector<ExecuteHeroChain *> waysToVisitObj;
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for(auto & path : paths)
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@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
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if(heroRole == HeroRole::SCOUT
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&& (!closestWay || closestWay->movementCost() > path.movementCost()))
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auto & closestWay = closestWaysByRole[heroRole];
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if(!closestWay || closestWay->movementCost() > path.movementCost())
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{
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closestWay = &path;
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}
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@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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}
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}
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if(closestWay)
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{
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for(auto way : waysToVisitObj)
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{
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auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
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auto closestWay = closestWaysByRole[heroRole];
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if(closestWay)
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{
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way->closestWayRatio
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= closestWay->movementCost() / way->getPath().movementCost();
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|
@ -60,8 +60,16 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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if(town->garrisonHero)
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{
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if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
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if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
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{
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logAi->trace(
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"Hero %s in garrison of town %s is suposed to defend the town",
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town->garrisonHero->getNameTranslated(),
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town->getNameTranslated());
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return;
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}
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if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
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{
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logAi->trace(
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@ -75,14 +83,6 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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}
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}
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logAi->trace(
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"Hero %s in garrison of town %s is suposed to defend the town",
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||||
town->garrisonHero->getNameTranslated(),
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town->getNameTranslated());
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||||
return;
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||||
}
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||||
|
||||
if(!treatNode.fastestDanger.hero)
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||||
{
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||||
logAi->trace("No treat found for town %s", town->getNameTranslated());
|
||||
@ -113,11 +113,21 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
|
||||
for(AIPath & path : paths)
|
||||
{
|
||||
if(town->visitingHero && path.targetHero != town->visitingHero.get())
|
||||
if(town->visitingHero && path.targetHero == town->visitingHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
||||
continue;
|
||||
|
||||
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
||||
}
|
||||
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(town->visitingHero)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(treat.hero.validAndSet()
|
||||
&& treat.turn <= 1
|
||||
@ -158,53 +168,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
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())
|
||||
{
|
||||
@ -275,9 +239,11 @@ 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 +279,45 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
continue;
|
||||
}
|
||||
}
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path));
|
||||
TGoalVec sequence;
|
||||
|
||||
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
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
|
||||
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
|
||||
composition.addNextSequence(sequence);
|
||||
|
||||
auto firstBlockedAction = path.getFirstBlockedAction();
|
||||
if(firstBlockedAction)
|
||||
@ -350,4 +346,87 @@ 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())
|
||||
{
|
||||
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)
|
||||
continue;
|
||||
|
||||
heroToDismiss = weakestHero;
|
||||
}
|
||||
|
||||
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;
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "../Markers/ArmyUpgrade.h"
|
||||
#include "GatherArmyBehavior.h"
|
||||
#include "../AIUtility.h"
|
||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@ -78,20 +79,27 @@ 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());
|
||||
@ -172,7 +180,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
exchangePath.closestWayRatio = 1;
|
||||
|
||||
composition.addNext(heroExchange);
|
||||
|
||||
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();
|
||||
|
||||
@ -221,7 +243,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
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(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
|
||||
{
|
||||
@ -268,6 +290,13 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
path.targetHero,
|
||||
path.heroArmy,
|
||||
upgrader->getUpperArmy());
|
||||
|
||||
upgrade.upgradeValue +=
|
||||
ai->nullkiller->armyManager->howManyReinforcementsCanBuy(
|
||||
path.heroArmy,
|
||||
upgrader,
|
||||
ai->nullkiller->getFreeResources(),
|
||||
path.turn());
|
||||
}
|
||||
|
||||
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
|
||||
|
@ -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
|
||||
)
|
||||
|
||||
|
@ -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
|
||||
@ -137,6 +138,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
{
|
||||
memory->removeInvisibleObjects(cb.get());
|
||||
|
||||
dangerHitMap->calculateTileOwners();
|
||||
dangerHitMap->updateHitMap();
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
@ -222,7 +224,7 @@ 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();
|
||||
|
||||
|
@ -18,6 +18,7 @@
|
||||
#include "../Analyzers/ArmyManager.h"
|
||||
#include "../Analyzers/HeroManager.h"
|
||||
#include "../Analyzers/ObjectClusterizer.h"
|
||||
#include "../Helpers/ArmyFormation.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@ -67,6 +68,7 @@ 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),
|
||||
@ -54,6 +56,11 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||
{
|
||||
}
|
||||
|
||||
void EvaluationContext::addNonCriticalStrategicalValue(float value)
|
||||
{
|
||||
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
|
||||
}
|
||||
|
||||
PriorityEvaluator::~PriorityEvaluator()
|
||||
{
|
||||
delete engine;
|
||||
@ -399,7 +406,7 @@ 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
|
||||
@ -640,7 +647,8 @@ 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());
|
||||
}
|
||||
};
|
||||
|
||||
@ -657,7 +665,7 @@ public:
|
||||
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
|
||||
|
||||
evaluationContext.armyReward += upgradeValue;
|
||||
evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
|
||||
evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
|
||||
}
|
||||
};
|
||||
|
||||
@ -712,19 +720,21 @@ public:
|
||||
auto armyIncome = townArmyIncome(town);
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
|
||||
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
|
||||
auto strategicalValue = std::sqrt(armyIncome / 60000.0f) + dailyIncome / 10000.0f;
|
||||
|
||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||
strategicalValue = 1;
|
||||
vstd::amax(evaluationContext.strategicalValue, 10.0);
|
||||
|
||||
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;
|
||||
|
||||
evaluationContext.armyGrowth += armyIncome * multiplier;
|
||||
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
||||
evaluationContext.strategicalValue += strategicalValue * multiplier;
|
||||
evaluationContext.addNonCriticalStrategicalValue(strategicalValue * multiplier);
|
||||
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
||||
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
||||
}
|
||||
@ -770,19 +780,22 @@ public:
|
||||
auto army = path.heroArmy;
|
||||
|
||||
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
||||
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||
|
||||
if(heroRole == HeroRole::MAIN)
|
||||
evaluationContext.heroRole = heroRole;
|
||||
|
||||
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
{
|
||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
||||
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
|
||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
|
||||
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());
|
||||
}
|
||||
@ -822,7 +835,7 @@ 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;
|
||||
@ -860,6 +873,31 @@ 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->movement;
|
||||
|
||||
evaluationContext.movementCost += mpLeft;
|
||||
evaluationContext.movementCostByRole[role] += mpLeft;
|
||||
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
|
||||
}
|
||||
};
|
||||
|
||||
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
||||
{
|
||||
public:
|
||||
@ -878,31 +916,31 @@ public:
|
||||
|
||||
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
|
||||
{
|
||||
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)
|
||||
@ -934,6 +972,7 @@ 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
|
||||
|
@ -66,6 +66,8 @@ struct DLL_EXPORT EvaluationContext
|
||||
float enemyHeroDangerRatio;
|
||||
|
||||
EvaluationContext(const Nullkiller * ai);
|
||||
|
||||
void addNonCriticalStrategicalValue(float value);
|
||||
};
|
||||
|
||||
class IEvaluationContextBuilder
|
||||
|
@ -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--)
|
||||
|
@ -24,6 +24,9 @@ using namespace Goals;
|
||||
|
||||
std::string RecruitHero::toString() const
|
||||
{
|
||||
if(heroToBuy)
|
||||
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
|
||||
else
|
||||
return "Recruit hero at " + town->getNameTranslated();
|
||||
}
|
||||
|
||||
@ -45,19 +48,19 @@ void RecruitHero::accept(AIGateway * ai)
|
||||
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
||||
}
|
||||
|
||||
auto heroToHire = heroes[0];
|
||||
auto heroToHire = heroToBuy;
|
||||
|
||||
if(!heroToHire)
|
||||
{
|
||||
for(auto hero : heroes)
|
||||
{
|
||||
if(objid == hero->id.getNum())
|
||||
{
|
||||
if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
}
|
||||
if(!heroToHire)
|
||||
throw cannotFulfillGoalException("No hero to hire!");
|
||||
|
||||
if(t->visitingHero)
|
||||
{
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
39
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
39
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
@ -0,0 +1,39 @@
|
||||
/*
|
||||
* 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
|
||||
const Nullkiller * ai;
|
||||
|
||||
public:
|
||||
ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB), ai(ai) {}
|
||||
|
||||
void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
|
||||
};
|
||||
|
||||
}
|
@ -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
|
||||
|
@ -879,7 +879,7 @@ 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))
|
||||
continue;
|
||||
|
||||
uint64_t mask = FirstActorMask << actors.size();
|
||||
|
@ -11,7 +11,7 @@
|
||||
#pragma once
|
||||
|
||||
#define NKAI_PATHFINDER_TRACE_LEVEL 0
|
||||
#define NKAI_TRACE_LEVEL 0
|
||||
#define NKAI_TRACE_LEVEL 2
|
||||
|
||||
#include "../../../lib/pathfinder/CGPathNode.h"
|
||||
#include "../../../lib/pathfinder/INodeStorage.h"
|
||||
@ -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
|
||||
{
|
||||
|
@ -6,9 +6,9 @@ InputVariable: mainTurnDistance
|
||||
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: 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
|
||||
@ -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
|
||||
@ -82,13 +83,14 @@ 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
|
||||
@ -132,21 +134,22 @@ InputVariable: armyGrowth
|
||||
term: HUGE Ramp 8000.000 20000.000
|
||||
OutputVariable: Value
|
||||
enabled: true
|
||||
range: -1.500 2.000
|
||||
range: -1.500 2.500
|
||||
lock-range: false
|
||||
aggregation: AlgebraicSum
|
||||
defuzzifier: Centroid 100
|
||||
default: 0.500
|
||||
lock-previous: false
|
||||
term: WORST Binary -1.000 -inf 0.500
|
||||
term: WORST Binary -1.000 -inf 0.700
|
||||
term: BAD Rectangle -1.000 -0.700 0.500
|
||||
term: BASE Rectangle -0.200 0.200 0.400
|
||||
term: LOW Rectangle 1.110 1.190 0.320
|
||||
term: HIGHEST Discrete 0.300 0.000 0.300 1.000 0.600 1.000 0.600 0.000 1.700 0.000 1.700 1.000 2.000 1.000 2.000 0.000 0.500
|
||||
term: HIGH Discrete 0.600 0.000 0.600 1.000 0.850 1.000 0.850 0.000 1.450 0.000 1.450 1.000 1.700 1.000 1.700 0.000 0.400
|
||||
term: BITHIGH Discrete 0.850 0.000 0.850 1.000 1.000 1.000 1.000 0.000 1.300 0.000 1.300 1.000 1.450 1.000 1.450 0.000 0.350
|
||||
term: MEDIUM Discrete 1.000 0.000 1.000 1.000 1.100 1.000 1.100 0.000 1.200 0.000 1.200 1.000 1.300 1.000 1.300 0.000 0.330
|
||||
RuleBlock: gold reward
|
||||
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
|
||||
@ -154,6 +157,61 @@ RuleBlock: gold reward
|
||||
activation: General
|
||||
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 then Value is HIGH
|
||||
rule: if heroRole is MAIN and armyGrowth is BIG then Value is BITHIGH
|
||||
rule: if heroRole is MAIN and strategicalValue is HIGH then Value is HIGHEST
|
||||
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
|
||||
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 then Value is CRITICAL
|
||||
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
|
Reference in New Issue
Block a user