1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00

Adaptive Build-order

When not threatened by nearby enemies the AI adds missing gold-income-buildings towards gold-pressure. This impacts the build-order in a way that they try to rush these more and get up a good economy more quickly.
This commit is contained in:
Xilmi 2024-08-14 22:52:19 +02:00
parent 6bd442e6f1
commit c10c04779f

View File

@ -149,9 +149,17 @@ void BuildAnalyzer::update()
auto towns = ai->cb->getTownsInfo();
float economyDevelopmentCost = 0;
uint8_t closestThreat = UINT8_MAX;
ai->dangerHitMap->updateHitMap();
for(const CGTownInstance* town : towns)
{
logAi->trace("Checking town %s", town->getNameTranslated());
for (auto threat : ai->dangerHitMap->getTownThreats(town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
logAi->trace("Checking town %s closest threat: %u", town->getNameTranslated(), (unsigned int)closestThreat);
developmentInfos.push_back(TownDevelopmentInfo(town));
TownDevelopmentInfo & developmentInfo = developmentInfos.back();
@ -161,6 +169,11 @@ void BuildAnalyzer::update()
requiredResources += developmentInfo.requiredResources;
totalDevelopmentCost += developmentInfo.townDevelopmentCost;
for(auto building : developmentInfo.toBuild)
{
if (building.dailyIncome[EGameResID::GOLD] > 0)
economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
}
armyCost += developmentInfo.armyCost;
for(auto bi : developmentInfo.toBuild)
@ -169,6 +182,9 @@ void BuildAnalyzer::update()
}
}
if (closestThreat < 7)
economyDevelopmentCost = 0;
std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
{
auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
@ -180,7 +196,7 @@ void BuildAnalyzer::update()
updateDailyIncome();
goldPressure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
+ ((float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
logAi->trace("Gold pressure: %f", goldPressure);
}