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

NKAI: mana recovery

This commit is contained in:
Andrii Danylchenko 2023-09-24 13:07:42 +03:00
parent 2dd0d76412
commit ebe155fa95
14 changed files with 289 additions and 11 deletions

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@ -190,6 +190,41 @@ bool HeroManager::heroCapReached() const
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
}
float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
{
auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
auto manaLimit = hero->manaLimit();
auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
auto score = 0.0f;
for(auto spellId : hero->getSpellsInSpellbook())
{
auto spell = spellId.toSpell();
auto schoolLevel = hero->getSpellSchoolLevel(spell);
score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
}
vstd::amin(score, 1);
score *= std::min(1.0f, spellPower / 10.0f);
if(hasFly)
score += 0.3f;
if(hasTownPortal && hasEarth)
score += 0.6f;
vstd::amin(score, 1);
score *= std::min(1.0f, manaLimit / 100.0f);
return std::min(score, 1.0f);
}
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
{
if(!town)

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@ -34,6 +34,7 @@ public:
virtual bool heroCapReached() const = 0;
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
};
class DLL_EXPORT ISecondarySkillRule
@ -76,6 +77,7 @@ public:
bool heroCapReached() const override;
const CGHeroInstance * findHeroWithGrail() const override;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
float getMagicStrength(const CGHeroInstance * hero) const override;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;

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@ -94,16 +94,22 @@ const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) cons
{
for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
{
auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
auto blockers = ai->cb->getVisitableObjs(node->coord);
if(guardPos.valid())
{
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
std::vector<const CGObjectInstance *> blockers = {};
if(guard)
if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
{
auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
blockers = ai->cb->getVisitableObjs(node->coord);
if(guardPos.valid())
{
blockers.insert(blockers.begin(), guard);
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
if(guard)
{
blockers.insert(blockers.begin(), guard);
}
}
}

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@ -0,0 +1,70 @@
/*
* StartupBehavior.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 "StayAtTownBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "lib/mapObjects/MapObjects.h" //for victory conditions
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string StayAtTownBehavior::toString() const
{
return "StayAtTownBehavior";
}
Goals::TGoalVec StayAtTownBehavior::decompose() const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
if(!towns.size())
return tasks;
for(auto town : towns)
{
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
for(auto & path : paths)
{
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
{
if(path.targetHero->mana == path.targetHero->manaLimit())
continue;
Composition stayAtTown;
stayAtTown.addNextSequence({
sptr(ExecuteHeroChain(path)),
sptr(StayAtTown(town, path))
});
tasks.push_back(sptr(stayAtTown));
}
}
}
return tasks;
}
}

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@ -0,0 +1,39 @@
/*
* StayAtTownBehavior.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 "lib/VCMI_Lib.h"
#include "../Goals/CGoal.h"
#include "../AIUtility.h"
namespace NKAI
{
namespace Goals
{
class StayAtTownBehavior : public CGoal<StayAtTownBehavior>
{
public:
StayAtTownBehavior()
:CGoal(STAY_AT_TOWN_BEHAVIOR)
{
}
virtual TGoalVec decompose() const override;
virtual std::string toString() const override;
virtual bool operator==(const StayAtTownBehavior & other) const override
{
return true;
}
};
}
}

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@ -35,6 +35,7 @@ set(Nullkiller_SRCS
Goals/ExecuteHeroChain.cpp
Goals/ExchangeSwapTownHeroes.cpp
Goals/CompleteQuest.cpp
Goals/StayAtTown.cpp
Markers/ArmyUpgrade.cpp
Markers/HeroExchange.cpp
Markers/UnlockCluster.cpp
@ -53,6 +54,7 @@ set(Nullkiller_SRCS
Behaviors/BuildingBehavior.cpp
Behaviors/GatherArmyBehavior.cpp
Behaviors/ClusterBehavior.cpp
Behaviors/StayAtTownBehavior.cpp
Helpers/ArmyFormation.cpp
AIGateway.cpp
)
@ -99,6 +101,7 @@ set(Nullkiller_HEADERS
Goals/ExchangeSwapTownHeroes.h
Goals/CompleteQuest.h
Goals/Goals.h
Goals/StayAtTown.h
Markers/ArmyUpgrade.h
Markers/HeroExchange.h
Markers/UnlockCluster.h
@ -117,6 +120,7 @@ set(Nullkiller_HEADERS
Behaviors/BuildingBehavior.h
Behaviors/GatherArmyBehavior.h
Behaviors/ClusterBehavior.h
Behaviors/StayAtTownBehavior.h
Helpers/ArmyFormation.h
AIGateway.h
)

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@ -18,6 +18,7 @@
#include "../Behaviors/BuildingBehavior.h"
#include "../Behaviors/GatherArmyBehavior.h"
#include "../Behaviors/ClusterBehavior.h"
#include "../Behaviors/StayAtTownBehavior.h"
#include "../Goals/Invalid.h"
#include "../Goals/Composition.h"
@ -262,7 +263,8 @@ void Nullkiller::makeTurn()
choseBestTask(sptr(CaptureObjectsBehavior()), 1),
choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
};
if(cb->getDate(Date::DAY) == 1)

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@ -22,6 +22,7 @@
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/DismissHero.h"
#include "../Markers/UnlockCluster.h"
@ -309,6 +310,9 @@ uint64_t RewardEvaluator::getArmyReward(
: 0;
case Obj::PANDORAS_BOX:
return 5000;
case Obj::MAGIC_WELL:
case Obj::MAGIC_SPRING:
return getManaRecoveryArmyReward(hero);
default:
return 0;
}
@ -450,6 +454,11 @@ uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
return result;
}
uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
{
return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
}
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
{
if(!target)
@ -693,6 +702,22 @@ public:
}
};
class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::STAY_AT_TOWN)
return;
Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero().get());
evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
evaluationContext.movementCost += stayAtTown.getMovementWasted();
}
};
void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
@ -998,6 +1023,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -49,6 +49,7 @@ public:
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
uint64_t townArmyGrowth(const CGTownInstance * town) const;
uint64_t getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
};
struct DLL_EXPORT EvaluationContext

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@ -71,7 +71,9 @@ namespace Goals
ARMY_UPGRADE,
DEFEND_TOWN,
CAPTURE_OBJECT,
SAVE_RESOURCES
SAVE_RESOURCES,
STAY_AT_TOWN_BEHAVIOR,
STAY_AT_TOWN
};
class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>

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@ -0,0 +1,52 @@
/*
* ArmyUpgrade.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 "StayAtTown.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../AIUtility.h"
namespace NKAI
{
using namespace Goals;
StayAtTown::StayAtTown(const CGTownInstance * town, AIPath & path)
: ElementarGoal(Goals::STAY_AT_TOWN)
{
sethero(path.targetHero);
settown(town);
movementWasted = static_cast<float>(hero->movementPointsRemaining()) / hero->movementPointsLimit(!hero->boat) - path.movementCost();
vstd::amax(movementWasted, 0);
}
bool StayAtTown::operator==(const StayAtTown & other) const
{
return hero == other.hero && town == other.town;
}
std::string StayAtTown::toString() const
{
return "Stay at town " + town->getNameTranslated()
+ " hero " + hero->getNameTranslated()
+ ", mana: " + std::to_string(hero->mana);
}
void StayAtTown::accept(AIGateway * ai)
{
if(hero->visitedTown != town)
{
logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
}
ai->nullkiller->lockHero(hero.get(), HeroLockedReason::DEFENCE);
}
}

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@ -0,0 +1,36 @@
/*
* ArmyUpgrade.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 "../Goals/CGoal.h"
#include "../Pathfinding/AINodeStorage.h"
#include "../Analyzers/ArmyManager.h"
#include "../Analyzers/DangerHitMapAnalyzer.h"
namespace NKAI
{
namespace Goals
{
class DLL_EXPORT StayAtTown : public ElementarGoal<StayAtTown>
{
private:
float movementWasted;
public:
StayAtTown(const CGTownInstance * town, AIPath & path);
virtual bool operator==(const StayAtTown & other) const override;
virtual std::string toString() const override;
void accept(AIGateway * ai) override;
float getMovementWasted() const { return movementWasted; }
};
}
}

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@ -279,9 +279,10 @@ void AINodeStorage::commit(
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
"Commited %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
source->coord.toString(),
destination->coord.toString(),
destination->layer,
destination->getCost(),
std::to_string(destination->turns),
destination->moveRemains,
@ -1343,6 +1344,7 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
pathNode.coord = node->coord;
pathNode.parentIndex = parentIndex;
pathNode.actionIsBlocked = false;
pathNode.layer = node->layer;
if(pathNode.specialAction)
{

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@ -65,6 +65,7 @@ struct AIPathNodeInfo
float cost;
uint8_t turns;
int3 coord;
EPathfindingLayer layer;
uint64_t danger;
const CGHeroInstance * targetHero;
int parentIndex;