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mirror of https://github.com/vcmi/vcmi.git synced 2025-09-16 09:26:28 +02:00

NKAI - Prefer giving fast units to scouts

Nullkiller AI will now prefer giving its scout heroes faster units to
optimize their movement points on next turns.

Unit selection logic:
- AI prefers to give 'weak' units that won't affect army strength of main
hero. Unit is considered 'weak' if its level below 4 or if its AI value
is below 1% of total army strength. So AI can give high-tier unit to
scout, but only if main hero already has massive army.

- Within weak units, if hero is moving on terrain with penalty, AI will
always prefer units that are native to this terrain. So on snow AI will
always prefer unit from Tower even if its speed is lower than unit from
another faction.

- Within remaining candidates, AI will prefer unit that will give higher
movement points limit. This also means that in case of H3 rules, all
units with 11+ speed will be viewed as equally good

- If there are multiple units with same speed, AI will prefer unit with
lowest AI value
This commit is contained in:
Ivan Savenko
2025-02-11 16:33:48 +00:00
parent 2b10142096
commit f238d89601
7 changed files with 73 additions and 24 deletions

View File

@@ -411,6 +411,7 @@ void AIGateway::heroCreated(const CGHeroInstance * h)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
nullkiller->invalidatePathfinderData(); // new hero needs to look around
}
void AIGateway::advmapSpellCast(const CGHeroInstance * caster, SpellID spellID)
@@ -929,7 +930,7 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
const CArmedInstance * armies[] = {destinationArmy, source};
auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source, myCb->getTile(source->visitablePos())->getTerrainID());
for(auto army : armies)
{
@@ -983,7 +984,7 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
&& source->stacksCount() == 1
&& (!destinationArmy->hasStackAtSlot(i) || destinationArmy->getCreature(i) == targetCreature))
{
auto weakest = nullkiller->armyManager->getWeakestCreature(bestArmy);
auto weakest = nullkiller->armyManager->getBestUnitForScout(bestArmy, myCb->getTile(source->visitablePos())->getTerrainID());
if(weakest->creature == targetCreature)
{

View File

@@ -13,8 +13,10 @@
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/mapping/CMapDefines.h"
#include "../../../lib/IGameSettings.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/TerrainHandler.h"
namespace NKAI
{
@@ -76,7 +78,7 @@ std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
{
return howManyReinforcementsCanGet(hero, hero, source);
return howManyReinforcementsCanGet(hero, hero, source, ai->cb->getTile(hero->visitablePos())->getTerrainID());
}
std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
@@ -111,17 +113,59 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
return resultingArmy;
}
std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
std::vector<SlotInfo>::iterator ArmyManager::getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
uint64_t totalPower = 0;
for (const auto & unit : army)
totalPower += unit.power;
// TODO: replace with EGameSettings::HEROES_MOVEMENT_COST_BASE in 1.7
bool terrainHasPenalty = armyTerrain.hasValue() && armyTerrain.toEntity(VLC)->moveCost != GameConstants::BASE_MOVEMENT_COST;
// arbitrary threshold - don't give scout more than specified part of total AI value of our army
uint64_t maxUnitValue = totalPower / 100;
const auto & movementPointsLimits = cb->getSettings().getVector(EGameSettings::HEROES_MOVEMENT_POINTS_LAND);
auto fastest = boost::min_element(army, [&](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->getMovementRange() > right.creature->getMovementRange();
uint64_t leftUnitPower = left.power / left.count;
uint64_t rightUnitPower = left.power / left.count;
bool leftUnitIsWeak = leftUnitPower < maxUnitValue || left.creature->getLevel() < 4;
bool rightUnitIsWeak = rightUnitPower < maxUnitValue || right.creature->getLevel() < 4;
if (leftUnitIsWeak != rightUnitIsWeak)
return leftUnitIsWeak;
if (terrainHasPenalty)
{
auto leftNativeTerrain = left.creature->getFactionID().toFaction()->nativeTerrain;
auto rightNativeTerrain = right.creature->getFactionID().toFaction()->nativeTerrain;
if (leftNativeTerrain != rightNativeTerrain)
{
if (leftNativeTerrain == armyTerrain)
return true;
if (rightNativeTerrain == armyTerrain)
return false;
}
}
int leftEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, left.creature->getMovementRange());
int rightEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, right.creature->getMovementRange());
int leftMovementPointsLimit = movementPointsLimits[leftEffectiveMovement];
int rightMovementPointsLimit = movementPointsLimits[rightEffectiveMovement];
if (leftMovementPointsLimit != rightMovementPointsLimit)
return leftMovementPointsLimit > rightMovementPointsLimit;
return leftUnitPower < rightUnitPower;
});
return weakest;
return fastest;
}
class TemporaryArmy : public CArmedInstance
@@ -134,7 +178,7 @@ public:
}
};
std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
{
auto sortedSlots = getSortedSlots(target, source);
@@ -218,7 +262,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
&& allowedFactions.size() == alignmentMap.size()
&& source->needsLastStack())
{
auto weakest = getWeakestCreature(resultingArmy);
auto weakest = getBestUnitForScout(resultingArmy, armyTerrain);
if(weakest->count == 1)
{
@@ -398,14 +442,14 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
return creaturesInDwellings;
}
ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
{
if(source->stacksCount() == 0)
{
return 0;
}
auto bestArmy = getBestArmy(armyCarrier, target, source);
auto bestArmy = getBestArmy(armyCarrier, target, source, armyTerrain);
uint64_t newArmy = 0;
uint64_t oldArmy = target->getArmyStrength();

View File

@@ -53,10 +53,11 @@ public:
virtual ui64 howManyReinforcementsCanGet(
const IBonusBearer * armyCarrier,
const CCreatureSet * target,
const CCreatureSet * source) const = 0;
const CCreatureSet * source,
const TerrainId & armyTerrain) const = 0;
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const = 0;
virtual std::vector<SlotInfo>::iterator getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const = 0;
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
@@ -97,9 +98,9 @@ public:
uint8_t turn = 0) const override;
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const override;
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const override;
std::vector<SlotInfo>::iterator getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const override;
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;

View File

@@ -57,7 +57,8 @@ Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
targetHero,
targetHero,
&*townArmyAvailableToBuy);
&*townArmyAvailableToBuy,
TerrainId::NONE);
if(reinforcement)
vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));

View File

@@ -300,7 +300,8 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGT
ai->armyManager->getBestArmy(
path.targetHero,
path.heroArmy,
upgrader->getUpperArmy()));
upgrader->getUpperArmy(),
TerrainId::NONE));
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();

View File

@@ -149,7 +149,7 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
if(!startupTown->visitingHero)
{
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero, TerrainId::NONE) > 200)
{
auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());

View File

@@ -13,6 +13,7 @@
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/mapping/CMapDefines.h"
#include "../../../lib/pathfinder/TurnInfo.h"
#include "Actions/BuyArmyAction.h"
@@ -394,7 +395,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
{
auto * target = new HeroExchangeArmy();
auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2, ai->cb->getTile(actor->hero->visitablePos())->getTerrainID());
for(auto & slotInfo : bestArmy)
{