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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

123 Commits

Author SHA1 Message Date
Ivan Savenko
32391dc7a9 Pathfinder cache is now stored separately per playerBlocked
- human player will now use pathfinder settings from config (as before)
- nullkiller AI will now use its own, modified settings
- added option to configure NKAI usage of monolith to config
- fixed pathfinder costs not updating on receiving levelup
2025-01-23 15:28:44 +00:00
Ivan Savenko
3479ec9651 Per-hero artifact scoring for NKAI
AI now has better (but not perfect) system for scoring artifacts.

All artifacts now have their base score, based on bonuses provided by
the artifact. For composite artifacts, AI will also consider bonuses
from its components.

When exploring, AI will now weight artifacts as min(base score, price /
5), meaning even artifacts that AI can't score will still have some
priority, if only to sell them or deny them to enemy

AI will now also consider what to equip when trading with heroes or on
the end of AI pass. When considering what to equip, hero will use base
score of an artifact, adjusted by how relevant particular bonus /
artifact for a hero. Some examples:
- Morale-bonusing artifacts have their score reduced based on percentage
of undeads in the army, all the way to 0 for undead-only troops
- Artifacts that give spells (books, hat) will have score reduced based
on how many of these spells are already known by hero
- Land movement artifacts have zero score while on water and vice versa
- Necromancy artifacts will have zero score if hero does not have
necromancy
- Archery artifacts are scaled by amount of ranged troops, and only used
if hero has archery skill

AI may still equip 'bad' artifact, however this should only happen if
hero has no other artifacts to equip into said slot.

TODO's for future PR's (although not sure if / when I will work on
these):
- avoid equipping duplicates of the same artifact. Most notably with
scrolls, but may happen with other misc artifacts or rings.

- consideration for various spell-immunity neclaces

- consideration for birectional artifacts, like Shackles of War, or some
Spheres - since these artifacts need consideration on what our expected
enemy is to correctly estimate whether

- equipping artifacts based on immediate need - for example, equipping
recovery artifacts before end of day, equipping legion pieces only in
town on day 7, preparing for strong / weak enemies (or even preparing
for specific enemy in advance)

- transferring resource-generating artifacts and such to scout heroes,
allowing main hero to focus on combat

- ensure that AI can equip combined artifacts even if non-primary slots
are in use - by considering whether score of combined artifact is higher
than score of all used slots
2025-01-18 13:14:24 +00:00
Ivan Savenko
ec9dbfd667 Remove excessive recomputations of tile owners 2025-01-08 20:07:42 +00:00
Ivan Savenko
1caab5100a Try to reduce amount of time AI spends on pathfinding 2024-12-23 13:26:54 +00:00
Xilmi
eab6de4686 Fixed an issue that could cause the AI to skip almost their entire turn
If the best Task is to recruit a hero this now triggers pathfinding again as the newly bought hero may impair other heroe's paths.
2024-12-10 19:21:23 +01:00
Ivan Savenko
71d9664295 Allow per-difficulty parameters for NKAI 2024-11-27 21:26:06 +00:00
Xilmi
a2904584d3 Update Nullkiller.cpp
Build and hire-tasks no longer eat into the pass-depth.
2024-09-29 02:01:09 +02:00
Xilmi
22222f0fba Priorization-improvements
Manarecoveryreward now uses float instead of unsigned int in order to avoid extremely high instead of negative scores when the hero has more mana than his mana-limit for example due to mana-vortex.

Moved upgrading armies to a lower priority tier as otherwise the AI would go back to their cities all the time even though there were plenty of other things to do.

Improved exploration logic by putting different kinds of exploration to different priority-tiers.
Looking at the other side of a portal has high priority, visiting an observatory has medium priority and scouting by visiting nearby tiles has low priority.
2024-09-14 02:58:23 +02:00
Xilmi
a329f607c9 Update Nullkiller.cpp
No more map-hack on 3rd difficulty-level. Only starting from the fourth.
2024-09-09 23:23:28 +02:00
Xilmi
f8e4aa1d25 Update Nullkiller.cpp
Use Enum for Gold.
2024-09-09 23:20:53 +02:00
Xilmi
099341e143 Update Nullkiller.cpp
Fixed incorrect trace-message at end of turn.
2024-09-06 22:10:14 +02:00
Xilmi
cf338e04ad Update Nullkiller.cpp
AI can now also buy resources that it has income for.
2024-09-06 21:40:23 +02:00
Xilmi
35d8705fea Update Nullkiller.cpp
prioOfTask-variable-usage bound to trace-level as otherwise a warning will ensue.
2024-09-06 17:20:12 +02:00
Xilmi
db2416cb6b Update Nullkiller.cpp
Readded prioOfTask because it's needed in trace-messages.
2024-09-05 23:41:05 +02:00
Xilmi
b32c9615ed Update Nullkiller.cpp
Removed unused variable.
2024-09-05 15:59:09 +02:00
Xilmi
db16a9d234 A bit of clean-up for merge
Set back trace level to 0
Removed EvaluationContexts that weren't used
Encapsulated many debug-messages behinde trace-levels
2024-09-04 16:41:47 +02:00
Xilmi
09badeb5be Enum for PriorityTiers
In order to not confuse PriorityTiers, especially after adding new ones, now using an enum to identify them.
2024-09-02 00:16:19 +02:00
Xilmi
c667ca46d1 Using correct priorityTier for Clusterization
Clusterizer now uses PriorityTier = 5 for evaluation, which is used to generate priority for guarded objects
2024-09-02 00:00:36 +02:00
Xilmi
7c6f96344a Update Nullkiller.cpp
Removed resetAiState from loop cause it has too many side-effects. Such as the loop going through all passes.
2024-09-01 19:33:43 +02:00
Xilmi
0e91f10bbc Update Nullkiller.cpp
ResetAIState so that units realize what they can do after unlocking a cluster.
2024-09-01 17:21:53 +02:00
Xilmi
56988e054a New priority
1. Take / kill what is reachable in same turn
2. Defend
3. Take / kill what is further away
2024-08-30 18:05:47 +02:00
Xilmi
05d948b582 Priorities
Swapped priority of attacking and defending.
Troop-delivery-missions will check safety of the delivering hero.
2024-08-30 16:46:36 +02:00
Xilmi
b8dacfc0be Update Nullkiller.cpp
Fixed trade no longer working and changed log-output.
2024-08-29 20:49:01 +02:00
Xilmi
b92862c04d New priorities
Added more priority-tiers
2024-08-24 14:55:26 +02:00
Xilmi
284f276108 Update Nullkiller.cpp
Don't trade away gold when the gold-pressure is high.
2024-08-18 09:47:37 +02:00
Xilmi
a79f76f32b Update Nullkiller.cpp
Fix issue with selling/buying the same resources back and forth. But probably leads to not using the market early on. (needs more testing)
2024-08-15 18:15:29 +02:00
Xilmi
ed059393ec No more prio 3 tasks
The AI no longer performs prio 3 tasks, when no prio 0-2 tasks were found.
2024-08-11 18:23:02 +02:00
Xilmi
ea4e412f9a Update Nullkiller.cpp
Only actual heroes and not nullptrs will exculde each other in comparison.
2024-08-07 01:37:15 +02:00
Xilmi
183ce82b99 Update Nullkiller.cpp
Readded prio-3 tasks for heroes when no prio 0-2 tasks were found. It's anything that doesn't lose more than the loss-threshold.
2024-07-25 21:48:44 +02:00
Xilmi
909c308614 Update Nullkiller.cpp
Removed unused variable.
2024-07-24 21:46:18 +02:00
Xilmi
8152b003fe Update Nullkiller.cpp
Fixed a bug that caused tasks that are generated with an initial priority not being executed.
Fixed an error-message wrongfully claiming a hero was locked by STARTUP, when infact the hero was locked by something else (usually a hero-chain).
Recruiting-heros is now handled alongside buying army and buildings.
2024-07-24 21:26:53 +02:00
Xilmi
ed82e2bf4a Warnings
Removed unused variable.
2024-07-20 21:02:39 +02:00
Xilmi
2d715f4d7e Trading logic
Added trading-logic to Nullkiller-AI.
The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
2024-07-19 15:21:56 +02:00
Xilmi
d4b4a6c4db Warnings
Commented out relics from debugging that were causing warnings for unused variables.
2024-07-15 19:57:33 +02:00
Xilmi
95ba57dfe2 No more Startup-behavior
Startup-behavior was messing with my intended logic. Mostly by getting excess heroes for no real purpose other than that it could.
This wasted a lot of money that could be better invested on subsequent turns.
I removed it and playing-strength actually went up.
2024-07-15 17:50:30 +02:00
Xilmi
102b537353 Recruit-behavior
Moved recruit-behavior back to tasks that plans get made for since otherwise it can mess up plans by blocking town-exits.
2024-07-12 23:33:58 +02:00
Xilmi
9456ab41da Priority-tier
Openmap is no longer tied to difficulty-level due to being configurable anyways.

Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.

Recruit-hero-behavior is now evaluated before movement to make it more likely a new hero can exchange their stuff with others.
2024-07-12 17:39:52 +02:00
Xilmi
d4308c2ce4 Merge branch 'fixes_only' into develop 2024-07-07 22:52:03 +02:00
Xilmi
a72d23ed8d Debug-Info
Added some debug-info and non-fuzzy-specific-priority-cutoff.
2024-07-07 22:51:50 +02:00
Xilmi
734f815e67 Sorting tasks after buildPlan
Tasks need to be sorted again after buildPlan as otherwise the correct order isn't guaranteed. This led to inconsistent behavior by the AI.
2024-07-07 15:12:05 +02:00
Alexander Wilms
02e429e973 Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
2024-06-24 03:47:19 +02:00
Ivan Savenko
b4c6906471 Merge branch 'vcmi/beta' into 'vcmi/develop' 2024-06-11 19:22:23 +00:00
Ivan Savenko
b8beb4fb13 Fixes for various minor issues detected by Sonar Cloud 2024-06-01 11:48:30 +00:00
Andrii Danylchenko
7bf047ff18 #4066 - fix exploration 2024-06-01 13:13:51 +03:00
Andrii Danylchenko
820f0e0c1a NKAI: port exploration from VCAI 2024-05-20 23:50:13 +03:00
Andrii Danylchenko
1388fb1493 NKAI: port exploration from VCAI 2024-05-20 22:43:23 +03:00
Ivan Savenko
721b15d9de Merge branch 'vcmi/master' into 'vcmi/develop' 2024-05-17 08:26:37 +00:00
Andrii Danylchenko
98afd43969 #3941 - recruit hero when no heroes 2024-05-12 21:10:31 +03:00
Ivan Savenko
30e0a16ee9 Fix some 'new' issues reported by Sonar Cloud 2024-05-06 15:33:30 +00:00
Andrii Danylchenko
afa766c763 #3824 - fix cluster unlock 2024-04-27 10:57:30 +03:00