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

264 Commits

Author SHA1 Message Date
Xilmi
e4ef95f8dd Revert dynamic maxWillingToLose
Out maxWillingToLose back to a static 25%.
Dynamic could become too suicidal or too passive. 25% is a good sweetspot.
2024-09-25 16:12:53 +02:00
Xilmi
433c58f8b1 Workaround for previously masked issue
A recent fix made it so that towns that weren't supposed to be defended are now no longer defended.
This caused scouts with minimal army to also go after them in addition to the main-hero.
Problem is when two heroes go for the same town it's a massive waste of movement-points. So for the time being only main-heroes will go for faraway captures.
Better solution would be to memorize who was sent to attack what on the same turn and filter out tasks going for the same target.
2024-09-23 18:42:31 +02:00
Xilmi
20f7751e16 Weekend-decisions
When attacking non-neutral towns that are far away, the AI now considers whether their attack would arrive in the same week. If it wouldn't, it means there's a high risk that newly bought troops might flip around who is stronger. So they now refrain from sending a hero towards an enemy town that is too far away.
2024-09-23 01:25:58 +02:00
Xilmi
90d72a4458 Chase & FFA-changes
The AI should no longer chase enemy heroes that are not reachable in the same turn, when there's other options as this behavior was quite exploitable.

The AI should now take their overall strength into account when deciding whether to attack or not.
Previously it would attack as long as their assumed army-loss was at most 25%.
Now that is 50% times the ratio of their power compared to the total power of everyone.
2024-09-22 13:06:07 +02:00
Xilmi
c88165f900 Update PriorityEvaluator.cpp
Whirlpools are no longer explorePriority 1 as the AI would then try out all of it's 5 entries on both sides.
2024-09-14 13:41:14 +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
ab441d8e67 Update PriorityEvaluator.cpp
AI now should no longer ignore spell-scrolls and artifacts of the treasure-class.
2024-09-13 23:06:49 +02:00
Xilmi
af2df5763f Update PriorityEvaluator.cpp
Only if there is a high gold-pressure a buildings' cost will deter from its score.
2024-09-12 22:53:45 +02:00
Xilmi
a1a03d4b74 Merge remote-tracking branch 'upstream/develop' into develop 2024-09-12 14:54:39 +02:00
Ivan Savenko
29f393e024 Removed hardcoded checks for map objects in favor of analyzing
rewardable object content
2024-09-12 12:11:18 +00:00
Ivan Savenko
503b87561e Converted all h3 banks to rewardable, remove most of hardcoded checks 2024-09-12 12:11:18 +00:00
Xilmi
df119370c7 Exploration
Slightly adjust the value of exploring within the hunter-gather-prirority.
2024-09-10 00:23:17 +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
0edc17b7d8 Going to town when nothing to do.
The StayAtTown-behavior now always creates tasks for all heroes to go and stay at a town. It will be treated differently than going to a town for mana in the sense that it is only considered at the lowest priority-tier. So it will only happen when the AI doesn't find anything else to do. It should resolve one of the two main-reasons for losing weak heros.

The hunter-gather-priority-tier now goes strictly by distance for all taks that are considered above 0 in value.
2024-09-06 22:14:59 +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
e43492d8b5 Update PriorityEvaluator.cpp
Fixed affordabilitycheck not being negated.
2024-09-06 00:12:44 +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
5488a0a29c Removed the "GATHER"-priorityTier
There was no real need for it to be a separated tier from Hunter_gather.
2024-09-05 19:35:47 +02:00
Xilmi
dafc9cd8a8 Update PriorityEvaluator.cpp
Replace float-comparisons with zero by vstd::isAlmostZero
2024-09-05 16:40:06 +02:00
Xilmi
23cd54c998 Preparations for merge
No longer using FuzzyEngine just to create a log-message. It's now only used when isUseFuzzy is set.
Also:
Removed < operator and instead use already existing "canAfford"-Method.
2024-09-05 16:22:25 +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
1176628a88 Update PriorityEvaluator.cpp
Workaround for weird -nan(ind) closestWayRatios.
2024-09-02 01:37:21 +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
1ef5e8ab1b Update PriorityEvaluator.cpp
Prevent building more buildings when we are saving for our favorite building.
2024-09-01 13:47:30 +02:00
Xilmi
ac8e5b3711 Update PriorityEvaluator.cpp
AI should score citadels and castles higher for better developed towns so that it focuses on finishing the main-town quicker as opposed to developing several smaller towns simultaneously.
2024-08-30 21:02:50 +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
dcec5637cd Fix for defense-evaluation.
Defense-evaluation didn't fill armyInvolvement but it was what created the score for it. So there was only score if it also included a HeroExchange.
2024-08-29 21:01:06 +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
00e5770aa3 Update PriorityEvaluator.cpp
Revert change that made AI too passive.
2024-08-18 21:22:05 +02:00
Xilmi
e6d907af55 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-18 09:52:59 +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
3be25d9414 Update PriorityEvaluator.cpp
Defend towns 1 turn earlier.
2024-08-18 09:47:05 +02:00
Xilmi
8ad6d712c0 lowered aggression
Being less willing to rush across half the map to attack an enemy town only to find it too well defended when arriving there.
2024-08-15 18:16:23 +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
6193e6224f Update FuzzyHelper.cpp
Added Multiplicative danger-modifier to citadels and castles.
2024-08-15 18:14:48 +02:00
Xilmi
b7e4219fde More purposeful defending
Avoid defending towns that are out of reach for the enemy.
2024-08-14 22:53:48 +02:00
Ivan Savenko
97f1a310df Fix miscellaneous issues discovered by Sonar 2024-08-12 18:26:30 +00:00
Xilmi
a7b26e237f Fix crash
Fixed a crash due to improperly trying to access "cb".
2024-08-11 21:59:06 +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
958aeb3a60 AI improvements
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.

The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.

Scoring for mage-guild now increased the bigger the existing armies are.

AI is less afraid of enemy-heros than previously.
2024-08-11 18:21:24 +02:00
Xilmi
5907aae057 Fixed AI not taking hero-strength into account when hero is garrisoned.
When evaluating their fighting-chance against towns with a garrisoned hero the AI didn't consider the attribute-boosts of the defending hero.
Now it does.
2024-08-11 17:59:10 +02:00