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vcmi/AI/Nullkiller/Behaviors/StartupBehavior.cpp
Ivan Savenko f238d89601 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
2025-02-11 16:37:54 +00:00

236 lines
6.3 KiB
C++

/*
* 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 "StartupBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/BuildThis.h"
#include "../Goals/RecruitHero.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../../../lib/mapObjects/CGResource.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string StartupBehavior::toString() const
{
return "Startup";
}
const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
{
auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
{
if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
return 1;
return path.movementCost();
});
return shortestPath;
}
const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstance * town)
{
auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
if(paths.empty())
return nullptr;
auto shortestPath = getShortestPath(town, paths);
if(shortestPath.nodes.size() > 1
|| shortestPath.turn() != 0
|| shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
|| (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
return nullptr;
return shortestPath.targetHero;
}
bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
{
if(!ai->heroManager->canRecruitHero(startupTown))
return false;
if(!startupTown->garrisonHero && !startupTown->visitingHero)
return true;
int treasureSourcesCount = 0;
for(auto obj : ai->objectClusterizer->getNearbyObjects())
{
auto armed = dynamic_cast<const CArmedInstance *>(obj);
if(armed && armed->getArmyStrength() > 0)
continue;
bool isGoldPile = dynamic_cast<const CGResource *>(obj)
&& dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD;
auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
if(rewardable)
{
for(auto & info : rewardable->configuration.info)
if(info.reward.resources[EGameResID::GOLD] > 0)
isGoldPile = true;
}
if(isGoldPile
|| obj->ID == Obj::TREASURE_CHEST
|| obj->ID == Obj::CAMPFIRE
|| obj->ID == Obj::WATER_WHEEL)
{
treasureSourcesCount++;
}
}
auto basicCount = cb->getTownsInfo().size() + 2;
auto boost = std::min(
(int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
treasureSourcesCount / 2);
logAi->trace("Treasure sources found %d", treasureSourcesCount);
logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
}
Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = ai->cb->getTownsInfo();
if(!towns.size())
return tasks;
const CGTownInstance * startupTown = towns.front();
if(towns.size() > 1)
{
startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
{
if(town->garrisonHero)
return ai->heroManager->evaluateHero(town->garrisonHero.get());
auto closestHero = getNearestHero(ai, town);
if(closestHero)
return ai->heroManager->evaluateHero(closestHero);
return 0;
});
}
if(!startupTown->hasBuilt(BuildingID::TAVERN)
&& ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
{
tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
return tasks;
}
bool canRecruitHero = needToRecruitHero(ai, startupTown);
auto closestHero = getNearestHero(ai, startupTown);
if(closestHero)
{
if(!startupTown->visitingHero)
{
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero, TerrainId::NONE) > 200)
{
auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());
if(paths.size())
{
auto path = getShortestPath(startupTown, paths);
tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
}
}
}
else
{
auto visitingHero = startupTown->visitingHero.get();
auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
if(startupTown->garrisonHero)
{
auto garrisonHero = startupTown->garrisonHero.get();
auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
if(visitingHeroScore > garrisonHeroScore
|| (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
{
if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
else if(canRecruitHero)
{
auto canPickTownArmy = startupTown->stacksCount() == 0
|| ai->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
if(canPickTownArmy)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
}
}
if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
}
if(tasks.empty() && !startupTown->visitingHero)
{
for(auto town : towns)
{
if(!town->visitingHero && needToRecruitHero(ai, town))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
break;
}
}
}
if(tasks.empty() && towns.size())
{
for(const CGTownInstance * town : towns)
{
if(town->garrisonHero
&& town->garrisonHero->movementPointsRemaining()
&& !town->visitingHero
&& ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
}
}
}
return tasks;
}
}