1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00
Files
vcmi/AI/Nullkiller2/Engine/PriorityEvaluator.cpp
2025-10-01 18:25:23 +02:00

1697 lines
58 KiB
C++

/*
* PriorityEvaluator.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 <limits>
#include "Nullkiller.h"
#include "../../../lib/entities/artifact/CArtifact.h"
#include "../../../lib/entities/ResourceTypeHandler.h"
#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../../lib/mapObjects/CGResource.h"
#include "../../../lib/mapping/TerrainTile.h"
#include "../../../lib/RoadHandler.h"
#include "../../../lib/CCreatureHandler.h"
#include "../../../lib/GameLibrary.h"
#include "../../../lib/StartInfo.h"
#include "../../../lib/GameSettings.h"
#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"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
#include "../Markers/DefendTown.h"
namespace NK2AI
{
constexpr float MAX_CRITICAL_VALUE = 2.0f;
EvaluationContext::EvaluationContext(const Nullkiller* aiNk)
: movementCost(0.0),
manaCost(0),
danger(0),
closestWayRatio(1),
movementCostByRole(),
skillReward(0),
goldReward(0),
goldCost(0),
armyReward(0),
armyLossRatio(0),
heroRole(HeroRole::SCOUT),
turn(0),
strategicalValue(0),
conquestValue(0),
evaluator(aiNk),
enemyHeroDangerRatio(0),
threat(0),
armyGrowth(0),
armyInvolvement(0),
defenseValue(0),
isDefend(false),
threatTurns(INT_MAX),
involvesSailing(false),
isTradeBuilding(false),
isExchange(false),
isArmyUpgrade(false),
isHero(false),
isEnemy(false),
explorePriority(0),
powerRatio(0)
{
}
void EvaluationContext::addNonCriticalStrategicalValue(float value)
{
vstd::amax(strategicalValue, std::min(value, MAX_CRITICAL_VALUE));
}
PriorityEvaluator::~PriorityEvaluator()
{
delete engine;
}
void PriorityEvaluator::initVisitTile()
{
auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nk2ai/object-priorities.txt"))->readAll();
std::string str = std::string((char *)file.first.get(), file.second);
engine = fl::FllImporter().fromString(str);
armyLossRatioVariable = engine->getInputVariable("armyLoss");
armyGrowthVariable = engine->getInputVariable("armyGrowth");
heroRoleVariable = engine->getInputVariable("heroRole");
dangerVariable = engine->getInputVariable("danger");
turnVariable = engine->getInputVariable("turn");
mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
goldRewardVsMovementVariable = engine->getInputVariable("goldReward");
armyRewardVariable = engine->getInputVariable("armyReward");
skillRewardVariable = engine->getInputVariable("skillReward");
rewardTypeVariable = engine->getInputVariable("rewardType");
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
strategicalValueVariable = engine->getInputVariable("strategicalValue");
goldPressureVariable = engine->getInputVariable("goldPressure");
goldCostVariable = engine->getInputVariable("goldCost");
fearVariable = engine->getInputVariable("fear");
value = engine->getOutputVariable("Value");
}
bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
{
return obj->getOwner().isValidPlayer()
&& cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
}
int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0; // if we already own it, no additional reward will be received by just visiting it
auto booster = isAnotherAi(target, *cb) ? 1 : 2;
auto town = cb->getTown(target->id);
auto fortLevel = town->fortLevel();
if(town->hasCapitol())
return booster * 2000;
// probably well developed town will have city hall
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
}
int32_t getResourcesGoldReward(const TResources & res)
{
int32_t result = 0;
for(auto r : LIBRARY->resourceTypeHandler->getAllObjects())
{
if(res[r] > 0)
result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
}
return result;
}
uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
uint64_t score = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
continue;
score += creature->getAIValue() * creLevel.first;
}
}
return score;
}
uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
uint64_t score = 0;
if(dwelling->getOwner() == myColor)
return 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
score += creature->getAIValue() * creature->getGrowth();
}
}
return score;
}
int getDwellingArmyCost(const CGObjectInstance * target)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
int cost = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->getLevel() == 1;
if(!creaturesAreFree)
cost += creature->getFullRecruitCost().marketValue() * creLevel.first;
}
}
return cost;
}
static uint64_t evaluateSpellScrollArmyValue(const SpellID &)
{
return 1500;
}
static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
{
if(art->getId() == ArtifactID::SPELL_SCROLL)
return 1500;
return getPotentialArtifactScore(art);
}
uint64_t RewardEvaluator::getArmyReward(
const CGObjectInstance * target,
const CGHeroInstance * hero,
const CCreatureSet * army,
bool checkGold) const
{
const float enemyArmyEliminationRewardRatio = 0.5f;
auto relations = aiNk->cc->getPlayerRelations(target->tempOwner, aiNk->playerID);
if(!target)
return 0;
switch(target->ID)
{
case Obj::HILL_FORT:
return aiNk->armyManager->calculateCreaturesUpgrade(army, target, aiNk->cc->getResourceAmount()).upgradeValue;
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingArmyValue(aiNk->cc.get(), target, checkGold);
case Obj::SPELL_SCROLL:
return evaluateSpellScrollArmyValue(dynamic_cast<const CGArtifact *>(target)->getArtifactInstance()->getScrollSpellID());
case Obj::ARTIFACT:
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->getArtifactInstance()->getType());
case Obj::HERO:
return relations == PlayerRelations::ENEMIES
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
: 0;
case Obj::PANDORAS_BOX:
return 5000;
case Obj::MAGIC_WELL:
case Obj::MAGIC_SPRING:
return getManaRecoveryArmyReward(hero);
default:
break;
}
auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
if(rewardable)
{
auto totalValue = 0;
for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
{
auto & info = rewardable->configuration.info[index];
auto rewardValue = 0;
for(auto artID : info.reward.grantedArtifacts)
rewardValue += evaluateArtifactArmyValue(artID.toArtifact());
for(auto scroll : info.reward.grantedScrolls)
rewardValue += evaluateSpellScrollArmyValue(scroll);
for(const auto & stackInfo : info.reward.creatures)
rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
totalValue += rewardValue > 0 ? rewardValue / (info.reward.grantedArtifacts.size() + info.reward.creatures.size()) : 0;
}
return totalValue;
}
return 0;
}
uint64_t RewardEvaluator::getArmyGrowth(
const CGObjectInstance * target,
const CGHeroInstance * hero,
const CCreatureSet * army) const
{
if(!target)
return 0;
auto relations = aiNk->cc->getPlayerRelations(target->tempOwner, hero->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0;
switch(target->ID)
{
case Obj::TOWN:
{
auto town = dynamic_cast<const CGTownInstance *>(target);
auto fortLevel = town->fortLevel();
auto neutral = !town->getOwner().isValidPlayer();
auto booster = isAnotherAi(town, *aiNk->cc) || neutral ? 1 : 2;
if(fortLevel < CGTownInstance::CITADEL)
return town->hasFort() ? booster * 500 : 0;
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
}
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingArmyGrowth(aiNk->cc.get(), target, hero->getOwner());
case Obj::ARTIFACT:
// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
return 0;
default:
return 0;
}
}
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
{
if(!target)
return 0;
if(auto * m = dynamic_cast<const IMarket *>(target))
{
if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
return 2000;
}
switch(target->ID)
{
case Obj::HILL_FORT:
return aiNk->armyManager->calculateCreaturesUpgrade(army, target, aiNk->cc->getResourceAmount()).upgradeCost[EGameResID::GOLD];
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
return 1000;
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingArmyCost(target);
default:
return 0;
}
}
float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
{
auto objectsUnderThreat = aiNk->dangerHitMap->getOneTurnAccessibleObjects(enemy);
float objectValue = 0;
for(auto obj : objectsUnderThreat)
{
vstd::amax(objectValue, getStrategicalValue(obj));
}
/*
1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
Killing the hero is almost as important (0.9) as capturing the object itself.
2. The formula quickly approaches 1.0 as hero level increases,
but higher level always means higher value and the minimal value for level 1 hero is 0.5
*/
return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
}
/// @return between 0-1.0f
float RewardEvaluator::getNowResourceRequirementStrength(GameResID resType) const
{
TResources requiredResources = aiNk->buildAnalyzer->getMissingResourcesNow();
TResources dailyIncome = aiNk->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
if(dailyIncome[resType] == 0)
return 1.0f;
return 0.8f;
}
/// @return between 0-1.0f
float RewardEvaluator::getTotalResourceRequirementStrength(GameResID resType) const
{
TResources requiredResources = aiNk->buildAnalyzer->getMissingResourcesInTotal();
TResources dailyIncome = aiNk->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
if(dailyIncome[resType] == 0)
return 1.0f;
return 0.8f;
}
uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
{
uint64_t result = 0;
for(auto creatureInfo : town->creatures)
{
if(creatureInfo.second.empty())
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
}
return result;
}
float RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
{
return aiNk->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
}
/// @return between 0-1.0f
float RewardEvaluator::getCombinedResourceRequirementStrength(const TResources & res) const
{
float sum = 0.0f;
for(TResources::nziterator it(res); it.valid(); it++)
{
auto calculation = 0.5f * getNowResourceRequirementStrength(it->resType)
+ 0.5f * getTotalResourceRequirementStrength(it->resType);
// Even not required resources should be valuable because they shouldn't be left for the enemies to collect
sum += std::min(MINIMUM_STRATEGICAL_VALUE_NON_TOWN, calculation);
}
return sum;
}
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
if(!target)
return 0;
switch(target->ID)
{
case Obj::MINE:
{
auto mine = dynamic_cast<const CGMine *>(target);
TResources res;
res[mine->producedResource] = mine->producedQuantity;
// Mines should have higher priority than resources
return 1.0f + getCombinedResourceRequirementStrength(res);
}
case Obj::RESOURCE:
{
auto resource = dynamic_cast<const CGResource *>(target);
TResources res;
res[resource->resourceID()] = resource->getAmount();
return getCombinedResourceRequirementStrength(res);
}
case Obj::TOWN:
{
if(aiNk->buildAnalyzer->getDevelopmentInfo().empty())
return 10.0f;
auto town = dynamic_cast<const CGTownInstance *>(target);
if(town->getOwner() == aiNk->playerID)
{
auto armyIncome = townArmyGrowth(town);
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
}
auto fortLevel = town->fortLevel();
auto booster = isAnotherAi(town, *aiNk->cc) ? 0.4f : 1.0f;
if(town->hasCapitol())
return booster * 1.5;
if(fortLevel < CGTownInstance::CITADEL)
return booster * (town->hasFort() ? 1.0 : 0.8);
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
}
case Obj::HERO:
return aiNk->cc->getPlayerRelations(target->tempOwner, aiNk->playerID) == PlayerRelations::ENEMIES
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
: 0;
case Obj::KEYMASTER:
return 0.6f;
default:
break;
}
auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
if(rewardable && hero)
{
auto resourceReward = 0.0f;
for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
{
resourceReward += getCombinedResourceRequirementStrength(rewardable->configuration.info[index].reward.resources);
}
return resourceReward;
}
return 0;
}
float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
{
if (!target)
return 0;
if (target->getOwner() == aiNk->playerID)
return 0;
switch (target->ID)
{
case Obj::TOWN:
{
if (aiNk->buildAnalyzer->getDevelopmentInfo().empty())
return 10.0f;
auto town = dynamic_cast<const CGTownInstance*>(target);
if (town->getOwner() == aiNk->playerID)
{
auto armyIncome = townArmyGrowth(town);
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
}
auto fortLevel = town->fortLevel();
auto booster = 1.0f;
if (town->hasCapitol())
return booster * 1.5;
if (fortLevel < CGTownInstance::CITADEL)
return booster * (town->hasFort() ? 1.0 : 0.8);
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
}
case Obj::HERO:
return aiNk->cc->getPlayerRelations(target->tempOwner, aiNk->playerID) == PlayerRelations::ENEMIES
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
: 0;
default:
return 0;
}
}
float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
{
auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
assert(rewardable);
auto skill = SecondarySkill(*rewardable->configuration.getVariable("secondarySkill", "gainedSkill"));
if(!hut->wasVisited(hero->tempOwner))
return role == HeroRole::SCOUT ? 2 : 0;
if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
|| static_cast<int>(hero->secSkills.size()) >= aiNk->cc->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
return 0;
auto score = aiNk->heroManager->evaluateSecSkill(skill, hero);
return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
}
float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
{
const float enemyHeroEliminationSkillRewardRatio = 0.5f;
if(!target)
return 0;
switch(target->ID)
{
case Obj::STAR_AXIS:
case Obj::SCHOLAR:
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
case Obj::GARDEN_OF_REVELATION:
case Obj::MARLETTO_TOWER:
case Obj::MERCENARY_CAMP:
case Obj::TREE_OF_KNOWLEDGE:
return 1;
case Obj::LEARNING_STONE:
return 1.0f / std::sqrt(hero->level);
case Obj::ARENA:
return 2;
case Obj::SHRINE_OF_MAGIC_INCANTATION:
return 0.25f;
case Obj::SHRINE_OF_MAGIC_GESTURE:
return 1.0f;
case Obj::SHRINE_OF_MAGIC_THOUGHT:
return 2.0f;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
return 8;
case Obj::WITCH_HUT:
return evaluateWitchHutSkillScore(target, hero, role);
case Obj::PANDORAS_BOX:
//Can contains experience, spells, or skills (only on custom maps)
return 2.5f;
case Obj::HERO:
return aiNk->cc->getPlayerRelations(target->tempOwner, aiNk->playerID) == PlayerRelations::ENEMIES
? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
: 0;
default:
break;
}
auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
if(rewardable)
{
auto totalValue = 0.0f;
for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
{
auto & info = rewardable->configuration.info[index];
auto rewardValue = 0.0f;
if(!info.reward.spells.empty())
{
for(auto spellID : info.reward.spells)
{
const spells::Spell * spell = LIBRARY->spells()->getById(spellID);
if(hero->canLearnSpell(spell) && !hero->spellbookContainsSpell(spellID))
{
rewardValue += std::sqrt(spell->getLevel()) / 4.0f;
}
}
totalValue += rewardValue / info.reward.spells.size();
}
if(!info.reward.primary.empty())
{
for(auto value : info.reward.primary)
{
totalValue += value;
}
}
}
return totalValue;
}
return 0;
}
const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
{
auto & threatNode = aiNk->dangerHitMap->getTileThreat(tile);
if(threatNode.maximumDanger.danger == 0)
return HitMapInfo::NoThreat;
if(threatNode.maximumDanger.turn <= turn)
return threatNode.maximumDanger;
return threatNode.fastestDanger.turn <= turn ? threatNode.fastestDanger : HitMapInfo::NoThreat;
}
int32_t getArmyCost(const CArmedInstance * army)
{
int32_t value = 0;
for(const auto & stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * stack.second->getCount();
}
return value;
}
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
if(!target)
return 0;
auto relations = aiNk->cc->getPlayerRelations(target->tempOwner, hero->tempOwner);
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
switch(target->ID)
{
case Obj::RESOURCE:
{
auto * res = dynamic_cast<const CGResource*>(target);
return res && res->resourceID() == GameResID::GOLD ? 600 : 100;
}
case Obj::TREASURE_CHEST:
return 1500;
case Obj::WATER_WHEEL:
return 1000;
case Obj::TOWN:
return dailyIncomeMultiplier * estimateTownIncome(aiNk->cc.get(), target, hero);
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
auto * mine = dynamic_cast<const CGMine*>(target);
return dailyIncomeMultiplier * (mine->producedResource == GameResID::GOLD ? 1000 : 75);
}
case Obj::PANDORAS_BOX:
return 2500;
case Obj::PRISON:
//Objectively saves us 2500 to hire hero
return GameConstants::HERO_GOLD_COST;
case Obj::HERO:
return relations == PlayerRelations::ENEMIES
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
: 0;
default:
break;
}
auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
if(rewardable)
{
auto goldReward = 0;
for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
{
auto & info = rewardable->configuration.info[index];
goldReward += getResourcesGoldReward(info.reward.resources);
}
return goldReward;
}
return 0;
}
class HeroExchangeEvaluator : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::HERO_EXCHANGE)
return;
Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.aiNk);
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
evaluationContext.heroRole = evaluationContext.evaluator.aiNk->heroManager->getHeroRoleOrDefaultInefficient(heroExchange.hero);
evaluationContext.isExchange = true;
}
};
class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::ARMY_UPGRADE)
return;
Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
evaluationContext.armyReward += upgradeValue;
evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
evaluationContext.isArmyUpgrade = true;
}
};
class ExplorePointEvaluator : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXPLORATION_POINT)
return;
int tilesDiscovered = task->value;
evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
for (auto obj : evaluationContext.evaluator.aiNk->cc->getVisitableObjs(task->tile))
{
switch (obj->ID.num)
{
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
evaluationContext.explorePriority = 1;
break;
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
evaluationContext.explorePriority = 2;
break;
}
}
if(evaluationContext.evaluator.aiNk->cc->getTile(task->tile)->roadType != RoadId::NO_ROAD)
evaluationContext.explorePriority = 1;
if (evaluationContext.explorePriority == 0)
evaluationContext.explorePriority = 3;
}
};
class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
{
public:
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);
if (stayAtTown.getHero() != nullptr && stayAtTown.getHero()->movementPointsRemaining() < 100)
{
return;
}
if(stayAtTown.town->mageGuildLevel() > 0)
evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
if (vstd::isAlmostZero(evaluationContext.armyReward))
evaluationContext.isDefend = true;
else
{
evaluationContext.movementCost += stayAtTown.getMovementWasted();
evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
}
}
};
void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
if(enemyDanger.danger)
{
auto dangerRatio = enemyDanger.danger / (double)ourStrength;
vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
vstd::amax(evaluationContext.threat, enemyDanger.threat);
}
}
class DefendTownEvaluator : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::DEFEND_TOWN)
return;
Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
const CGTownInstance * town = defendTown.town;
auto & threat = defendTown.getThreat();
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
float multiplier = 1;
if(threat.turn < defendTown.getTurn())
multiplier /= 1 + (defendTown.getTurn() - threat.turn);
multiplier /= 1.0f + threat.turn / 5.0f;
if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
{
auto ourSpeed = defendTown.hero->movementPointsLimit(true);
auto enemySpeed = threat.heroPtr.get()->movementPointsLimit(true);
if(enemySpeed > ourSpeed) multiplier *= 0.7f;
}
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
evaluationContext.armyGrowth += armyGrowth * multiplier;
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
if(evaluationContext.evaluator.aiNk->buildAnalyzer->getDevelopmentInfo().size() == 1)
vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
else
evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
evaluationContext.defenseValue = town->fortLevel();
evaluationContext.isDefend = true;
evaluationContext.threatTurns = threat.turn;
vstd::amax(evaluationContext.danger, defendTown.getThreat().danger);
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
}
};
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
{
private:
const Nullkiller * aiNk;
public:
ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * aiNk) : aiNk(aiNk) {}
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
return;
Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
const AIPath & path = chain.getPath();
if (vstd::isAlmostZero(path.movementCost()))
return;
vstd::amax(evaluationContext.danger, path.getTotalDanger());
evaluationContext.movementCost += path.movementCost();
evaluationContext.closestWayRatio = chain.closestWayRatio;
std::map<const CGHeroInstance *, float> costsPerHero;
for(auto & node : path.nodes)
{
vstd::amax(costsPerHero[node.targetHero], node.cost);
if (node.layer == EPathfindingLayer::SAIL)
evaluationContext.involvesSailing = true;
}
float highestCostForSingleHero = 0;
for(auto pair : costsPerHero)
{
auto role = evaluationContext.evaluator.aiNk->heroManager->getHeroRoleOrDefaultInefficient(pair.first);
evaluationContext.movementCostByRole[role] += pair.second;
if (pair.second > highestCostForSingleHero)
highestCostForSingleHero = pair.second;
}
if (highestCostForSingleHero > 1 && costsPerHero.size() > 1)
{
//Chains that involve more than 1 hero doing something for more than a turn are too expensive in my book. They often involved heroes doing nothing just standing there waiting to fulfill their part of the chain.
return;
}
evaluationContext.movementCost *= costsPerHero.size(); //further deincentivise chaining as it often involves bringing back the army afterwards
auto hero = task->hero;
bool checkGold = evaluationContext.danger == 0;
auto army = path.heroArmy;
const CGObjectInstance * target = aiNk->cc->getObj((ObjectInstanceID)task->objid, false);
auto heroRole = evaluationContext.evaluator.aiNk->heroManager->getHeroRoleOrDefaultInefficient(hero);
if(heroRole == HeroRole::MAIN)
evaluationContext.heroRole = heroRole;
// Assuming Slots() returns a collection of slots with slot.second->getCreatureID() and slot.second->getPower()
float heroPower = 0;
float totalPower = 0;
// Map to store the aggregated power of creatures by CreatureID
std::map<CreatureID, float> totalPowerByCreatureID;
// Calculate hero power and total power by CreatureID
for (const auto & slot : hero->Slots())
{
CreatureID creatureID = slot.second->getCreatureID();
float slotPower = slot.second->getPower();
// Add the power of this slot to the heroPower
heroPower += slotPower;
// Accumulate the total power for the specific CreatureID
if (totalPowerByCreatureID.find(creatureID) == totalPowerByCreatureID.end())
{
// First time encountering this CreatureID, retrieve total creatures' power
totalPowerByCreatureID[creatureID] = aiNk->armyManager->getTotalCreaturesAvailable(creatureID).power;
}
}
// Calculate total power based on unique CreatureIDs
for (const auto& entry : totalPowerByCreatureID)
{
totalPower += entry.second;
}
// Compute the power ratio if total power is greater than zero
if (totalPower > 0)
{
evaluationContext.powerRatio = heroPower / totalPower;
}
if (target)
{
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
if (target->ID == Obj::HERO)
evaluationContext.isHero = true;
if (target->getOwner().isValidPlayer() && aiNk->cc->getPlayerRelations(aiNk->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
evaluationContext.isEnemy = true;
if (target->ID == Obj::TOWN)
evaluationContext.defenseValue = dynamic_cast<const CGTownInstance*>(target)->fortLevel();
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
if(evaluationContext.danger > 0)
evaluationContext.skillReward += (float)evaluationContext.danger / (float)hero->getArmyStrength();
}
evaluationContext.armyInvolvement += army->getArmyCost();
vstd::amax(evaluationContext.armyLossRatio, (float)path.getTotalArmyLoss() / (float)army->getArmyStrength());
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
vstd::amax(evaluationContext.turn, path.turn());
}
};
class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
ClusterEvaluationContextBuilder(const Nullkiller * aiNk) {}
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::UNLOCK_CLUSTER)
return;
Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
auto hero = clusterGoal.hero;
auto role = evaluationContext.evaluator.aiNk->heroManager->getHeroRoleOrDefaultInefficient(hero);
std::vector<std::pair<ObjectInstanceID, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
std::sort(objects.begin(), objects.end(), [](std::pair<ObjectInstanceID, ClusterObjectInfo> o1, std::pair<ObjectInstanceID, ClusterObjectInfo> o2) -> bool
{
return o1.second.priority > o2.second.priority;
});
int boost = 1;
for(auto & objInfo : objects)
{
auto target = evaluationContext.evaluator.aiNk->cc->getObj(objInfo.first);
bool checkGold = objInfo.second.danger == 0;
auto army = hero;
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
evaluationContext.movementCost += objInfo.second.movementCost / boost;
vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
boost <<= 1;
if(boost > 8)
break;
}
}
};
class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
return;
Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
logAi->trace("buildEvaluationContext ExchangeSwapTownHeroesContextBuilder %s affected objects: %d", swapCommand.toString(), swapCommand.getAffectedObjects().size());
for (auto obj : swapCommand.getAffectedObjects())
{
logAi->trace("affected object: %s", evaluationContext.evaluator.aiNk->cc->getObj(obj)->getObjectName());
}
if (garrisonHero)
logAi->debug("with %s and %d", garrisonHero->getNameTranslated(), int(swapCommand.getLockingReason()));
if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
{
auto defenderRole = evaluationContext.evaluator.aiNk->heroManager->getHeroRoleOrDefaultInefficient(garrisonHero);
auto mpLeft = garrisonHero->movementPointsRemaining() / (float)garrisonHero->movementPointsLimit(true);
evaluationContext.movementCost += mpLeft;
evaluationContext.movementCostByRole[defenderRole] += mpLeft;
evaluationContext.heroRole = defenderRole;
evaluationContext.isDefend = true;
evaluationContext.armyInvolvement = garrisonHero->getArmyStrength();
logAi->debug("evaluationContext.isDefend: %d", evaluationContext.isDefend);
}
}
};
class DismissHeroContextBuilder : public IEvaluationContextBuilder
{
private:
const Nullkiller * aiNk;
public:
DismissHeroContextBuilder(const Nullkiller * aiNk) : aiNk(aiNk) {}
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::DISMISS_HERO)
return;
Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
const CGHeroInstance * dismissedHero = dismissCommand.getHero();
auto role = aiNk->heroManager->getHeroRoleOrDefaultInefficient(dismissedHero);
auto mpLeft = dismissedHero->movementPointsRemaining();
evaluationContext.movementCost += mpLeft;
evaluationContext.movementCostByRole[role] += mpLeft;
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::BUILD_STRUCTURE)
return;
Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
auto & bi = buildThis.buildingInfo;
evaluationContext.goldReward += 7 * bi.dailyIncome.marketValue() / 2; // 7 day income but half we already have
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
int32_t cost = bi.buildCost[EGameResID::GOLD];
evaluationContext.goldCost += cost;
evaluationContext.closestWayRatio = 1;
evaluationContext.buildingCost += bi.buildCostWithPrerequisites;
bool alreadyOwn = false;
int highestMageGuildPossible = BuildingID::MAGES_GUILD_3;
for (auto town : evaluationContext.evaluator.aiNk->cc->getTownsInfo())
{
if (town->hasBuilt(bi.id))
alreadyOwn = true;
if (evaluationContext.evaluator.aiNk->cc->canBuildStructure(town, BuildingID::MAGES_GUILD_5) != EBuildingState::FORBIDDEN)
highestMageGuildPossible = BuildingID::MAGES_GUILD_5;
else if (evaluationContext.evaluator.aiNk->cc->canBuildStructure(town, BuildingID::MAGES_GUILD_4) != EBuildingState::FORBIDDEN)
highestMageGuildPossible = BuildingID::MAGES_GUILD_4;
}
if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
evaluationContext.isTradeBuilding = true;
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Building costs for %s : %s MarketValue: %d",bi.toString(), evaluationContext.buildingCost.toString(), evaluationContext.buildingCost.marketValue());
#endif
if(bi.creatureID != CreatureID::NONE)
{
evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
if(bi.baseCreatureID == bi.creatureID)
{
evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
evaluationContext.armyReward += bi.armyStrength * 1.5;
}
else
{
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
if(bi.id.isDwelling())
evaluationContext.armyReward += bi.armyStrength - evaluationContext.evaluator.aiNk->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrowth);
else //This is for prerequisite-buildings
evaluationContext.armyReward += evaluationContext.evaluator.aiNk->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrowth);
if(alreadyOwn)
evaluationContext.armyReward /= bi.buildCostWithPrerequisites.marketValue();
}
}
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
{
evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
}
else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
{
evaluationContext.skillReward += 2 * bi.id.getMagesGuildLevel();
if (!alreadyOwn && evaluationContext.evaluator.aiNk->cc->canBuildStructure(buildThis.town, highestMageGuildPossible) != EBuildingState::FORBIDDEN)
{
for (auto hero : evaluationContext.evaluator.aiNk->cc->getHeroesInfo())
{
if(hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + hero->getPrimSkillLevel(PrimarySkill::KNOWLEDGE) > hero->getPrimSkillLevel(PrimarySkill::ATTACK) + hero->getPrimSkillLevel(PrimarySkill::DEFENSE)
&& hero->manaLimit() > 30)
evaluationContext.armyReward += hero->getArmyCost();
}
}
}
int sameTownBonus = 0;
for (auto town : evaluationContext.evaluator.aiNk->cc->getTownsInfo())
{
if (buildThis.town->getFaction() == town->getFaction())
sameTownBonus += town->getTownLevel();
}
evaluationContext.armyReward *= sameTownBonus;
if(evaluationContext.goldReward)
{
auto goldPressure = evaluationContext.evaluator.aiNk->buildAnalyzer->getGoldPressure();
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
}
if(bi.isMissingResources && bi.prerequisitesCount == 1)
{
evaluationContext.strategicalValue /= 3;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
evaluationContext.turn += 5;
}
}
};
uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
{
if(aiNk->buildAnalyzer->isBuilt(town->getFactionID(), bi.id))
return 0;
auto creaturesToUpgrade = aiNk->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
auto upgradedPower = aiNk->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
return upgradedPower - creaturesToUpgrade.power;
}
PriorityEvaluator::PriorityEvaluator(const Nullkiller * aiNk)
:aiNk(aiNk)
{
initVisitTile();
evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(aiNk));
evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(aiNk));
evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(aiNk));
evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
{
Goals::TGoalVec parts;
EvaluationContext context(aiNk);
if(goal->goalType == Goals::COMPOSITION)
{
parts = goal->decompose(aiNk);
}
else
{
parts.push_back(goal);
}
for(auto subgoal : parts)
{
context.goldCost += subgoal->goldCost;
context.buildingCost += subgoal->buildingCost;
for(auto builder : evaluationContextBuilders)
{
builder->buildEvaluationContext(context, subgoal);
}
}
return context;
}
float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
auto evaluationContext = buildEvaluationContext(task);
int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
+ (evaluationContext.armyReward > 0 ? 1 : 0)
+ (evaluationContext.skillReward > 0 ? 1 : 0)
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
float goldRewardVsMovement = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
double result = 0;
if (aiNk->settings->isUseFuzzy())
{
float fuzzyResult = 0;
try
{
armyLossRatioVariable->setValue(evaluationContext.armyLossRatio);
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVsMovementVariable->setValue(goldRewardVsMovement);
armyRewardVariable->setValue(evaluationContext.armyReward);
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPressureVariable->setValue(aiNk->buildAnalyzer->getGoldPressure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)aiNk->getFreeResources()[EGameResID::GOLD] + (float)aiNk->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
engine->process();
fuzzyResult = value->getValue();
}
catch (fl::Exception& fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
result = fuzzyResult;
}
else
{
float score = 0;
bool currentPositionThreatened = false;
if (task->hero)
{
auto currentTileThreat = aiNk->dangerHitMap->getTileThreat(task->hero->visitablePos());
if (currentTileThreat.fastestDanger.turn < 1 && currentTileThreat.fastestDanger.danger > task->hero->getTotalStrength())
currentPositionThreatened = true;
}
if (priorityTier == PriorityTier::FAR_HUNTER_GATHER && currentPositionThreatened == true)
{
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace("Skip FAR_HUNTER_GATHER because hero would be threatened.");
#endif
return 0;
}
const bool amIInDanger = aiNk->cc->getTownsInfo().empty();
// TODO: Mircea: Shouldn't it default to 0 instead of 1.0 in the end?
const float maxWillingToLose = amIInDanger ? 1 : aiNk->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio > 0 ? aiNk->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio : 1.0;
float dangerThreshold = 1;
dangerThreshold *= evaluationContext.powerRatio > 0 ? evaluationContext.powerRatio : 1.0;
bool arriveNextWeek = false;
if (aiNk->cc->getDate(Date::DAY_OF_WEEK) + evaluationContext.turn > 7 && priorityTier < PriorityTier::FAR_KILL)
arriveNextWeek = true;
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, maxWillingToLose: %f, turn: %d, turns main: %f, scout: %f, armyInvolvement: %f, goldRewardVsMovement: %f, cost: %d, armyReward: %f, armyGrowth: %f skillReward: %f danger: %d, threatTurns: %d, threat: %d, heroRole: %s, strategicalValue: %f, conquestValue: %f closestWayRatio: %f, enemyHeroDangerRatio: %f, dangerThreshold: %f explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d powerRatio: %f",
priorityTier,
task->toString(),
evaluationContext.armyLossRatio,
maxWillingToLose,
(int)evaluationContext.turn,
evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.armyInvolvement,
goldRewardVsMovement,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.armyGrowth,
evaluationContext.skillReward,
evaluationContext.danger,
evaluationContext.threatTurns,
evaluationContext.threat,
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
evaluationContext.strategicalValue,
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
dangerThreshold,
evaluationContext.explorePriority,
evaluationContext.isDefend,
evaluationContext.isEnemy,
arriveNextWeek,
evaluationContext.powerRatio);
#endif
switch (priorityTier)
{
case PriorityTier::INSTAKILL: //Take towns / kill heroes in immediate reach
{
if (evaluationContext.turn > 0 || evaluationContext.isExchange)
return 0;
if (evaluationContext.movementCost >= 1)
return 0;
if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
return 0;
if(evaluationContext.conquestValue > 0)
score = evaluationContext.armyInvolvement;
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !aiNk->cc->getTownsInfo().empty()))
return 0;
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
}
case PriorityTier::INSTADEFEND: //Defend immediately threatened towns
{
//No point defending if we don't have defensive-structures
if (evaluationContext.defenseValue < 2)
return 0;
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
if (evaluationContext.closestWayRatio < 1.0)
return 0;
if (evaluationContext.isEnemy && evaluationContext.turn > 0)
return 0;
if (evaluationContext.isDefend && evaluationContext.threatTurns <= evaluationContext.turn)
{
const float OPTIMAL_PERCENTAGE = 0.75f; // We want army to be 75% of the threat
float optimalStrength = evaluationContext.threat * OPTIMAL_PERCENTAGE;
// Calculate how far the army is from optimal strength
float deviation = std::abs(evaluationContext.armyInvolvement - optimalStrength);
// Convert deviation to a percentage of the threat to normalize it
float deviationPercentage = deviation / evaluationContext.threat;
// Calculate score: 1.0 is perfect, decreasing as deviation increases
score = 1.0f / (1.0f + deviationPercentage);
// Apply turn penalty to still prefer earlier moves when scores are close
score = score / (evaluationContext.turn + 1);
}
break;
}
case PriorityTier::KILL: //Take towns / kill heroes that are further away
//FALL_THROUGH
case PriorityTier::FAR_KILL:
{
if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
return 0;
if (evaluationContext.turn > 0 && evaluationContext.isHero)
return 0;
if (arriveNextWeek && evaluationContext.isEnemy)
return 0;
if (evaluationContext.conquestValue > 0)
score = evaluationContext.armyInvolvement;
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !aiNk->cc->getTownsInfo().empty()))
return 0;
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
}
case PriorityTier::HIGH_PRIO_EXPLORE:
{
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
return 0;
if (evaluationContext.explorePriority != 1)
return 0;
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
if (vstd::isAlmostZero(evaluationContext.armyLossRatio) && evaluationContext.closestWayRatio < 1.0)
return 0;
score = 1000;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
}
case PriorityTier::HUNTER_GATHER: //Collect guarded stuff
//FALL_THROUGH
case PriorityTier::FAR_HUNTER_GATHER:
// TODO: Mircea: Should not go to something that gives army if no slots available in the hero, but probably not in the evaluator, but in the finder
// task.get()->hero->getSlotFor(creature, 7) == false (not sure I get to know which creature is there in Orc Tower building)
// /// so I can't know for sure if it fits my stacks or not, but at least we can avoid going there with all 7 stacks occupied by other units
// task.get()->hero->getFreeSlots(7) == 7
// getDuplicatingSlots(task.get()->hero) == false
{
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold && !evaluationContext.isDefend && priorityTier != PriorityTier::FAR_HUNTER_GATHER)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 1");
return 0;
}
if (evaluationContext.buildingCost.marketValue() > 0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 2");
return 0;
}
if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio > dangerThreshold || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 3");
return 0;
}
if (evaluationContext.explorePriority == 3)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 4");
return 0;
}
if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > dangerThreshold))
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 5");
return 0;
}
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 6");
return 0;
}
if (vstd::isAlmostZero(evaluationContext.armyLossRatio) && evaluationContext.closestWayRatio < 1.0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 7");
return 0;
}
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossRatio) * 0.05;
score += evaluationContext.armyReward;
score += evaluationContext.armyGrowth;
score -= evaluationContext.goldCost / 2; // don't include the full cost of School of Magic or others because those locations are beneficial
score -= evaluationContext.armyInvolvement * evaluationContext.armyLossRatio * 0.1;
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER score %f, strategicalValue %f, goldReward %f, skillRewardMultiplied %f, armyReward %f, armyGrowth %f, goldCost -%f, armyInvolvementMultiplied -%f, "
"armyLossPersentage %f, movementCost %f, enemyHeroDangerRatio %f",
score, evaluationContext.strategicalValue, evaluationContext.goldReward, evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossRatio) * 0.05,
evaluationContext.armyReward, evaluationContext.armyGrowth, evaluationContext.goldCost, evaluationContext.armyInvolvement * evaluationContext.armyLossRatio,
evaluationContext.armyLossRatio, evaluationContext.movementCost, evaluationContext.enemyHeroDangerRatio);
if (score > 0)
{
// score = 1000;
if (evaluationContext.movementCost > 0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 8");
score -= evaluationContext.movementCost / 20 * score; // we expect movement won't be over 20 turns
}
// TODO: Mircea: This doesn't make sense at it always seems to be 0. To test
if(evaluationContext.enemyHeroDangerRatio > 0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 9");
score *= 1 - evaluationContext.enemyHeroDangerRatio;
}
if(evaluationContext.armyLossRatio > 0)
{
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER if 10");
score *= 1 - evaluationContext.armyLossRatio;
}
}
logAi->trace("case PriorityTier::FAR_HUNTER_GATHER score final %f", score);
break;
}
case PriorityTier::LOW_PRIO_EXPLORE:
{
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
return 0;
if (evaluationContext.explorePriority != 3)
return 0;
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
if (evaluationContext.closestWayRatio < 1.0)
return 0;
score = 1000;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
}
case PriorityTier::DEFEND: //Defend whatever if nothing else is to do
{
if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
return 0;
if (evaluationContext.isDefend || evaluationContext.isArmyUpgrade)
score = evaluationContext.armyInvolvement;
score /= (evaluationContext.turn + 1);
break;
}
case PriorityTier::BUILDINGS: //For buildings and buying army
{
if (maxWillingToLose - evaluationContext.armyLossRatio < 0)
return 0;
//If we already have locked resources, we don't look at other buildings
if (aiNk->getLockedResources().marketValue() > 0)
return 0;
score += evaluationContext.conquestValue * 1000;
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossRatio) * 0.05;
score += evaluationContext.armyReward;
score += evaluationContext.armyGrowth;
if (evaluationContext.buildingCost.marketValue() > 0)
{
if (!evaluationContext.isTradeBuilding && aiNk->getFreeResources()[EGameResID::WOOD] - evaluationContext.buildingCost[EGameResID::WOOD] < 5 && aiNk->buildAnalyzer->getDailyIncome()[EGameResID::WOOD] < 1)
{
logAi->trace("Should make sure to build market-place instead of %s", task->toString());
for (auto town : aiNk->cc->getTownsInfo())
{
if (!town->hasBuiltSomeTradeBuilding())
return 0;
}
}
score += 1000;
auto resourcesAvailable = evaluationContext.evaluator.aiNk->getFreeResources();
auto income = aiNk->buildAnalyzer->getDailyIncome();
if(aiNk->buildAnalyzer->isGoldPressureOverMax())
score /= evaluationContext.buildingCost.marketValue();
if (!resourcesAvailable.canAfford(evaluationContext.buildingCost))
{
TResources needed = evaluationContext.buildingCost - resourcesAvailable;
needed.positive();
int turnsTo = needed.maxPurchasableCount(income);
bool haveEverythingButGold = true;
for (GameResID & i : LIBRARY->resourceTypeHandler->getAllObjects())
{
if (i != GameResID::GOLD && resourcesAvailable[i] < evaluationContext.buildingCost[i])
haveEverythingButGold = false;
}
if (turnsTo == INT_MAX)
return 0;
if (!haveEverythingButGold)
score /= turnsTo;
}
}
else
{
if (evaluationContext.enemyHeroDangerRatio > 1 && !evaluationContext.isDefend && vstd::isAlmostZero(evaluationContext.conquestValue))
return 0;
}
break;
}
}
result = score;
//TODO: Figure out the root cause for why evaluationContext.closestWayRatio has become -nan(ind).
if (std::isnan(result))
return 0;
}
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, armyInvolvement: %f, goldRewardVsMovement: %f, cost: %d, armyReward: %f, armyGrowth: %f skillReward: %f danger: %d, threatTurns: %d, threat: %d, heroRole: %s, strategicalValue: %f, conquestValue: %f closestWayRatio: %f, enemyHeroDangerRatio: %f, result %f",
priorityTier,
task->toString(),
evaluationContext.armyLossRatio,
(int)evaluationContext.turn,
evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.armyInvolvement,
goldRewardVsMovement,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.armyGrowth,
evaluationContext.skillReward,
evaluationContext.danger,
evaluationContext.threatTurns,
evaluationContext.threat,
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
evaluationContext.strategicalValue,
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
result);
#endif
return result;
}
}