mirror of
https://github.com/vcmi/vcmi.git
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33f5b473b3
Fixed a rare case in which a town-defender could become an indirect part of a troop-delivery-task by doing a sub-task like capturing a shipyard that takes less than 1 turn but leaves him out in the open.
1615 lines
52 KiB
C++
1615 lines
52 KiB
C++
/*
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* PriorityEvaluator.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include <limits>
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#include "Nullkiller.h"
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#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapping/CMapDefines.h"
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#include "../../../lib/RoadHandler.h"
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#include "../../../lib/CCreatureHandler.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../lib/StartInfo.h"
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#include "../../../CCallback.h"
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#include "../../../lib/filesystem/Filesystem.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/BuildThis.h"
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#include "../Goals/StayAtTown.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "../Goals/DismissHero.h"
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#include "../Markers/UnlockCluster.h"
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#include "../Markers/HeroExchange.h"
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#include "../Markers/ArmyUpgrade.h"
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#include "../Markers/DefendTown.h"
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namespace NKAI
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{
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constexpr float MIN_CRITICAL_VALUE = 2.0f;
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EvaluationContext::EvaluationContext(const Nullkiller* ai)
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: movementCost(0.0),
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manaCost(0),
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danger(0),
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closestWayRatio(1),
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movementCostByRole(),
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skillReward(0),
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goldReward(0),
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goldCost(0),
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armyReward(0),
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armyLossPersentage(0),
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heroRole(HeroRole::SCOUT),
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turn(0),
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strategicalValue(0),
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conquestValue(0),
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evaluator(ai),
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enemyHeroDangerRatio(0),
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threat(0),
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armyGrowth(0),
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armyInvolvement(0),
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defenseValue(0),
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isDefend(false),
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threatTurns(INT_MAX),
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involvesSailing(false),
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isTradeBuilding(false),
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isExchange(false),
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isArmyUpgrade(false),
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isHero(false),
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isEnemy(false),
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explorePriority(0)
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{
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}
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void EvaluationContext::addNonCriticalStrategicalValue(float value)
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{
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vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
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}
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PriorityEvaluator::~PriorityEvaluator()
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{
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delete engine;
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}
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void PriorityEvaluator::initVisitTile()
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{
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auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nkai/object-priorities.txt"))->readAll();
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std::string str = std::string((char *)file.first.get(), file.second);
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engine = fl::FllImporter().fromString(str);
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armyLossPersentageVariable = engine->getInputVariable("armyLoss");
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armyGrowthVariable = engine->getInputVariable("armyGrowth");
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heroRoleVariable = engine->getInputVariable("heroRole");
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dangerVariable = engine->getInputVariable("danger");
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turnVariable = engine->getInputVariable("turn");
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mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
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scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
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goldRewardVariable = engine->getInputVariable("goldReward");
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armyRewardVariable = engine->getInputVariable("armyReward");
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skillRewardVariable = engine->getInputVariable("skillReward");
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rewardTypeVariable = engine->getInputVariable("rewardType");
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closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
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strategicalValueVariable = engine->getInputVariable("strategicalValue");
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goldPressureVariable = engine->getInputVariable("goldPressure");
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goldCostVariable = engine->getInputVariable("goldCost");
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fearVariable = engine->getInputVariable("fear");
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value = engine->getOutputVariable("Value");
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}
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bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
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{
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return obj->getOwner().isValidPlayer()
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&& cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
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}
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int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
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if(relations != PlayerRelations::ENEMIES)
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return 0; // if we already own it, no additional reward will be received by just visiting it
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auto booster = isAnotherAi(target, *cb) ? 1 : 2;
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auto town = cb->getTown(target->id);
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auto fortLevel = town->fortLevel();
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if(town->hasCapitol())
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return booster * 2000;
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// probably well developed town will have city hall
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if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
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return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
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}
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int32_t getResourcesGoldReward(const TResources & res)
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{
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int32_t result = 0;
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for(auto r : GameResID::ALL_RESOURCES())
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{
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if(res[r] > 0)
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result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
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}
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return result;
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}
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uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto objectInfo = target->getObjectHandler()->getObjectInfo(target->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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auto creatures = bankInfo->getPossibleCreaturesReward(target->cb);
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uint64_t result = 0;
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const auto& slots = hero->Slots();
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ui64 weakestStackPower = 0;
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int duplicatingSlots = getDuplicatingSlots(hero);
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if (slots.size() >= GameConstants::ARMY_SIZE)
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{
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//No free slot, we might discard our weakest stack
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weakestStackPower = std::numeric_limits<ui64>().max();
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for (const auto & stack : slots)
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{
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vstd::amin(weakestStackPower, stack.second->getPower());
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}
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}
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for (auto c : creatures)
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{
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//Only if hero has slot for this creature in the army
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auto ccre = dynamic_cast<const CCreature*>(c.data.getType());
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if (hero->getSlotFor(ccre).validSlot() || duplicatingSlots > 0)
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{
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result += (c.data.getType()->getAIValue() * c.data.count) * c.chance;
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}
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/*else
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{
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//we will need to discard the weakest stack
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result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
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}*/
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}
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result /= 100; //divide by total chance
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return result;
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}
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uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(target);
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uint64_t score = 0;
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for(auto & creLevel : dwelling->creatures)
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{
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if(creLevel.first && creLevel.second.size())
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{
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auto creature = creLevel.second.back().toCreature();
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auto creaturesAreFree = creature->getLevel() == 1;
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if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
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continue;
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score += creature->getAIValue() * creLevel.first;
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}
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}
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return score;
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}
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uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(target);
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uint64_t score = 0;
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if(dwelling->getOwner() == myColor)
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return 0;
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for(auto & creLevel : dwelling->creatures)
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{
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if(creLevel.second.size())
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{
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auto creature = creLevel.second.back().toCreature();
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score += creature->getAIValue() * creature->getGrowth();
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}
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}
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return score;
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}
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int getDwellingArmyCost(const CGObjectInstance * target)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(target);
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int cost = 0;
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for(auto & creLevel : dwelling->creatures)
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{
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if(creLevel.first && creLevel.second.size())
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{
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auto creature = creLevel.second.back().toCreature();
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auto creaturesAreFree = creature->getLevel() == 1;
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if(!creaturesAreFree)
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cost += creature->getFullRecruitCost().marketValue() * creLevel.first;
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}
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}
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return cost;
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}
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static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
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{
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if(art->getId() == ArtifactID::SPELL_SCROLL)
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return 1500;
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auto statsValue =
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10 * art->valOfBonuses(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementLand)
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+ 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
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+ 700 * art->valOfBonuses(BonusType::MORALE)
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::KNOWLEDGE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::SPELL_POWER))
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+ 500 * art->valOfBonuses(BonusType::LUCK);
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auto classValue = 0;
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switch(art->aClass)
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{
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case CArtifact::EartClass::ART_TREASURE:
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//FALL_THROUGH
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case CArtifact::EartClass::ART_MINOR:
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classValue = 1000;
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break;
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case CArtifact::EartClass::ART_MAJOR:
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classValue = 3000;
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break;
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case CArtifact::EartClass::ART_RELIC:
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case CArtifact::EartClass::ART_SPECIAL:
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classValue = 8000;
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break;
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}
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return statsValue > classValue ? statsValue : classValue;
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}
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uint64_t RewardEvaluator::getArmyReward(
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const CGObjectInstance * target,
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const CGHeroInstance * hero,
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const CCreatureSet * army,
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bool checkGold) const
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{
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const float enemyArmyEliminationRewardRatio = 0.5f;
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auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
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if(!target)
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return 0;
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switch(target->ID)
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{
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case Obj::HILL_FORT:
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return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
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case Obj::CREATURE_GENERATOR3:
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case Obj::CREATURE_GENERATOR4:
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return getDwellingArmyValue(ai->cb.get(), target, checkGold);
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case Obj::SPELL_SCROLL:
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//FALL_THROUGH
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case Obj::ARTIFACT:
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return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact->getType());
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case Obj::HERO:
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return relations == PlayerRelations::ENEMIES
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? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
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: 0;
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case Obj::PANDORAS_BOX:
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return 5000;
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case Obj::MAGIC_WELL:
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case Obj::MAGIC_SPRING:
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return getManaRecoveryArmyReward(hero);
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default:
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break;
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}
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auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
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if(rewardable)
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{
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auto totalValue = 0;
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for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
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{
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auto & info = rewardable->configuration.info[index];
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auto rewardValue = 0;
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if(!info.reward.artifacts.empty())
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{
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for(auto artID : info.reward.artifacts)
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{
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const auto * art = dynamic_cast<const CArtifact *>(VLC->artifacts()->getById(artID));
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rewardValue += evaluateArtifactArmyValue(art);
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}
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}
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if(!info.reward.creatures.empty())
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{
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for(const auto & stackInfo : info.reward.creatures)
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{
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rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
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}
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}
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totalValue += rewardValue > 0 ? rewardValue / (info.reward.artifacts.size() + info.reward.creatures.size()) : 0;
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}
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return totalValue;
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}
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return 0;
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}
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uint64_t RewardEvaluator::getArmyGrowth(
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const CGObjectInstance * target,
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const CGHeroInstance * hero,
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const CCreatureSet * army) const
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{
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if(!target)
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return 0;
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auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
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if(relations != PlayerRelations::ENEMIES)
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return 0;
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switch(target->ID)
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{
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case Obj::TOWN:
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{
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auto town = dynamic_cast<const CGTownInstance *>(target);
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auto fortLevel = town->fortLevel();
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auto neutral = !town->getOwner().isValidPlayer();
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auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
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if(fortLevel < CGTownInstance::CITADEL)
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return town->hasFort() ? booster * 500 : 0;
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else
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return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
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}
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
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case Obj::CREATURE_GENERATOR3:
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case Obj::CREATURE_GENERATOR4:
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return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
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case Obj::ARTIFACT:
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// 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.
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return 0;
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default:
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return 0;
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}
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}
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int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
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{
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if(!target)
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return 0;
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if(auto * m = dynamic_cast<const IMarket *>(target))
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{
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if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
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return 2000;
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}
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switch(target->ID)
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{
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case Obj::HILL_FORT:
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return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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return 1000;
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
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case Obj::CREATURE_GENERATOR3:
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case Obj::CREATURE_GENERATOR4:
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return getDwellingArmyCost(target);
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default:
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return 0;
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}
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}
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float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
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{
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auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
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float objectValue = 0;
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for(auto obj : objectsUnderTreat)
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{
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vstd::amax(objectValue, getStrategicalValue(obj));
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}
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/*
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1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
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Killing the hero is almost as important (0.9) as capturing the object itself.
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2. The formula quickly approaches 1.0 as hero level increases,
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but higher level always means higher value and the minimal value for level 1 hero is 0.5
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*/
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return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
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}
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float RewardEvaluator::getResourceRequirementStrength(int resType) const
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{
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TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
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TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
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if(requiredResources[resType] == 0)
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return 0;
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if(dailyIncome[resType] == 0)
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return 1.0f;
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float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
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return std::min(ratio, 1.0f);
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}
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float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
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{
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TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
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TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
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if(requiredResources[resType] == 0)
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return 0;
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float ratio = dailyIncome[resType] == 0
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? (float)requiredResources[resType] / 10.0f
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: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
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return std::min(ratio, 2.0f);
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}
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uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
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{
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uint64_t result = 0;
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for(auto creatureInfo : town->creatures)
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{
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if(creatureInfo.second.empty())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
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}
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return result;
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}
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float RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
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{
|
|
return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
|
|
}
|
|
|
|
float RewardEvaluator::getResourceRequirementStrength(const TResources & res) const
|
|
{
|
|
float sum = 0.0f;
|
|
|
|
for(TResources::nziterator it(res); it.valid(); it++)
|
|
{
|
|
//Evaluate resources used for construction. Gold is evaluated separately.
|
|
if(it->resType != EGameResID::GOLD)
|
|
{
|
|
sum += 0.1f * it->resVal * getResourceRequirementStrength(it->resType)
|
|
+ 0.05f * it->resVal * getTotalResourceRequirementStrength(it->resType);
|
|
}
|
|
}
|
|
|
|
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);
|
|
return mine->producedResource == EGameResID::GOLD
|
|
? 0.5f
|
|
: 0.4f * getTotalResourceRequirementStrength(mine->producedResource) + 0.1f * getResourceRequirementStrength(mine->producedResource);
|
|
}
|
|
|
|
case Obj::RESOURCE:
|
|
{
|
|
auto resource = dynamic_cast<const CGResource *>(target);
|
|
TResources res;
|
|
res[resource->resourceID()] = resource->amount;
|
|
|
|
return getResourceRequirementStrength(res);
|
|
}
|
|
|
|
case Obj::TOWN:
|
|
{
|
|
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
|
return 10.0f;
|
|
|
|
auto town = dynamic_cast<const CGTownInstance *>(target);
|
|
|
|
if(town->getOwner() == ai->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, *ai->cb) ? 0.4f : 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 ai->cb->getPlayerRelations(target->tempOwner, ai->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 += getResourceRequirementStrength(rewardable->configuration.info[index].reward.resources);
|
|
}
|
|
|
|
return resourceReward;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
|
|
{
|
|
if (!target)
|
|
return 0;
|
|
if (target->getOwner() == ai->playerID)
|
|
return 0;
|
|
switch (target->ID)
|
|
{
|
|
case Obj::TOWN:
|
|
{
|
|
if (ai->buildAnalyzer->getDevelopmentInfo().empty())
|
|
return 10.0f;
|
|
|
|
auto town = dynamic_cast<const CGTownInstance*>(target);
|
|
|
|
if (town->getOwner() == ai->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 ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
|
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
|
|
: 0;
|
|
|
|
case Obj::KEYMASTER:
|
|
return 0.6f;
|
|
|
|
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
|
|
|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
|
|
return 0;
|
|
|
|
auto score = ai->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 ai->cb->getPlayerRelations(target->tempOwner, ai->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 = VLC->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 & treatNode = ai->dangerHitMap->getTileThreat(tile);
|
|
|
|
if(treatNode.maximumDanger.danger == 0)
|
|
return HitMapInfo::NoThreat;
|
|
|
|
if(treatNode.maximumDanger.turn <= turn)
|
|
return treatNode.maximumDanger;
|
|
|
|
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoThreat;
|
|
}
|
|
|
|
int32_t getArmyCost(const CArmedInstance * army)
|
|
{
|
|
int32_t value = 0;
|
|
|
|
for(auto stack : army->Slots())
|
|
{
|
|
value += stack.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * stack.second->count;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
|
{
|
|
if(!target)
|
|
return 0;
|
|
|
|
auto relations = ai->cb->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(ai->cb.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.ai);
|
|
|
|
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
|
|
evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
|
|
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(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.ai->cb->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.ai->cb->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);
|
|
|
|
evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
|
|
if (evaluationContext.armyReward == 0)
|
|
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 & treat = defendTown.getTreat();
|
|
|
|
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
|
|
|
|
float multiplier = 1;
|
|
|
|
if(treat.turn < defendTown.getTurn())
|
|
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
|
|
|
multiplier /= 1.0f + treat.turn / 5.0f;
|
|
|
|
if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
|
|
{
|
|
auto ourSpeed = defendTown.hero->movementPointsLimit(true);
|
|
auto enemySpeed = treat.hero.get(evaluationContext.evaluator.ai->cb.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.ai->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 = treat.turn;
|
|
|
|
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
|
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
|
}
|
|
};
|
|
|
|
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
{
|
|
private:
|
|
const Nullkiller * ai;
|
|
|
|
public:
|
|
ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
|
|
|
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.ai->heroManager->getHeroRole(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 = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
|
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
|
|
|
|
if(heroRole == HeroRole::MAIN)
|
|
evaluationContext.heroRole = heroRole;
|
|
|
|
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() && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
|
|
evaluationContext.isEnemy = true;
|
|
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.armyLossPersentage, (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 * ai) {}
|
|
|
|
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.ai->heroManager->getHeroRole(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.ai->cb->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.ai->cb->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.ai->heroManager->getHeroRole(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 * ai;
|
|
|
|
public:
|
|
DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
|
|
|
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 = ai->heroManager->getHeroRole(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[EGameResID::GOLD] / 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;
|
|
if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
|
|
evaluationContext.isTradeBuilding = true;
|
|
|
|
logAi->trace("Building costs for %s : %s MarketValue: %d",bi.toString(), evaluationContext.buildingCost.toString(), evaluationContext.buildingCost.marketValue());
|
|
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
|
|
|
evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
|
|
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
|
|
}
|
|
}
|
|
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 - BuildingID::MAGES_GUILD_1);
|
|
for (auto hero : evaluationContext.evaluator.ai->cb->getHeroesInfo())
|
|
{
|
|
evaluationContext.armyInvolvement += hero->getArmyCost();
|
|
}
|
|
}
|
|
int sameTownBonus = 0;
|
|
for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
|
|
{
|
|
if (buildThis.town->getFaction() == town->getFaction())
|
|
sameTownBonus += town->getTownLevel();
|
|
}
|
|
evaluationContext.armyReward *= sameTownBonus;
|
|
|
|
if(evaluationContext.goldReward)
|
|
{
|
|
auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();
|
|
|
|
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
|
|
}
|
|
|
|
if(bi.notEnoughRes && 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(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id))
|
|
return 0;
|
|
|
|
auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
|
|
auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
|
|
|
|
return upgradedPower - creaturesToUpgrade.power;
|
|
}
|
|
|
|
PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
|
|
:ai(ai)
|
|
{
|
|
initVisitTile();
|
|
evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
|
|
evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
|
|
evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
|
|
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>(ai));
|
|
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(ai);
|
|
|
|
if(goal->goalType == Goals::COMPOSITION)
|
|
{
|
|
parts = goal->decompose(ai);
|
|
}
|
|
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 goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
|
|
|
|
double result = 0;
|
|
|
|
if (ai->settings->isUseFuzzy())
|
|
{
|
|
float fuzzyResult = 0;
|
|
try
|
|
{
|
|
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
|
|
heroRoleVariable->setValue(evaluationContext.heroRole);
|
|
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
|
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
|
goldRewardVariable->setValue(goldRewardPerTurn);
|
|
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(ai->buildAnalyzer->getGoldPressure());
|
|
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->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;
|
|
const bool amIInDanger = ai->cb->getTownsInfo().empty() || (evaluationContext.isDefend && evaluationContext.threatTurns == 0);
|
|
const float maxWillingToLose = amIInDanger ? 1 : ai->settings->getMaxArmyLossTarget();
|
|
|
|
bool arriveNextWeek = false;
|
|
if (ai->cb->getDate(Date::DAY_OF_WEEK) + evaluationContext.turn > 7 && priorityTier < PriorityTier::FAR_KILL)
|
|
arriveNextWeek = true;
|
|
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d",
|
|
priorityTier,
|
|
task->toString(),
|
|
evaluationContext.armyLossPersentage,
|
|
(int)evaluationContext.turn,
|
|
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
|
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
|
evaluationContext.armyInvolvement,
|
|
goldRewardPerTurn,
|
|
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,
|
|
evaluationContext.explorePriority,
|
|
evaluationContext.isDefend,
|
|
evaluationContext.isEnemy,
|
|
arriveNextWeek);
|
|
#endif
|
|
|
|
switch (priorityTier)
|
|
{
|
|
case PriorityTier::INSTAKILL: //Take towns / kill heroes in immediate reach
|
|
{
|
|
if (evaluationContext.turn > 0)
|
|
return 0;
|
|
if (evaluationContext.movementCost >= 1)
|
|
return 0;
|
|
if(evaluationContext.conquestValue > 0)
|
|
score = evaluationContext.armyInvolvement;
|
|
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
if (evaluationContext.movementCost > 0)
|
|
score /= evaluationContext.movementCost;
|
|
break;
|
|
}
|
|
case PriorityTier::INSTADEFEND: //Defend immediately threatened towns
|
|
{
|
|
if (evaluationContext.isDefend && evaluationContext.threatTurns == 0 && evaluationContext.turn == 0)
|
|
score = evaluationContext.armyInvolvement;
|
|
if (evaluationContext.isEnemy && maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
break;
|
|
}
|
|
case PriorityTier::KILL: //Take towns / kill heroes that are further away
|
|
//FALL_THROUGH
|
|
case PriorityTier::FAR_KILL:
|
|
{
|
|
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 > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
score *= evaluationContext.closestWayRatio;
|
|
if (evaluationContext.movementCost > 0)
|
|
score /= evaluationContext.movementCost;
|
|
break;
|
|
}
|
|
case PriorityTier::UPGRADE:
|
|
{
|
|
if (!evaluationContext.isArmyUpgrade)
|
|
return 0;
|
|
if (evaluationContext.enemyHeroDangerRatio > 1)
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
|
|
return 0;
|
|
score = 1000;
|
|
if (evaluationContext.movementCost > 0)
|
|
score /= evaluationContext.movementCost;
|
|
break;
|
|
}
|
|
case PriorityTier::HIGH_PRIO_EXPLORE:
|
|
{
|
|
if (evaluationContext.enemyHeroDangerRatio > 1)
|
|
return 0;
|
|
if (evaluationContext.explorePriority != 1)
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && 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:
|
|
{
|
|
if (evaluationContext.enemyHeroDangerRatio > 1 && !evaluationContext.isDefend)
|
|
return 0;
|
|
if (evaluationContext.buildingCost.marketValue() > 0)
|
|
return 0;
|
|
if (evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio < 1 || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
|
|
return 0;
|
|
if (evaluationContext.explorePriority == 3)
|
|
return 0;
|
|
if (evaluationContext.isArmyUpgrade)
|
|
return 0;
|
|
if ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > 1)
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
|
|
return 0;
|
|
if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
|
|
return 0;
|
|
score += evaluationContext.strategicalValue * 1000;
|
|
score += evaluationContext.goldReward;
|
|
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
|
|
score += evaluationContext.armyReward;
|
|
score += evaluationContext.armyGrowth;
|
|
score -= evaluationContext.goldCost;
|
|
score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
|
|
if (score > 0)
|
|
{
|
|
score = 1000;
|
|
if (evaluationContext.movementCost > 0)
|
|
score /= evaluationContext.movementCost;
|
|
}
|
|
break;
|
|
}
|
|
case PriorityTier::LOW_PRIO_EXPLORE:
|
|
{
|
|
if (evaluationContext.enemyHeroDangerRatio > 1)
|
|
return 0;
|
|
if (evaluationContext.explorePriority != 3)
|
|
return 0;
|
|
if (maxWillingToLose - evaluationContext.armyLossPersentage < 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 > 1 && evaluationContext.isExchange)
|
|
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.armyLossPersentage < 0)
|
|
return 0;
|
|
//If we already have locked resources, we don't look at other buildings
|
|
if (ai->getLockedResources().marketValue() > 0)
|
|
return 0;
|
|
score += evaluationContext.conquestValue * 1000;
|
|
score += evaluationContext.strategicalValue * 1000;
|
|
score += evaluationContext.goldReward;
|
|
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
|
|
score += evaluationContext.armyReward;
|
|
score += evaluationContext.armyGrowth;
|
|
if (evaluationContext.buildingCost.marketValue() > 0)
|
|
{
|
|
if (!evaluationContext.isTradeBuilding && ai->getFreeResources()[EGameResID::WOOD] - evaluationContext.buildingCost[EGameResID::WOOD] < 5 && ai->buildAnalyzer->getDailyIncome()[EGameResID::WOOD] < 1)
|
|
{
|
|
logAi->trace("Should make sure to build market-place instead of %s", task->toString());
|
|
for (auto town : ai->cb->getTownsInfo())
|
|
{
|
|
if (!town->hasBuiltSomeTradeBuilding())
|
|
return 0;
|
|
}
|
|
}
|
|
score += 1000;
|
|
auto resourcesAvailable = evaluationContext.evaluator.ai->getFreeResources();
|
|
auto income = ai->buildAnalyzer->getDailyIncome();
|
|
if(ai->buildAnalyzer->isGoldPressureHigh())
|
|
score /= evaluationContext.buildingCost.marketValue();
|
|
if (!resourcesAvailable.canAfford(evaluationContext.buildingCost))
|
|
{
|
|
TResources needed = evaluationContext.buildingCost - resourcesAvailable;
|
|
needed.positive();
|
|
int turnsTo = needed.maxPurchasableCount(income);
|
|
if (turnsTo == INT_MAX)
|
|
return 0;
|
|
else
|
|
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 NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, result %f",
|
|
priorityTier,
|
|
task->toString(),
|
|
evaluationContext.armyLossPersentage,
|
|
(int)evaluationContext.turn,
|
|
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
|
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
|
evaluationContext.armyInvolvement,
|
|
goldRewardPerTurn,
|
|
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;
|
|
}
|
|
|
|
}
|