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10ad0fc760
All parts of CHeroHandler.cpp are now in lib/entities/hero Adjusted includes to use new paths No functionality changes
400 lines
10 KiB
C++
400 lines
10 KiB
C++
/*
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* HeroManager.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 "../Engine/Nullkiller.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/IGameSettings.h"
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namespace NKAI
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{
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const SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
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{
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std::make_shared<SecondarySkillScoreMap>(
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std::map<SecondarySkill, float>
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{
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{SecondarySkill::DIPLOMACY, 2},
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{SecondarySkill::LOGISTICS, 2},
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{SecondarySkill::EARTH_MAGIC, 2},
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{SecondarySkill::ARMORER, 2},
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{SecondarySkill::OFFENCE, 2},
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{SecondarySkill::AIR_MAGIC, 1},
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{SecondarySkill::WISDOM, 1},
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{SecondarySkill::LEADERSHIP, 1},
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{SecondarySkill::INTELLIGENCE, 1},
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{SecondarySkill::RESISTANCE, 1},
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{SecondarySkill::MYSTICISM, -1},
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{SecondarySkill::SORCERY, -1},
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{SecondarySkill::ESTATES, -1},
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{SecondarySkill::FIRST_AID, -1},
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{SecondarySkill::LEARNING, -1},
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{SecondarySkill::SCHOLAR, -1},
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{SecondarySkill::EAGLE_EYE, -1},
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{SecondarySkill::NAVIGATION, -1}
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}),
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std::make_shared<ExistingSkillRule>(),
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std::make_shared<WisdomRule>(),
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std::make_shared<AtLeastOneMagicRule>()
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});
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const SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
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{
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std::make_shared<SecondarySkillScoreMap>(
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std::map<SecondarySkill, float>
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{
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{SecondarySkill::LOGISTICS, 2},
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{SecondarySkill::ESTATES, 2},
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{SecondarySkill::PATHFINDING, 1},
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{SecondarySkill::SCHOLAR, 1}
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}),
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std::make_shared<ExistingSkillRule>()
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});
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float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
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{
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auto role = getHeroRole(hero);
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if(role == HeroRole::MAIN)
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return wariorSkillsScores.evaluateSecSkill(hero, skill);
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return scountSkillsScores.evaluateSecSkill(hero, skill);
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}
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float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
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{
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auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->getHeroTypeID()));
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auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
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auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
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auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
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float specialityScore = 0.0f;
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for(auto bonus : *secondarySkillBonuses)
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{
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auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
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if(hasBonus)
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{
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SecondarySkill bonusSkill = bonus->sid.as<SecondarySkill>();
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float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
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if(bonusScore > 0)
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specialityScore += bonusScore * bonusScore * bonusScore;
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}
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}
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return specialityScore;
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}
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float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
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{
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return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
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}
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void HeroManager::update()
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{
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logAi->trace("Start analysing our heroes");
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std::map<const CGHeroInstance *, float> scores;
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auto myHeroes = cb->getHeroesInfo();
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for(auto & hero : myHeroes)
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{
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scores[hero] = evaluateFightingStrength(hero);
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knownFightingStrength[hero->id] = hero->getFightingStrength();
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}
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auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
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{
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return scores.at(h1) > scores.at(h2);
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};
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int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
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//vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
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if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
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{
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globalMainCount = 2;
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}
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std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
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heroRoles.clear();
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for(auto hero : myHeroes)
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{
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if(hero->patrol.patrolling)
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{
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heroRoles[hero] = HeroRole::MAIN;
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}
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else
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{
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heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
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}
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}
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for(auto hero : myHeroes)
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{
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logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
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}
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}
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HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
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{
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return heroRoles.at(hero);
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}
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const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
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{
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return heroRoles;
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}
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int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
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{
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auto role = getHeroRole(hero);
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auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
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int result = 0;
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float resultScore = -100;
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for(int i = 0; i < skills.size(); i++)
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{
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auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
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if(score > resultScore)
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{
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resultScore = score;
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result = i;
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}
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logAi->trace(
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"Hero %s is proposed to learn %d with score %f",
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hero.name(),
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skills[i].toEnum(),
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score);
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}
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return result;
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}
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float HeroManager::evaluateHero(const CGHeroInstance * hero) const
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{
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return evaluateFightingStrength(hero);
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}
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bool HeroManager::heroCapReached() const
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{
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const bool includeGarnisoned = true;
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int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
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return heroCount >= ALLOWED_ROAMING_HEROES
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|| heroCount >= ai->settings->getMaxRoamingHeroes()
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|| heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
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|| heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
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}
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float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
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{
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auto cached = knownFightingStrength.find(hero->id);
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//FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
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return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
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}
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float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
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{
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auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
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auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
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auto manaLimit = hero->manaLimit();
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auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
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auto score = 0.0f;
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for(auto spellId : hero->getSpellsInSpellbook())
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{
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auto spell = spellId.toSpell();
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auto schoolLevel = hero->getSpellSchoolLevel(spell);
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score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
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}
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vstd::amin(score, 1);
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score *= std::min(1.0f, spellPower / 10.0f);
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if(hasFly)
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score += 0.3f;
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if(hasTownPortal && hasEarth)
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score += 0.6f;
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vstd::amin(score, 1);
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score *= std::min(1.0f, manaLimit / 100.0f);
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return std::min(score, 1.0f);
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}
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bool HeroManager::canRecruitHero(const CGTownInstance * town) const
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{
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if(!town)
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town = findTownWithTavern();
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if(!town || !townHasFreeTavern(town))
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return false;
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if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
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return false;
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if(heroCapReached())
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return false;
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if(!cb->getAvailableHeroes(town).size())
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return false;
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return true;
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}
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const CGTownInstance * HeroManager::findTownWithTavern() const
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{
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for(const CGTownInstance * t : cb->getTownsInfo())
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if(townHasFreeTavern(t))
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return t;
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return nullptr;
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}
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const CGHeroInstance * HeroManager::findHeroWithGrail() const
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{
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for(const CGHeroInstance * h : cb->getHeroesInfo())
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{
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if(h->hasArt(ArtifactID::GRAIL))
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return h;
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}
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return nullptr;
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}
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const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
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{
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const CGHeroInstance * weakestHero = nullptr;
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auto myHeroes = ai->cb->getHeroesInfo();
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for(auto existingHero : myHeroes)
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{
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if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
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|| existingHero->getArmyStrength() >armyLimit
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|| getHeroRole(existingHero) == HeroRole::MAIN
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|| existingHero->movementPointsRemaining()
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|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
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{
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continue;
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}
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if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
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{
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weakestHero = existingHero;
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}
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}
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return weakestHero;
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}
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SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
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:scoreMap(scoreMap)
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{
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}
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void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
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{
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auto it = scoreMap.find(skill);
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if(it != scoreMap.end())
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{
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score = it->second;
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}
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}
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void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
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{
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int upgradesLeft = 0;
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for(auto & heroSkill : hero->secSkills)
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{
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if(heroSkill.first == skill)
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return;
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upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
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}
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if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
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score += 1.5;
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}
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void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
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{
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if(skill != SecondarySkill::WISDOM)
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return;
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auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
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if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
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score += 1.5;
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}
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const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
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SecondarySkill::AIR_MAGIC,
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SecondarySkill::EARTH_MAGIC,
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SecondarySkill::FIRE_MAGIC,
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SecondarySkill::WATER_MAGIC
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};
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void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
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{
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if(!vstd::contains(magicSchools, skill))
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return;
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bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
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{
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return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
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});
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if(!heroHasAnyMagic)
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score += 1;
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}
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SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
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: evaluationRules(evaluationRules)
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{
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}
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float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
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{
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float totalScore = 0;
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for(auto skill : hero->secSkills)
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{
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totalScore += skill.second * evaluateSecSkill(hero, skill.first);
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}
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return totalScore;
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}
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float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
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{
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float score = 0;
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for(auto rule : evaluationRules)
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rule->evaluateScore(hero, skill, score);
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return score;
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}
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}
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