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vcmi/AI/Nullkiller/Analyzers/ArmyManager.cpp
Konstantin fedf7d377c vcmi: remove TFaction
This is a huge change and will break save compatibility
2023-04-10 19:28:16 +03:00

507 lines
12 KiB
C++

/*
* BuildingManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ArmyManager.h"
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h"
namespace NKAI
{
class StackUpgradeInfo
{
public:
CreatureID initialCreature;
CreatureID upgradedCreature;
TResources cost;
int count;
uint64_t upgradeValue;
StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
:initialCreature(initial), upgradedCreature(upgraded), count(count)
{
cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
}
};
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
{
return howManyReinforcementsCanGet(hero, hero, source);
}
std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
const CCreatureSet * armies[] = { target, source };
//we calculate total strength for each creature type available in armies
std::map<const CCreature *, SlotInfo> creToPower;
std::vector<SlotInfo> resultingArmy;
for(auto armyPtr : armies)
{
for(auto & i : armyPtr->Slots())
{
auto cre = dynamic_cast<const CCreature*>(i.second->type);
auto & slotInfp = creToPower[cre];
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
}
for(auto & pair : creToPower)
resultingArmy.push_back(pair.second);
boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
return left.power > right.power;
});
return resultingArmy;
}
std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->Speed() > right.creature->Speed();
});
return weakest;
}
class TemporaryArmy : public CArmedInstance
{
public:
void armyChanged() override {}
TemporaryArmy()
:CArmedInstance(true)
{
}
};
std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
{
auto sortedSlots = getSortedSlots(target, source);
std::map<FactionID, uint64_t> alignmentMap;
for(auto & slot : sortedSlots)
{
alignmentMap[slot.creature->getFaction()] += slot.power;
}
std::set<FactionID> allowedFactions;
std::vector<SlotInfo> resultingArmy;
uint64_t armyValue = 0;
TemporaryArmy newArmyInstance;
auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(Bonus::MORALE));
for(auto bonus : *bonusModifiers)
{
// army bonuses will change and object bonuses are temporary
if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT)
{
newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
}
}
while(allowedFactions.size() < alignmentMap.size())
{
auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair<FactionID, uint64_t> pair) -> uint64_t
{
return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second;
});
allowedFactions.insert(strongestAlignment->first);
std::vector<SlotInfo> newArmy;
uint64_t newValue = 0;
newArmyInstance.clear();
for(auto & slot : sortedSlots)
{
if(vstd::contains(allowedFactions, slot.creature->getFaction()))
{
auto slotID = newArmyInstance.getSlotFor(slot.creature);
if(slotID.validSlot())
{
newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
newArmy.push_back(slot);
}
}
}
newArmyInstance.updateMoraleBonusFromArmy();
for(auto & slot : newArmyInstance.Slots())
{
auto morale = slot.second->MoraleVal();
auto multiplier = 1.0f;
const float BadMoraleChance = 0.083f;
const float HighMoraleChance = 0.04f;
if(morale < 0)
{
multiplier += morale * BadMoraleChance;
}
else if(morale > 0)
{
multiplier += morale * HighMoraleChance;
}
newValue += multiplier * slot.second->getPower();
}
if(armyValue >= newValue)
{
break;
}
resultingArmy = newArmy;
armyValue = newValue;
}
if(resultingArmy.size() <= GameConstants::ARMY_SIZE
&& allowedFactions.size() == alignmentMap.size()
&& source->needsLastStack())
{
auto weakest = getWeakestCreature(resultingArmy);
if(weakest->count == 1)
{
assert(resultingArmy.size() > 1);
resultingArmy.erase(weakest);
}
else
{
weakest->power -= weakest->power / weakest->count;
weakest->count--;
}
}
return resultingArmy;
}
ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
{
return howManyReinforcementsCanBuy(h, t, ai->getFreeResources());
}
std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
const CGDwelling * dwelling,
TResources availableRes) const
{
std::vector<creInfo> creaturesInDwellings;
auto army = std::make_shared<TemporaryArmy>();
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == -1)
continue;
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
SlotID dst = army->getFreeSlot();
if(!dst.validSlot())
break;
army->setCreature(dst, ci.creID, ci.count);
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return army;
}
ui64 ArmyManager::howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy,
const CGDwelling * dwelling,
const TResources & availableResources) const
{
ui64 aivalue = 0;
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
for(const creInfo & ci : army)
{
aivalue += ci.count * ci.cre->getAIValue();
}
return aivalue;
}
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
{
return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources());
}
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes) const
{
std::vector<creInfo> creaturesInDwellings;
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == -1)
continue;
SlotID dst = hero->getSlotFor(ci.creID);
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
{
if(!freeHeroSlots) //no more place for stacks
continue;
else
freeHeroSlots--; //new slot will be occupied
}
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci);
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
return creaturesInDwellings;
}
ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
{
auto bestArmy = getBestArmy(armyCarrier, target, source);
uint64_t newArmy = 0;
uint64_t oldArmy = target->getArmyStrength();
for(auto & slot : bestArmy)
{
newArmy += slot.power;
}
return newArmy > oldArmy ? newArmy - oldArmy : 0;
}
uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
{
return creature->getAIValue() * count;
}
SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
{
auto creatureInfo = totalArmy.find(creatureID);
return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second;
}
void ArmyManager::update()
{
logAi->trace("Start analysing army");
std::vector<const CCreatureSet *> total;
auto heroes = cb->getHeroesInfo();
auto towns = cb->getTownsInfo();
std::copy(heroes.begin(), heroes.end(), std::back_inserter(total));
std::copy(towns.begin(), towns.end(), std::back_inserter(total));
totalArmy.clear();
for(auto army : total)
{
for(auto slot : army->Slots())
{
totalArmy[slot.second->getCreatureID()].count += slot.second->count;
}
}
for(auto army : totalArmy)
{
army.second.creature = army.first.toCreature();
army.second.power = evaluateStackPower(army.second.creature, army.second.count);
}
}
std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) const
{
std::vector<SlotInfo> result;
for(auto slot : army->Slots())
{
SlotInfo slotInfo;
slotInfo.creature = slot.second->getCreatureID().toCreature();
slotInfo.count = slot.second->count;
slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count);
result.push_back(slotInfo);
}
return result;
}
std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
if(possibleUpgrades.empty())
continue;
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
if(initial.toCreature()->getLevel() == 1)
upgrade.cost = TResources();
upgrades.push_back(upgrade);
}
return upgrades;
}
std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool
{
for(auto pair : dwelling->creatures)
{
if(vstd::contains(pair.second, creID))
return false;
}
return true;
});
if(possibleUpgrades.empty())
continue;
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
upgrades.push_back(upgrade);
}
return upgrades;
}
std::vector<StackUpgradeInfo> ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const
{
std::vector<StackUpgradeInfo> upgrades;
if(upgrader->ID == Obj::HILL_FORT)
{
upgrades = getHillFortUpgrades(army);
}
else
{
auto dwelling = dynamic_cast<const CGDwelling *>(upgrader);
if(dwelling)
{
upgrades = getDwellingUpgrades(army, dwelling);
}
}
return upgrades;
}
ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const
{
if(!upgrader)
return ArmyUpgradeInfo();
std::vector<StackUpgradeInfo> upgrades = getPossibleUpgrades(army, upgrader);
vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool
{
return !availableResources.canAfford(u.cost);
});
if(upgrades.empty())
return ArmyUpgradeInfo();
std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool
{
return u1.upgradeValue > u2.upgradeValue;
});
TResources resourcesLeft = availableResources;
ArmyUpgradeInfo result;
result.resultingArmy = convertToSlots(army);
for(auto upgrade : upgrades)
{
if(resourcesLeft.canAfford(upgrade.cost))
{
SlotInfo upgradedArmy;
upgradedArmy.creature = upgrade.upgradedCreature.toCreature();
upgradedArmy.count = upgrade.count;
upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
});
resourcesLeft -= upgrade.cost;
result.upgradeCost += upgrade.cost;
result.upgradeValue += upgrade.upgradeValue;
*slotToReplace = upgradedArmy;
}
}
return result;
}
}