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516 lines
16 KiB
C++
516 lines
16 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 "PriorityEvaluator.h"
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#include <limits>
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/CommonConstructors.h"
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#include "../../../lib/CCreatureHandler.h"
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/CGameStateFwd.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../CCallback.h"
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#include "../../../lib/filesystem/Filesystem.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#include "../Engine/Nullkiller.h"
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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struct BankConfig;
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class CBankInfo;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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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(ResourceID("config/ai/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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heroRoleVariable = engine->getInputVariable("heroRole");
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dangerVariable = engine->getInputVariable("danger");
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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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value = engine->getOutputVariable("Value");
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}
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int32_t estimateTownIncome(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 town = cb->getTown(target->id);
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auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
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auto isProbablyDeveloped = !isNeutral && town->hasFort();
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return isProbablyDeveloped ? 1500 : 500;
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}
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TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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auto resources = bankInfo->getPossibleResourcesReward();
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return resources;
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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 = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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auto creatures = bankInfo->getPossibleCreaturesReward();
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uint64_t result = 0;
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for(auto c : creatures)
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{
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result += c.type->AIValue * c.count;
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}
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return result;
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}
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uint64_t getDwellingScore(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->level == 1;
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if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
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continue;
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score += creature->AIValue * 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 evaluateArtifactArmyValue(CArtifactInstance * art)
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{
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if(art->artType->id == ArtifactID::SPELL_SCROLL)
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return 1500;
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auto statsValue =
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4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
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+ 700 * art->valOfBonuses(Bonus::MORALE)
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+ 700 * art->getAttack(false)
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+ 700 * art->getDefence(false)
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+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
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+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
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+ 700 * art->getDefence(false)
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+ 500 * art->valOfBonuses(Bonus::LUCK);
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auto classValue = 0;
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switch(art->artType->aClass)
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{
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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 getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
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{
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const float enemyArmyEliminationRewardRatio = 0.5f;
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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::TOWN:
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return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
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case Obj::CREATURE_BANK:
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return getCreatureBankArmyReward(target, hero);
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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 getDwellingScore(target, checkGold);
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case Obj::CRYPT:
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK_SURVIVOR:
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case Obj::WARRIORS_TOMB:
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return 1000;
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case Obj::ARTIFACT:
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return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
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case Obj::DRAGON_UTOPIA:
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return 10000;
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case Obj::HERO:
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return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
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: 0;
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default:
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return 0;
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}
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}
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float getStrategicalValue(const CGObjectInstance * target);
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float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy)
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{
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auto objectsUnderTreat = ai->nullkiller->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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return objectValue / 2.0f + enemy->level / 15.0f;
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}
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float getResourceRequirementStrength(int resType)
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{
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TResources requiredResources = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
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TResources dailyIncome = ai->nullkiller->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;
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return (float)requiredResources[resType] / dailyIncome[resType] / 3;
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}
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float getTotalResourceRequirementStrength(int resType)
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{
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TResources requiredResources = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
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TResources dailyIncome = ai->nullkiller->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 requiredResources[resType] / 30;
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return (float)requiredResources[resType] / dailyIncome[resType] / 30;
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}
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float getStrategicalValue(const CGObjectInstance * target)
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{
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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::MINE:
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return target->subID == Res::GOLD ? 0.8f : 0.05f + 0.3f * getTotalResourceRequirementStrength(target->subID) + 0.5f * getResourceRequirementStrength(target->subID);
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case Obj::RESOURCE:
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return target->subID == Res::GOLD ? 0 : 0.5f * getResourceRequirementStrength(target->subID);
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case Obj::TOWN:
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return target->tempOwner == PlayerColor::NEUTRAL ? 0.5 : 1;
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case Obj::HERO:
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return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
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: 0;
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default:
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return 0;
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}
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}
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float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
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{
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if(!hut->wasVisited(hero->tempOwner))
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return role == HeroRole::SCOUT ? 2 : 0;
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auto skill = SecondarySkill(hut->ability);
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if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
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|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
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return 0;
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auto score = ai->ah->evaluateSecSkill(skill, hero);
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return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
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}
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float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
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{
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const float enemyHeroEliminationSkillRewardRatio = 0.5f;
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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::STAR_AXIS:
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case Obj::SCHOLAR:
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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case Obj::GARDEN_OF_REVELATION:
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case Obj::MARLETTO_TOWER:
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case Obj::MERCENARY_CAMP:
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case Obj::SHRINE_OF_MAGIC_GESTURE:
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case Obj::SHRINE_OF_MAGIC_INCANTATION:
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case Obj::TREE_OF_KNOWLEDGE:
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return 1;
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case Obj::LEARNING_STONE:
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return 1.0f / std::sqrtf(hero->level);
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case Obj::ARENA:
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case Obj::SHRINE_OF_MAGIC_THOUGHT:
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return 2;
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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return 8;
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case Obj::WITCH_HUT:
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return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
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case Obj::HERO:
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return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
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: 0;
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default:
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return 0;
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}
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}
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int32_t getArmyCost(const CArmedInstance * army)
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{
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int32_t value = 0;
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for(auto stack : army->Slots())
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{
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value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
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}
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return value;
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}
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/// Gets aproximated reward in gold. Daily income is multiplied by 5
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int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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if(!target)
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return 0;
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const int dailyIncomeMultiplier = 5;
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const float enemyArmyEliminationGoldRewardRatio = 0.2f;
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const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
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auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
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switch(target->ID)
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{
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case Obj::RESOURCE:
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return isGold ? 600 : 100;
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case Obj::TREASURE_CHEST:
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return 1500;
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case Obj::WATER_WHEEL:
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return 1000;
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case Obj::TOWN:
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return dailyIncomeMultiplier * estimateTownIncome(target, hero);
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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return dailyIncomeMultiplier * (isGold ? 1000 : 75);
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case Obj::MYSTICAL_GARDEN:
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case Obj::WINDMILL:
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return 100;
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case Obj::CAMPFIRE:
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return 800;
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case Obj::WAGON:
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return 100;
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case Obj::CREATURE_BANK:
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return getCreatureBankResources(target, hero)[Res::GOLD];
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case Obj::CRYPT:
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case Obj::DERELICT_SHIP:
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return 3000;
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case Obj::DRAGON_UTOPIA:
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return 10000;
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case Obj::SEA_CHEST:
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return 1500;
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case Obj::HERO:
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return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
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: 0;
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default:
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return 0;
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}
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}
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class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
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{
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public:
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virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
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{
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auto evaluationContext = task->evaluationContext;
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int objId = task->objid;
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if(task->parent)
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objId = task->parent->objid;
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auto heroPtr = task->hero;
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const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
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auto day = cb->getDate(Date::DAY);
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auto hero = heroPtr.get();
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bool checkGold = evaluationContext.danger == 0;
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evaluationContext.armyLossPersentage = task->evaluationContext.armyLoss / (double)task->evaluationContext.heroStrength;
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evaluationContext.heroRole = ai->ah->getHeroRole(heroPtr);
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evaluationContext.goldReward = getGoldReward(target, hero);
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evaluationContext.armyReward = getArmyReward(target, hero, checkGold);
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evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);
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evaluationContext.strategicalValue = getStrategicalValue(target);
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return evaluationContext;
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}
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};
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class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
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{
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public:
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virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
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{
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Goals::EvaluationContext evaluationContext;
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Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
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auto & bi = buildThis.buildingInfo;
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evaluationContext.goldReward = bi.dailyIncome[Res::GOLD] / 2;
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evaluationContext.heroRole = HeroRole::MAIN;
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evaluationContext.movementCostByRole[evaluationContext.heroRole] = bi.prerequisitesCount;
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evaluationContext.armyReward = 0;
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evaluationContext.strategicalValue = buildThis.townInfo.armyScore / 50000.0;
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if(bi.creatureID != CreatureID::NONE)
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{
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evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel;
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if(bi.baseCreatureID == bi.creatureID)
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{
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evaluationContext.armyReward = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
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}
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auto creaturesToUpgrade = ai->ah->getTotalCreaturesAvailable(bi.baseCreatureID);
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auto upgradedPower = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
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evaluationContext.armyReward = upgradedPower - creaturesToUpgrade.power;
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}
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return evaluationContext;
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}
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};
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PriorityEvaluator::PriorityEvaluator()
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{
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initVisitTile();
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evaluationContextBuilders[Goals::EXECUTE_HERO_CHAIN] = std::make_shared<ExecuteHeroChainEvaluationContextBuilder>();
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evaluationContextBuilders[Goals::BUILD_STRUCTURE] = std::make_shared<BuildThisEvaluationContextBuilder>();
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}
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Goals::EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
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{
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auto builder = evaluationContextBuilders.find(goal->goalType);
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if(builder == evaluationContextBuilders.end())
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return goal->evaluationContext;
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return builder->second->buildEvaluationContext(goal);
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}
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/// distance
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/// nearest hero?
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/// gold income
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/// army income
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/// hero strength - hero skills
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/// danger
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/// importance
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float PriorityEvaluator::evaluate(Goals::TSubgoal task)
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{
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if(task->priority > 0)
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return task->priority;
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auto evaluationContext = buildEvaluationContext(task);
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int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
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+ (evaluationContext.armyReward > 0 ? 1 : 0)
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+ (evaluationContext.skillReward > 0 ? 1 : 0)
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+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
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double result = 0;
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try
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{
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armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
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heroRoleVariable->setValue(evaluationContext.heroRole);
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mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
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scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
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goldRewardVariable->setValue(evaluationContext.goldReward);
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armyRewardVariable->setValue(evaluationContext.armyReward);
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skillRewardVariable->setValue(evaluationContext.skillReward);
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dangerVariable->setValue(evaluationContext.danger);
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rewardTypeVariable->setValue(rewardType);
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closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
|
|
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
|
|
|
|
engine->process();
|
|
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
|
result = value->getValue();
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
}
|
|
assert(result >= 0);
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Evaluated %s, loss: %f, turns main: %f, scout: %f, gold: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, result %f",
|
|
task->name(),
|
|
evaluationContext.armyLossPersentage,
|
|
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
|
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
|
evaluationContext.goldReward,
|
|
evaluationContext.armyReward,
|
|
evaluationContext.danger,
|
|
evaluationContext.heroRole ? "scout" : "main",
|
|
evaluationContext.strategicalValue,
|
|
result);
|
|
#endif
|
|
|
|
return result;
|
|
}
|