mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
875 lines
28 KiB
C++
875 lines
28 KiB
C++
/*
|
|
* PriorityEvaluator.cpp, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#include "StdInc.h"
|
|
#include <limits>
|
|
|
|
#include "Nullkiller.h"
|
|
#include "../../../lib/mapObjects/MapObjects.h"
|
|
#include "../../../lib/mapObjects/CommonConstructors.h"
|
|
#include "../../../lib/CCreatureHandler.h"
|
|
#include "../../../lib/CPathfinder.h"
|
|
#include "../../../lib/CGameStateFwd.h"
|
|
#include "../../../lib/VCMI_Lib.h"
|
|
#include "../../../CCallback.h"
|
|
#include "../../../lib/filesystem/Filesystem.h"
|
|
#include "../Goals/ExecuteHeroChain.h"
|
|
#include "../Goals/BuildThis.h"
|
|
#include "../Markers/UnlockCluster.h"
|
|
#include "../Markers/HeroExchange.h"
|
|
#include "../Markers/ArmyUpgrade.h"
|
|
#include "../Markers/DefendTown.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
|
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
|
|
|
EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
|
: movementCost(0.0),
|
|
manaCost(0),
|
|
danger(0),
|
|
closestWayRatio(1),
|
|
movementCostByRole(),
|
|
skillReward(0),
|
|
goldReward(0),
|
|
goldCost(0),
|
|
armyReward(0),
|
|
armyLossPersentage(0),
|
|
heroRole(HeroRole::SCOUT),
|
|
turn(0),
|
|
strategicalValue(0),
|
|
evaluator(ai),
|
|
enemyHeroDangerRatio(0)
|
|
{
|
|
}
|
|
|
|
PriorityEvaluator::~PriorityEvaluator()
|
|
{
|
|
delete engine;
|
|
}
|
|
|
|
void PriorityEvaluator::initVisitTile()
|
|
{
|
|
auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
|
|
std::string str = std::string((char *)file.first.get(), file.second);
|
|
engine = fl::FllImporter().fromString(str);
|
|
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
|
|
heroRoleVariable = engine->getInputVariable("heroRole");
|
|
dangerVariable = engine->getInputVariable("danger");
|
|
turnVariable = engine->getInputVariable("turn");
|
|
mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
|
|
scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
|
|
goldRewardVariable = engine->getInputVariable("goldReward");
|
|
armyRewardVariable = engine->getInputVariable("armyReward");
|
|
skillRewardVariable = engine->getInputVariable("skillReward");
|
|
rewardTypeVariable = engine->getInputVariable("rewardType");
|
|
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
|
|
strategicalValueVariable = engine->getInputVariable("strategicalValue");
|
|
goldPreasureVariable = engine->getInputVariable("goldPreasure");
|
|
goldCostVariable = engine->getInputVariable("goldCost");
|
|
fearVariable = engine->getInputVariable("fear");
|
|
value = engine->getOutputVariable("Value");
|
|
}
|
|
|
|
int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
|
|
{
|
|
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
|
|
|
|
if(relations != PlayerRelations::ENEMIES)
|
|
return 0; // if we already own it, no additional reward will be received by just visiting it
|
|
|
|
auto town = cb->getTown(target->id);
|
|
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
|
|
auto isProbablyDeveloped = !isNeutral && town->hasFort();
|
|
|
|
return isProbablyDeveloped ? 1500 : 500;
|
|
}
|
|
|
|
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
|
|
{
|
|
//Fixme: unused variable hero
|
|
|
|
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
|
|
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
|
|
auto resources = bankInfo->getPossibleResourcesReward();
|
|
TResources result = TResources();
|
|
int sum = 0;
|
|
|
|
for(auto & reward : resources)
|
|
{
|
|
result += reward.data * reward.chance;
|
|
sum += reward.chance;
|
|
}
|
|
|
|
return sum > 1 ? result / sum : result;
|
|
}
|
|
|
|
uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
|
|
{
|
|
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
|
|
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
|
|
auto creatures = bankInfo->getPossibleCreaturesReward();
|
|
uint64_t result = 0;
|
|
|
|
const auto& slots = hero->Slots();
|
|
ui64 weakestStackPower = 0;
|
|
if (slots.size() >= GameConstants::ARMY_SIZE)
|
|
{
|
|
//No free slot, we might discard our weakest stack
|
|
weakestStackPower = std::numeric_limits<ui64>().max();
|
|
for (const auto & stack : slots)
|
|
{
|
|
vstd::amin(weakestStackPower, stack.second->getPower());
|
|
}
|
|
}
|
|
|
|
for (auto c : creatures)
|
|
{
|
|
//Only if hero has slot for this creature in the army
|
|
if (hero->getSlotFor(c.data.type).validSlot())
|
|
{
|
|
result += (c.data.type->AIValue * c.data.count) * c.chance;
|
|
}
|
|
else
|
|
{
|
|
//we will need to discard the weakest stack
|
|
result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
|
|
}
|
|
}
|
|
result /= 100; //divide by total chance
|
|
|
|
return result;
|
|
}
|
|
|
|
uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
|
{
|
|
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
|
uint64_t score = 0;
|
|
|
|
for(auto & creLevel : dwelling->creatures)
|
|
{
|
|
if(creLevel.first && creLevel.second.size())
|
|
{
|
|
auto creature = creLevel.second.back().toCreature();
|
|
auto creaturesAreFree = creature->level == 1;
|
|
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
|
|
continue;
|
|
|
|
score += creature->AIValue * creLevel.first;
|
|
}
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
int getDwellingArmyCost(const CGObjectInstance * target)
|
|
{
|
|
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
|
int cost = 0;
|
|
|
|
for(auto & creLevel : dwelling->creatures)
|
|
{
|
|
if(creLevel.first && creLevel.second.size())
|
|
{
|
|
auto creature = creLevel.second.back().toCreature();
|
|
auto creaturesAreFree = creature->level == 1;
|
|
if(!creaturesAreFree)
|
|
cost += creature->cost[Res::GOLD] * creLevel.first;
|
|
}
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
|
|
{
|
|
if(art->artType->id == ArtifactID::SPELL_SCROLL)
|
|
return 1500;
|
|
|
|
auto statsValue =
|
|
10 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
|
|
+ 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
|
|
+ 700 * art->valOfBonuses(Bonus::MORALE)
|
|
+ 700 * art->getAttack(false)
|
|
+ 700 * art->getDefense(false)
|
|
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
|
|
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
|
|
+ 500 * art->valOfBonuses(Bonus::LUCK);
|
|
|
|
auto classValue = 0;
|
|
|
|
switch(art->artType->aClass)
|
|
{
|
|
case CArtifact::EartClass::ART_MINOR:
|
|
classValue = 1000;
|
|
break;
|
|
|
|
case CArtifact::EartClass::ART_MAJOR:
|
|
classValue = 3000;
|
|
break;
|
|
case CArtifact::EartClass::ART_RELIC:
|
|
case CArtifact::EartClass::ART_SPECIAL:
|
|
classValue = 8000;
|
|
break;
|
|
}
|
|
|
|
return statsValue > classValue ? statsValue : classValue;
|
|
}
|
|
|
|
uint64_t RewardEvaluator::getArmyReward(
|
|
const CGObjectInstance * target,
|
|
const CGHeroInstance * hero,
|
|
const CCreatureSet * army,
|
|
bool checkGold) const
|
|
{
|
|
const float enemyArmyEliminationRewardRatio = 0.5f;
|
|
|
|
if(!target)
|
|
return 0;
|
|
|
|
switch(target->ID)
|
|
{
|
|
case Obj::TOWN:
|
|
return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
|
|
case Obj::HILL_FORT:
|
|
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
|
|
case Obj::CREATURE_BANK:
|
|
return getCreatureBankArmyReward(target, hero);
|
|
case Obj::CREATURE_GENERATOR1:
|
|
case Obj::CREATURE_GENERATOR2:
|
|
case Obj::CREATURE_GENERATOR3:
|
|
case Obj::CREATURE_GENERATOR4:
|
|
return getDwellingScore(ai->cb.get(), target, checkGold);
|
|
case Obj::CRYPT:
|
|
case Obj::SHIPWRECK:
|
|
case Obj::SHIPWRECK_SURVIVOR:
|
|
case Obj::WARRIORS_TOMB:
|
|
return 1000;
|
|
case Obj::ARTIFACT:
|
|
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
|
|
case Obj::DRAGON_UTOPIA:
|
|
return 10000;
|
|
case Obj::HERO:
|
|
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
|
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
|
|
: 0;
|
|
case Obj::PANDORAS_BOX:
|
|
return 5000;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
|
|
{
|
|
if(!target)
|
|
return 0;
|
|
|
|
switch(target->ID)
|
|
{
|
|
case Obj::HILL_FORT:
|
|
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
|
|
case Obj::SCHOOL_OF_MAGIC:
|
|
case Obj::SCHOOL_OF_WAR:
|
|
return 1000;
|
|
case Obj::UNIVERSITY:
|
|
return 2000;
|
|
case Obj::CREATURE_GENERATOR1:
|
|
case Obj::CREATURE_GENERATOR2:
|
|
case Obj::CREATURE_GENERATOR3:
|
|
case Obj::CREATURE_GENERATOR4:
|
|
return getDwellingArmyCost(target);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
|
|
{
|
|
auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
|
|
float objectValue = 0;
|
|
|
|
for(auto obj : objectsUnderTreat)
|
|
{
|
|
vstd::amax(objectValue, getStrategicalValue(obj));
|
|
}
|
|
|
|
/*
|
|
1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
|
|
Killing the hero is almost as important (0.9) as capturing the object itself.
|
|
|
|
2. The formula quickly approaches 1.0 as hero level increases,
|
|
but higher level always means higher value and the minimal value for level 1 hero is 0.5
|
|
*/
|
|
return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
|
|
}
|
|
|
|
float RewardEvaluator::getResourceRequirementStrength(int resType) const
|
|
{
|
|
TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
|
|
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
|
|
|
|
if(requiredResources[resType] == 0)
|
|
return 0;
|
|
|
|
if(dailyIncome[resType] == 0)
|
|
return 1.0f;
|
|
|
|
float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
|
|
|
|
return std::min(ratio, 1.0f);
|
|
}
|
|
|
|
float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
|
|
{
|
|
TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
|
|
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
|
|
|
|
if(requiredResources[resType] == 0)
|
|
return 0;
|
|
|
|
float ratio = dailyIncome[resType] == 0
|
|
? requiredResources[resType] / 50
|
|
: (float)requiredResources[resType] / dailyIncome[resType] / 50;
|
|
|
|
return std::min(ratio, 1.0f);
|
|
}
|
|
|
|
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
|
|
{
|
|
if(!target)
|
|
return 0;
|
|
|
|
switch(target->ID)
|
|
{
|
|
case Obj::MINE:
|
|
return target->subID == Res::GOLD
|
|
? 0.5f
|
|
: 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
|
|
|
|
case Obj::RESOURCE:
|
|
return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
|
|
|
|
case Obj::CREATURE_BANK:
|
|
{
|
|
auto resourceReward = getCreatureBankResources(target, nullptr);
|
|
float sum = 0.0f;
|
|
for (TResources::nziterator it (resourceReward); it.valid(); it++)
|
|
{
|
|
//Evaluate resources used for construction. Gold is evaluated separately.
|
|
if (it->resType != Res::GOLD)
|
|
{
|
|
sum += 0.1f * getResourceRequirementStrength(it->resType);
|
|
}
|
|
}
|
|
return sum;
|
|
}
|
|
|
|
case Obj::TOWN:
|
|
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
|
return 1;
|
|
|
|
return dynamic_cast<const CGTownInstance *>(target)->hasFort()
|
|
? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
|
|
: 0.7f;
|
|
|
|
case Obj::HERO:
|
|
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
|
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
|
|
: 0;
|
|
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
|
|
{
|
|
if(!hut->wasVisited(hero->tempOwner))
|
|
return role == HeroRole::SCOUT ? 2 : 0;
|
|
|
|
auto skill = SecondarySkill(hut->ability);
|
|
|
|
if(hero->getSecSkillLevel(skill) != SecSkillLevel::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::SHRINE_OF_MAGIC_GESTURE:
|
|
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
|
case Obj::TREE_OF_KNOWLEDGE:
|
|
return 1;
|
|
case Obj::LEARNING_STONE:
|
|
return 1.0f / std::sqrt(hero->level);
|
|
case Obj::ARENA:
|
|
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
|
return 2;
|
|
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
|
return 8;
|
|
case Obj::WITCH_HUT:
|
|
return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(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:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
|
|
{
|
|
auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
|
|
|
|
if(treatNode.maximumDanger.danger == 0)
|
|
return 0;
|
|
|
|
if(treatNode.maximumDanger.turn <= turn)
|
|
return treatNode.maximumDanger.danger;
|
|
|
|
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
|
|
}
|
|
|
|
uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
|
|
{
|
|
return getEnemyHeroDanger(path.targetTile(), path.turn());
|
|
}
|
|
|
|
int32_t getArmyCost(const CArmedInstance * army)
|
|
{
|
|
int32_t value = 0;
|
|
|
|
for(auto stack : army->Slots())
|
|
{
|
|
value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/// Gets aproximated reward in gold. Daily income is multiplied by 5
|
|
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
|
{
|
|
if(!target)
|
|
return 0;
|
|
|
|
const int dailyIncomeMultiplier = 5;
|
|
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
|
|
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
|
|
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
|
|
|
|
switch(target->ID)
|
|
{
|
|
case Obj::RESOURCE:
|
|
return isGold ? 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:
|
|
return dailyIncomeMultiplier * (isGold ? 1000 : 75);
|
|
case Obj::MYSTICAL_GARDEN:
|
|
case Obj::WINDMILL:
|
|
return 100;
|
|
case Obj::CAMPFIRE:
|
|
return 800;
|
|
case Obj::WAGON:
|
|
return 100;
|
|
case Obj::CREATURE_BANK:
|
|
return getCreatureBankResources(target, hero)[Res::GOLD];
|
|
case Obj::CRYPT:
|
|
case Obj::DERELICT_SHIP:
|
|
return 3000;
|
|
case Obj::DRAGON_UTOPIA:
|
|
return 10000;
|
|
case Obj::SEA_CHEST:
|
|
return 1500;
|
|
case Obj::PANDORAS_BOX:
|
|
return 5000;
|
|
case Obj::PRISON:
|
|
//Objectively saves us 2500 to hire hero
|
|
return GameConstants::HERO_GOLD_COST;
|
|
case Obj::HERO:
|
|
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
|
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
|
|
: 0;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
class HeroExchangeEvaluator : public IEvaluationContextBuilder
|
|
{
|
|
public:
|
|
virtual 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.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
|
|
}
|
|
};
|
|
|
|
class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
|
|
{
|
|
public:
|
|
virtual 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;
|
|
}
|
|
};
|
|
|
|
class DefendTownEvaluator : public IEvaluationContextBuilder
|
|
{
|
|
private:
|
|
uint64_t townArmyIncome(const CGTownInstance * town) const
|
|
{
|
|
uint64_t result = 0;
|
|
|
|
for(auto creatureInfo : town->creatures)
|
|
{
|
|
if(creatureInfo.second.empty())
|
|
continue;
|
|
|
|
auto creature = creatureInfo.second.back().toCreature();
|
|
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public:
|
|
virtual 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 armyIncome = townArmyIncome(town);
|
|
auto dailyIncome = town->dailyIncome()[Res::GOLD];
|
|
|
|
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
|
|
|
|
float multiplier = 1;
|
|
|
|
if(treat.turn < defendTown.getTurn())
|
|
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
|
|
|
evaluationContext.armyReward += armyIncome * multiplier;
|
|
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
|
evaluationContext.strategicalValue += strategicalValue * multiplier;
|
|
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
|
|
|
auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
|
|
vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
|
|
}
|
|
};
|
|
|
|
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
{
|
|
private:
|
|
const Nullkiller * ai;
|
|
|
|
public:
|
|
ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
|
|
|
virtual 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();
|
|
|
|
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);
|
|
}
|
|
|
|
for(auto pair : costsPerHero)
|
|
{
|
|
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
|
|
|
|
evaluationContext.movementCostByRole[role] += pair.second;
|
|
}
|
|
|
|
auto heroPtr = task->hero;
|
|
auto hero = heroPtr.get(ai->cb.get());
|
|
bool checkGold = evaluationContext.danger == 0;
|
|
auto army = path.heroArmy;
|
|
|
|
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
|
|
|
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
|
|
{
|
|
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
|
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
|
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
|
|
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
|
|
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
|
|
}
|
|
|
|
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
|
|
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
|
vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
|
|
vstd::amax(evaluationContext.turn, path.turn());
|
|
}
|
|
};
|
|
|
|
class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
{
|
|
public:
|
|
ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
|
|
|
|
virtual 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.get();
|
|
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
|
|
|
|
std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
|
|
|
|
std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
|
|
{
|
|
return o1.second.priority > o2.second.priority;
|
|
});
|
|
|
|
int boost = 1;
|
|
|
|
for(auto objInfo : objects)
|
|
{
|
|
auto target = 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.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
|
|
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 BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
{
|
|
public:
|
|
virtual 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[Res::GOLD] / 2; // 7 day income but half we already have
|
|
evaluationContext.heroRole = HeroRole::MAIN;
|
|
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
|
|
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
|
|
evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
|
|
|
|
if(bi.creatureID != CreatureID::NONE)
|
|
{
|
|
if(bi.baseCreatureID == bi.creatureID)
|
|
{
|
|
evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
|
|
evaluationContext.armyReward += bi.armyStrength;
|
|
}
|
|
else
|
|
{
|
|
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
|
//evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
|
|
evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
|
|
}
|
|
}
|
|
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
|
|
{
|
|
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
|
|
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
|
|
}
|
|
else
|
|
{
|
|
evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
|
|
}
|
|
}
|
|
};
|
|
|
|
uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
|
|
{
|
|
if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, 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>());
|
|
}
|
|
|
|
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
|
{
|
|
Goals::TGoalVec parts;
|
|
EvaluationContext context(ai);
|
|
|
|
if(goal->goalType == Goals::COMPOSITION)
|
|
{
|
|
parts = goal->decompose();
|
|
}
|
|
else
|
|
{
|
|
parts.push_back(goal);
|
|
}
|
|
|
|
for(auto subgoal : parts)
|
|
{
|
|
context.goldCost += subgoal->goldCost;
|
|
|
|
for(auto builder : evaluationContextBuilders)
|
|
{
|
|
builder->buildEvaluationContext(context, subgoal);
|
|
}
|
|
}
|
|
|
|
return context;
|
|
}
|
|
|
|
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|
{
|
|
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);
|
|
|
|
double result = 0;
|
|
|
|
try
|
|
{
|
|
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
|
|
heroRoleVariable->setValue(evaluationContext.heroRole);
|
|
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
|
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
|
goldRewardVariable->setValue(evaluationContext.goldReward);
|
|
armyRewardVariable->setValue(evaluationContext.armyReward);
|
|
skillRewardVariable->setValue(evaluationContext.skillReward);
|
|
dangerVariable->setValue(evaluationContext.danger);
|
|
rewardTypeVariable->setValue(rewardType);
|
|
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
|
|
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
|
|
goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
|
|
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
|
|
turnVariable->setValue(evaluationContext.turn);
|
|
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
|
|
|
|
engine->process();
|
|
|
|
result = value->getValue();
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
}
|
|
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
|
task->toString(),
|
|
evaluationContext.armyLossPersentage,
|
|
(int)evaluationContext.turn,
|
|
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
|
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
|
evaluationContext.goldReward,
|
|
evaluationContext.goldCost,
|
|
evaluationContext.armyReward,
|
|
evaluationContext.danger,
|
|
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
|
|
evaluationContext.strategicalValue,
|
|
evaluationContext.closestWayRatio,
|
|
evaluationContext.enemyHeroDangerRatio,
|
|
result);
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|