1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
vcmi/AI/Nullkiller/Engine/PriorityEvaluator.cpp
2021-07-26 21:02:50 +03:00

349 lines
9.6 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 "PriorityEvaluator.h"
#include <limits>
#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 "../VCAI.h"
#include "../AIhelper.h"
#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
struct BankConfig;
class CBankInfo;
class Engine;
class InputVariable;
class CGTownInstance;
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
PriorityEvaluator::PriorityEvaluator()
{
initVisitTile();
}
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");
turnDistanceVariable = engine->getInputVariable("turnDistance");
goldRewardVariable = engine->getInputVariable("goldReward");
armyRewardVariable = engine->getInputVariable("armyReward");
skillRewardVariable = engine->getInputVariable("skillReward");
rewardTypeVariable = engine->getInputVariable("rewardType");
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
value = engine->getOutputVariable("Value");
}
int32_t estimateTownIncome(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)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto resources = bankInfo->getPossibleResourcesReward();
return resources;
}
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;
for(auto c : creatures)
{
result += c.type->AIValue * c.count;
}
return result;
}
uint64_t getDwellingScore(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();
if(checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
continue;
score += creature->AIValue * creLevel.first;
}
}
return score;
}
uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
{
if(art->artType->id == ArtifactID::SPELL_SCROLL)
return 1500;
auto statsValue =
4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
+ 700 * art->valOfBonuses(Bonus::MORALE)
+ 700 * art->getAttack(false)
+ 700 * art->getDefence(false)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
+ 700 * art->getDefence(false)
+ 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 getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
{
if(!target)
return 0;
switch(target->ID)
{
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
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(target, checkGold);
case Obj::CRYPT:
case Obj::SHIPWRECK:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::WARRIORS_TOMB:
return 1500;
case Obj::ARTIFACT:
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
case Obj::DRAGON_UTOPIA:
return 10000;
default:
return 0;
}
}
float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
{
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->ah->evaluateSecSkill(skill, hero);
return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
}
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
{
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:
return 1;
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);
default:
return 0;
}
}
/// Gets aproximated reward in gold. Daily income is multiplied by 5
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
if(!target)
return 0;
const int dailyIncomeMultiplier = 5;
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(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;
default:
return 0;
}
}
/// distance
/// nearest hero?
/// gold income
/// army income
/// hero strength - hero skills
/// danger
/// importance
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
{
if(task->priority > 0)
return task->priority;
auto heroPtr = task->hero;
if(!heroPtr.validAndSet())
return 2;
int objId = task->objid;
if(task->parent)
objId = task->parent->objid;
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
auto day = cb->getDate(Date::DAY);
auto hero = heroPtr.get();
auto armyTotal = task->evaluationContext.heroStrength;
double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
uint64_t danger = task->evaluationContext.danger;
HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
int32_t goldReward = getGoldReward(target, hero);
bool checkGold = danger == 0;
uint64_t armyReward = getArmyReward(target, hero, checkGold);
float skillReward = getSkillReward(target, hero, heroRole);
double result = 0;
int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0);
try
{
armyLossPersentageVariable->setValue(armyLossPersentage);
heroRoleVariable->setValue(heroRole);
turnDistanceVariable->setValue(task->evaluationContext.movementCost);
goldRewardVariable->setValue(goldReward);
armyRewardVariable->setValue(armyReward);
skillRewardVariable->setValue(skillReward);
dangerVariable->setValue(danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
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, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, result %f",
task->name(),
hero->name,
armyLossPersentage,
task->evaluationContext.movementCost,
goldReward,
armyReward,
danger,
heroRole ? "scout" : "main",
result);
#endif
return result;
}