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692 lines
22 KiB
C++
692 lines
22 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 "../Engine/Nullkiller.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/UnlockCluster.h"
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#include "../Goals/BuildThis.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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extern boost::thread_specific_ptr<CCallback> cb;
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EvaluationContext::EvaluationContext(const Nullkiller * ai)
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: movementCost(0.0),
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manaCost(0),
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danger(0),
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closestWayRatio(1),
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movementCostByRole(),
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skillReward(0),
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goldReward(0),
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goldCost(0),
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armyReward(0),
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armyLossPersentage(0),
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heroRole(HeroRole::SCOUT),
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turn(0),
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strategicalValue(0),
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evaluator(ai)
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{
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}
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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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turnVariable = engine->getInputVariable("turn");
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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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goldPreasureVariable = engine->getInputVariable("goldPreasure");
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goldCostVariable = engine->getInputVariable("goldCost");
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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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int getDwellingArmyCost(const CGObjectInstance * target)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(target);
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int cost = 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)
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cost += creature->cost[Res::GOLD] * creLevel.first;
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}
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}
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return cost;
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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 RewardEvaluator::getArmyReward(
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const CGObjectInstance * target,
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const CGHeroInstance * hero,
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const CCreatureSet * army,
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bool checkGold) const
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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::HILL_FORT:
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return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
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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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int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
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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::HILL_FORT:
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return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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return 1000;
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case Obj::UNIVERSITY:
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return 2000;
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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 getDwellingArmyCost(target);
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default:
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return 0;
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}
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}
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float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
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{
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auto objectsUnderTreat = ai->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 RewardEvaluator::getResourceRequirementStrength(int resType) const
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{
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TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
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TResources dailyIncome = ai->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 1.0f;
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float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
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return std::min(ratio, 1.0f);
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}
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float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
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{
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TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
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TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
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if(requiredResources[resType] == 0)
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return 0;
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float ratio = dailyIncome[resType] == 0
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? requiredResources[resType] / 50
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: (float)requiredResources[resType] / dailyIncome[resType] / 50;
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return std::min(ratio, 1.0f);
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}
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float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
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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
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? 0.5f
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: 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
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case Obj::RESOURCE:
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return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
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case Obj::TOWN:
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return dynamic_cast<const CGTownInstance *>(target)->hasFort()
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? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
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: 0.5f;
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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 RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
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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->heroManager->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 RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
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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::sqrt(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 RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
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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 void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
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{
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if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
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return;
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Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
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const AIPath & path = chain.getPath();
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vstd::amax(evaluationContext.danger, path.getTotalDanger());
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evaluationContext.movementCost += path.movementCost();
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evaluationContext.closestWayRatio = chain.closestWayRatio;
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std::map<const CGHeroInstance *, float> costsPerHero;
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for(auto & node : path.nodes)
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{
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vstd::amax(costsPerHero[node.targetHero], node.cost);
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}
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for(auto pair : costsPerHero)
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{
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auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
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evaluationContext.movementCostByRole[role] += pair.second;
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}
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auto heroPtr = task->hero;
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const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->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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auto army = path.heroArmy;
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vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
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evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
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evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
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evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
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evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
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evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
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evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
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vstd::amax(evaluationContext.turn, path.turn());
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}
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|
};
|
|
|
|
class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
{
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|
public:
|
|
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
|
{
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|
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();
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|
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
|
|
|
|
std::vector<std::pair<const CGObjectInstance *, ObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
|
|
|
|
std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ObjectInfo> o1, std::pair<const CGObjectInstance *, ObjectInfo> o2) -> bool
|
|
{
|
|
return o1.second.priority > o2.second.priority;
|
|
});
|
|
|
|
int boost = 1;
|
|
|
|
for(auto objInfo : objects)
|
|
{
|
|
auto target = objInfo.first;
|
|
auto day = cb->getDate(Date::DAY);
|
|
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;
|
|
}
|
|
|
|
const AIPath & pathToCenter = clusterGoal.getPathToCenter();
|
|
|
|
}
|
|
};
|
|
|
|
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.armyScore / 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 += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
|
|
}
|
|
else
|
|
{
|
|
evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
|
|
evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
|
}
|
|
}
|
|
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>());
|
|
evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
|
|
evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
|
|
}
|
|
|
|
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.strategicalValue += subgoal->strategicalValue;
|
|
context.goldCost += subgoal->goldCost;
|
|
|
|
for(auto builder : evaluationContextBuilders)
|
|
{
|
|
builder->buildEvaluationContext(context, subgoal);
|
|
}
|
|
}
|
|
|
|
return context;
|
|
}
|
|
|
|
/// distance
|
|
/// nearest hero?
|
|
/// gold income
|
|
/// army income
|
|
/// hero strength - hero skills
|
|
/// danger
|
|
/// importance
|
|
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)cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
|
|
turnVariable->setValue(evaluationContext.turn);
|
|
|
|
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 AI_TRACE_LEVEL >= 1
|
|
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, 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,
|
|
result);
|
|
#endif
|
|
|
|
return result;
|
|
}
|