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vcmi/AI/Nullkiller/Analyzers/HeroManager.cpp
Ivan Savenko 8225eb454e Added GameSettings to gamestate, potentially allowing to define game
settings per map (or in random map template)
2024-09-05 15:16:27 +00:00

401 lines
10 KiB
C++

/*
* HeroManager.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 "../Engine/Nullkiller.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/CHeroHandler.h"
#include "../../../lib/IGameSettings.h"
namespace NKAI
{
const SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
{
std::make_shared<SecondarySkillScoreMap>(
std::map<SecondarySkill, float>
{
{SecondarySkill::DIPLOMACY, 2},
{SecondarySkill::LOGISTICS, 2},
{SecondarySkill::EARTH_MAGIC, 2},
{SecondarySkill::ARMORER, 2},
{SecondarySkill::OFFENCE, 2},
{SecondarySkill::AIR_MAGIC, 1},
{SecondarySkill::WISDOM, 1},
{SecondarySkill::LEADERSHIP, 1},
{SecondarySkill::INTELLIGENCE, 1},
{SecondarySkill::RESISTANCE, 1},
{SecondarySkill::MYSTICISM, -1},
{SecondarySkill::SORCERY, -1},
{SecondarySkill::ESTATES, -1},
{SecondarySkill::FIRST_AID, -1},
{SecondarySkill::LEARNING, -1},
{SecondarySkill::SCHOLAR, -1},
{SecondarySkill::EAGLE_EYE, -1},
{SecondarySkill::NAVIGATION, -1}
}),
std::make_shared<ExistingSkillRule>(),
std::make_shared<WisdomRule>(),
std::make_shared<AtLeastOneMagicRule>()
});
const SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
{
std::make_shared<SecondarySkillScoreMap>(
std::map<SecondarySkill, float>
{
{SecondarySkill::LOGISTICS, 2},
{SecondarySkill::ESTATES, 2},
{SecondarySkill::PATHFINDING, 1},
{SecondarySkill::SCHOLAR, 1}
}),
std::make_shared<ExistingSkillRule>()
});
float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
{
auto role = getHeroRole(hero);
if(role == HeroRole::MAIN)
return wariorSkillsScores.evaluateSecSkill(hero, skill);
return scountSkillsScores.evaluateSecSkill(hero, skill);
}
float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
{
auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->type->getId()));
auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
float specialityScore = 0.0f;
for(auto bonus : *secondarySkillBonuses)
{
auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
if(hasBonus)
{
SecondarySkill bonusSkill = bonus->sid.as<SecondarySkill>();
float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
if(bonusScore > 0)
specialityScore += bonusScore * bonusScore * bonusScore;
}
}
return specialityScore;
}
float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
{
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
}
void HeroManager::update()
{
logAi->trace("Start analysing our heroes");
std::map<const CGHeroInstance *, float> scores;
auto myHeroes = cb->getHeroesInfo();
for(auto & hero : myHeroes)
{
scores[hero] = evaluateFightingStrength(hero);
knownFightingStrength[hero->id] = hero->getFightingStrength();
}
auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
{
return scores.at(h1) > scores.at(h2);
};
int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
//vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
{
globalMainCount = 2;
}
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
heroRoles.clear();
for(auto hero : myHeroes)
{
if(hero->patrol.patrolling)
{
heroRoles[hero] = HeroRole::MAIN;
}
else
{
heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
}
}
for(auto hero : myHeroes)
{
logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
}
}
HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
{
return heroRoles.at(hero);
}
const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
{
return heroRoles;
}
int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
{
auto role = getHeroRole(hero);
auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
int result = 0;
float resultScore = -100;
for(int i = 0; i < skills.size(); i++)
{
auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
if(score > resultScore)
{
resultScore = score;
result = i;
}
logAi->trace(
"Hero %s is proposed to learn %d with score %f",
hero.name(),
skills[i].toEnum(),
score);
}
return result;
}
float HeroManager::evaluateHero(const CGHeroInstance * hero) const
{
return evaluateFightingStrength(hero);
}
bool HeroManager::heroCapReached() const
{
const bool includeGarnisoned = true;
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
return heroCount >= ALLOWED_ROAMING_HEROES
|| heroCount >= ai->settings->getMaxRoamingHeroes()
|| heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
|| heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
}
float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
{
auto cached = knownFightingStrength.find(hero->id);
//FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
}
float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
{
auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
auto manaLimit = hero->manaLimit();
auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
auto score = 0.0f;
for(auto spellId : hero->getSpellsInSpellbook())
{
auto spell = spellId.toSpell();
auto schoolLevel = hero->getSpellSchoolLevel(spell);
score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
}
vstd::amin(score, 1);
score *= std::min(1.0f, spellPower / 10.0f);
if(hasFly)
score += 0.3f;
if(hasTownPortal && hasEarth)
score += 0.6f;
vstd::amin(score, 1);
score *= std::min(1.0f, manaLimit / 100.0f);
return std::min(score, 1.0f);
}
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
{
if(!town)
town = findTownWithTavern();
if(!town || !townHasFreeTavern(town))
return false;
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
return false;
if(heroCapReached())
return false;
if(!cb->getAvailableHeroes(town).size())
return false;
return true;
}
const CGTownInstance * HeroManager::findTownWithTavern() const
{
for(const CGTownInstance * t : cb->getTownsInfo())
if(townHasFreeTavern(t))
return t;
return nullptr;
}
const CGHeroInstance * HeroManager::findHeroWithGrail() const
{
for(const CGHeroInstance * h : cb->getHeroesInfo())
{
if(h->hasArt(ArtifactID::GRAIL))
return h;
}
return nullptr;
}
const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
{
const CGHeroInstance * weakestHero = nullptr;
auto myHeroes = ai->cb->getHeroesInfo();
for(auto existingHero : myHeroes)
{
if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
|| existingHero->getArmyStrength() >armyLimit
|| getHeroRole(existingHero) == HeroRole::MAIN
|| existingHero->movementPointsRemaining()
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
{
continue;
}
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
{
weakestHero = existingHero;
}
}
return weakestHero;
}
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
:scoreMap(scoreMap)
{
}
void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
auto it = scoreMap.find(skill);
if(it != scoreMap.end())
{
score = it->second;
}
}
void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
int upgradesLeft = 0;
for(auto & heroSkill : hero->secSkills)
{
if(heroSkill.first == skill)
return;
upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
}
if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
score += 1.5;
}
void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
if(skill != SecondarySkill::WISDOM)
return;
auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
score += 1.5;
}
const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
SecondarySkill::AIR_MAGIC,
SecondarySkill::EARTH_MAGIC,
SecondarySkill::FIRE_MAGIC,
SecondarySkill::WATER_MAGIC
};
void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
if(!vstd::contains(magicSchools, skill))
return;
bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
{
return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
});
if(!heroHasAnyMagic)
score += 1;
}
SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
: evaluationRules(evaluationRules)
{
}
float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
{
float totalScore = 0;
for(auto skill : hero->secSkills)
{
totalScore += skill.second * evaluateSecSkill(hero, skill.first);
}
return totalScore;
}
float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
{
float score = 0;
for(auto rule : evaluationRules)
rule->evaluateScore(hero, skill, score);
return score;
}
}