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Manarecoveryreward now uses float instead of unsigned int in order to avoid extremely high instead of negative scores when the hero has more mana than his mana-limit for example due to mana-vortex. Moved upgrading armies to a lower priority tier as otherwise the AI would go back to their cities all the time even though there were plenty of other things to do. Improved exploration logic by putting different kinds of exploration to different priority-tiers. Looking at the other side of a portal has high priority, visiting an observatory has medium priority and scouting by visiting nearby tiles has low priority.
701 lines
17 KiB
C++
701 lines
17 KiB
C++
/*
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* Nullkiller.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 "Nullkiller.h"
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#include "../AIGateway.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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#include "../Behaviors/RecruitHeroBehavior.h"
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#include "../Behaviors/BuyArmyBehavior.h"
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#include "../Behaviors/StartupBehavior.h"
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#include "../Behaviors/DefenceBehavior.h"
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#include "../Behaviors/BuildingBehavior.h"
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#include "../Behaviors/GatherArmyBehavior.h"
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#include "../Behaviors/ClusterBehavior.h"
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#include "../Behaviors/StayAtTownBehavior.h"
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#include "../Behaviors/ExplorationBehavior.h"
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#include "../Goals/Invalid.h"
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#include "../Goals/Composition.h"
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#include "../../../lib/CPlayerState.h"
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#include "../../lib/StartInfo.h"
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namespace NKAI
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{
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using namespace Goals;
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// while we play vcmieagles graph can be shared
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std::unique_ptr<ObjectGraph> Nullkiller::baseGraph;
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Nullkiller::Nullkiller()
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:activeHero(nullptr), scanDepth(ScanDepth::MAIN_FULL), useHeroChain(true)
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{
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memory = std::make_unique<AIMemory>();
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settings = std::make_unique<Settings>();
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useObjectGraph = settings->isObjectGraphAllowed();
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openMap = settings->isOpenMap() || useObjectGraph;
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}
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bool canUseOpenMap(std::shared_ptr<CCallback> cb, PlayerColor playerID)
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{
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if(!cb->getStartInfo()->extraOptionsInfo.cheatsAllowed)
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{
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return false;
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}
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const TeamState * team = cb->getPlayerTeam(playerID);
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auto hasHumanInTeam = vstd::contains_if(team->players, [cb](PlayerColor teamMateID) -> bool
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{
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return cb->getPlayerState(teamMateID)->isHuman();
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});
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if(hasHumanInTeam)
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{
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return false;
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}
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return cb->getStartInfo()->difficulty >= 3;
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}
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void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
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{
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this->cb = cb;
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this->gateway = gateway;
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playerID = gateway->playerID;
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if(openMap && !canUseOpenMap(cb, playerID))
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{
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useObjectGraph = false;
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openMap = false;
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}
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baseGraph.reset();
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priorityEvaluator.reset(new PriorityEvaluator(this));
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priorityEvaluators.reset(
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new SharedPool<PriorityEvaluator>(
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[&]()->std::unique_ptr<PriorityEvaluator>
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{
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return std::make_unique<PriorityEvaluator>(this);
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}));
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dangerHitMap.reset(new DangerHitMapAnalyzer(this));
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buildAnalyzer.reset(new BuildAnalyzer(this));
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objectClusterizer.reset(new ObjectClusterizer(this));
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dangerEvaluator.reset(new FuzzyHelper(this));
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pathfinder.reset(new AIPathfinder(cb.get(), this));
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armyManager.reset(new ArmyManager(cb.get(), this));
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heroManager.reset(new HeroManager(cb.get(), this));
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decomposer.reset(new DeepDecomposer(this));
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armyFormation.reset(new ArmyFormation(cb, this));
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}
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TaskPlanItem::TaskPlanItem(TSubgoal task)
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:task(task), affectedObjects(task->asTask()->getAffectedObjects())
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{
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}
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Goals::TTaskVec TaskPlan::getTasks() const
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{
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Goals::TTaskVec result;
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for(auto & item : tasks)
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{
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result.push_back(taskptr(*item.task));
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}
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vstd::removeDuplicates(result);
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return result;
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}
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void TaskPlan::merge(TSubgoal task)
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{
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TGoalVec blockers;
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if (task->asTask()->priority <= 0)
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return;
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for(auto & item : tasks)
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{
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for(auto objid : item.affectedObjects)
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{
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if(task == item.task || task->asTask()->isObjectAffected(objid) || (task->asTask()->getHero() != nullptr && task->asTask()->getHero() == item.task->asTask()->getHero()))
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{
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if(item.task->asTask()->priority >= task->asTask()->priority)
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return;
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blockers.push_back(item.task);
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break;
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}
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}
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}
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vstd::erase_if(tasks, [&](const TaskPlanItem & task)
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{
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return vstd::contains(blockers, task.task);
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});
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tasks.emplace_back(task);
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}
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Goals::TTask Nullkiller::choseBestTask(Goals::TGoalVec & tasks) const
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{
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if(tasks.empty())
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{
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return taskptr(Invalid());
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}
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for(TSubgoal & task : tasks)
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{
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if(task->asTask()->priority <= 0)
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task->asTask()->priority = priorityEvaluator->evaluate(task);
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}
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auto bestTask = *vstd::maxElementByFun(tasks, [](Goals::TSubgoal task) -> float
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{
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return task->asTask()->priority;
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});
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return taskptr(*bestTask);
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}
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Goals::TTaskVec Nullkiller::buildPlan(TGoalVec & tasks, int priorityTier) const
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{
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TaskPlan taskPlan;
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tbb::parallel_for(tbb::blocked_range<size_t>(0, tasks.size()), [this, &tasks, priorityTier](const tbb::blocked_range<size_t> & r)
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{
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auto evaluator = this->priorityEvaluators->acquire();
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for(size_t i = r.begin(); i != r.end(); i++)
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{
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auto task = tasks[i];
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if (task->asTask()->priority <= 0 || priorityTier != PriorityEvaluator::PriorityTier::BUILDINGS)
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task->asTask()->priority = evaluator->evaluate(task, priorityTier);
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}
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});
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std::sort(tasks.begin(), tasks.end(), [](TSubgoal g1, TSubgoal g2) -> bool
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{
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return g2->asTask()->priority < g1->asTask()->priority;
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});
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for(TSubgoal & task : tasks)
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{
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taskPlan.merge(task);
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}
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return taskPlan.getTasks();
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}
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void Nullkiller::decompose(Goals::TGoalVec & result, Goals::TSubgoal behavior, int decompositionMaxDepth) const
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{
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boost::this_thread::interruption_point();
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logAi->debug("Checking behavior %s", behavior->toString());
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auto start = std::chrono::high_resolution_clock::now();
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decomposer->decompose(result, behavior, decompositionMaxDepth);
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boost::this_thread::interruption_point();
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logAi->debug(
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"Behavior %s. Time taken %ld",
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behavior->toString(),
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timeElapsed(start));
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}
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void Nullkiller::resetAiState()
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{
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std::unique_lock lockGuard(aiStateMutex);
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lockedResources = TResources();
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scanDepth = ScanDepth::MAIN_FULL;
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lockedHeroes.clear();
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dangerHitMap->reset();
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useHeroChain = true;
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objectClusterizer->reset();
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if(!baseGraph && isObjectGraphAllowed())
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{
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baseGraph = std::make_unique<ObjectGraph>();
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baseGraph->updateGraph(this);
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}
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}
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void Nullkiller::updateAiState(int pass, bool fast)
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{
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boost::this_thread::interruption_point();
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std::unique_lock lockGuard(aiStateMutex);
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auto start = std::chrono::high_resolution_clock::now();
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activeHero = nullptr;
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setTargetObject(-1);
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decomposer->reset();
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buildAnalyzer->update();
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if(!fast)
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{
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memory->removeInvisibleObjects(cb.get());
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dangerHitMap->updateHitMap();
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dangerHitMap->calculateTileOwners();
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boost::this_thread::interruption_point();
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heroManager->update();
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logAi->trace("Updating paths");
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std::map<const CGHeroInstance *, HeroRole> activeHeroes;
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for(auto hero : cb->getHeroesInfo())
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{
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if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
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continue;
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activeHeroes[hero] = heroManager->getHeroRole(hero);
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}
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PathfinderSettings cfg;
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cfg.useHeroChain = useHeroChain;
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cfg.allowBypassObjects = true;
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if(scanDepth == ScanDepth::SMALL || isObjectGraphAllowed())
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{
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cfg.mainTurnDistanceLimit = settings->getMainHeroTurnDistanceLimit();
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}
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if(scanDepth != ScanDepth::ALL_FULL || isObjectGraphAllowed())
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{
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cfg.scoutTurnDistanceLimit =settings->getScoutHeroTurnDistanceLimit();
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}
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boost::this_thread::interruption_point();
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pathfinder->updatePaths(activeHeroes, cfg);
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if(isObjectGraphAllowed())
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{
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pathfinder->updateGraphs(
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activeHeroes,
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scanDepth == ScanDepth::SMALL ? 255 : 10,
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scanDepth == ScanDepth::ALL_FULL ? 255 : 3);
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}
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boost::this_thread::interruption_point();
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objectClusterizer->clusterize();
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}
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armyManager->update();
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logAi->debug("AI state updated in %ld", timeElapsed(start));
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}
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bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
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{
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return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
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}
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bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
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{
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if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
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#endif
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return true;
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}
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for(auto & node : path.nodes)
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{
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auto lockReason = getHeroLockedReason(node.targetHero);
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if(lockReason != HeroLockedReason::NOT_LOCKED)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Hero %s is locked by %d. Discarding %s", path.targetHero->getObjectName(), (int)lockReason, path.toString());
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#endif
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return true;
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}
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}
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return false;
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}
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HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
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{
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auto found = lockedHeroes.find(hero);
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return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
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}
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void Nullkiller::makeTurn()
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{
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boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
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const int MAX_DEPTH = 10;
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resetAiState();
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Goals::TGoalVec bestTasks;
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#if NKAI_TRACE_LEVEL >= 1
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float totalHeroStrength = 0;
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int totalTownLevel = 0;
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for (auto heroInfo : cb->getHeroesInfo())
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{
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totalHeroStrength += heroInfo->getTotalStrength();
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}
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for (auto townInfo : cb->getTownsInfo())
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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logAi->info("Beginning: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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#endif
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for(int i = 1; i <= settings->getMaxPass() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME; i++)
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{
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auto start = std::chrono::high_resolution_clock::now();
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updateAiState(i);
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Goals::TTask bestTask = taskptr(Goals::Invalid());
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for(;i <= settings->getMaxPass(); i++)
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{
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bestTasks.clear();
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decompose(bestTasks, sptr(RecruitHeroBehavior()), 1);
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decompose(bestTasks, sptr(BuyArmyBehavior()), 1);
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decompose(bestTasks, sptr(BuildingBehavior()), 1);
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bestTask = choseBestTask(bestTasks);
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if(bestTask->priority > 0)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Pass %d: Performing prio 0 task %s with prio: %d", i, bestTask->toString(), bestTask->priority);
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#endif
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if(!executeTask(bestTask))
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return;
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updateAiState(i, true);
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}
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else
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{
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break;
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}
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}
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decompose(bestTasks, sptr(CaptureObjectsBehavior()), 1);
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decompose(bestTasks, sptr(ClusterBehavior()), MAX_DEPTH);
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decompose(bestTasks, sptr(DefenceBehavior()), MAX_DEPTH);
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decompose(bestTasks, sptr(GatherArmyBehavior()), MAX_DEPTH);
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decompose(bestTasks, sptr(StayAtTownBehavior()), MAX_DEPTH);
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if(!isOpenMap())
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decompose(bestTasks, sptr(ExplorationBehavior()), MAX_DEPTH);
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TTaskVec selectedTasks;
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#if NKAI_TRACE_LEVEL >= 1
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int prioOfTask = 0;
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#endif
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::DEFEND; ++prio)
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{
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#if NKAI_TRACE_LEVEL >= 1
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prioOfTask = prio;
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#endif
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selectedTasks = buildPlan(bestTasks, prio);
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if (!selectedTasks.empty() || settings->isUseFuzzy())
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break;
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}
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std::sort(selectedTasks.begin(), selectedTasks.end(), [](const TTask& a, const TTask& b)
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{
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return a->priority > b->priority;
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});
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logAi->debug("Decision madel in %ld", timeElapsed(start));
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if(selectedTasks.empty())
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{
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selectedTasks.push_back(taskptr(Goals::Invalid()));
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}
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bool hasAnySuccess = false;
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for(auto bestTask : selectedTasks)
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{
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if(cb->getPlayerStatus(playerID) != EPlayerStatus::INGAME)
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return;
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if(!areAffectedObjectsPresent(bestTask))
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{
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logAi->debug("Affected object not found. Canceling task.");
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continue;
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}
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std::string taskDescription = bestTask->toString();
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HeroRole heroRole = getTaskRole(bestTask);
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if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
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useHeroChain = false;
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// TODO: better to check turn distance here instead of priority
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if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
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&& scanDepth == ScanDepth::MAIN_FULL)
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{
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useHeroChain = false;
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scanDepth = ScanDepth::SMALL;
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logAi->trace(
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"Goal %s has low priority %f so decreasing scan depth to gain performance.",
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taskDescription,
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bestTask->priority);
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}
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if((settings->isUseFuzzy() && bestTask->priority < MIN_PRIORITY) || (!settings->isUseFuzzy() && bestTask->priority <= 0))
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{
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auto heroes = cb->getHeroesInfo();
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auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
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{
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return h->movementPointsRemaining() > 100;
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});
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if(hasMp && scanDepth != ScanDepth::ALL_FULL)
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{
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logAi->trace(
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"Goal %s has too low priority %f so increasing scan depth to full.",
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taskDescription,
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bestTask->priority);
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scanDepth = ScanDepth::ALL_FULL;
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useHeroChain = false;
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hasAnySuccess = true;
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break;
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}
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logAi->trace("Goal %s has too low priority. It is not worth doing it.", taskDescription);
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continue;
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}
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Pass %d: Performing prio %d task %s with prio: %d", i, prioOfTask, bestTask->toString(), bestTask->priority);
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#endif
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if(!executeTask(bestTask))
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{
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if(hasAnySuccess)
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break;
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else
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return;
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}
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hasAnySuccess = true;
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}
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hasAnySuccess |= handleTrading();
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if(!hasAnySuccess)
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{
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logAi->trace("Nothing was done this turn. Ending turn.");
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#if NKAI_TRACE_LEVEL >= 1
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totalHeroStrength = 0;
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totalTownLevel = 0;
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for (auto heroInfo : cb->getHeroesInfo())
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{
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totalHeroStrength += heroInfo->getTotalStrength();
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}
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for (auto townInfo : cb->getTownsInfo())
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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logAi->info("End: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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#endif
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return;
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}
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if(i == settings->getMaxPass())
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{
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logAi->warn("Maxpass exceeded. Terminating AI turn.");
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}
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}
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}
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bool Nullkiller::areAffectedObjectsPresent(Goals::TTask task) const
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{
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auto affectedObjs = task->getAffectedObjects();
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for(auto oid : affectedObjs)
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{
|
|
if(!cb->getObj(oid, false))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
HeroRole Nullkiller::getTaskRole(Goals::TTask task) const
|
|
{
|
|
HeroPtr hero = task->getHero();
|
|
HeroRole heroRole = HeroRole::MAIN;
|
|
|
|
if(hero.validAndSet())
|
|
heroRole = heroManager->getHeroRole(hero);
|
|
|
|
return heroRole;
|
|
}
|
|
|
|
bool Nullkiller::executeTask(Goals::TTask task)
|
|
{
|
|
auto start = std::chrono::high_resolution_clock::now();
|
|
std::string taskDescr = task->toString();
|
|
|
|
boost::this_thread::interruption_point();
|
|
logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
|
|
|
|
try
|
|
{
|
|
task->accept(gateway);
|
|
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
|
|
}
|
|
catch(goalFulfilledException &)
|
|
{
|
|
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
|
|
}
|
|
catch(cannotFulfillGoalException & e)
|
|
{
|
|
logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
|
|
logAi->error("The error message was: %s", e.what());
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
TResources Nullkiller::getFreeResources() const
|
|
{
|
|
auto freeRes = cb->getResourceAmount() - lockedResources;
|
|
|
|
freeRes.positive();
|
|
|
|
return freeRes;
|
|
}
|
|
|
|
void Nullkiller::lockResources(const TResources & res)
|
|
{
|
|
lockedResources += res;
|
|
}
|
|
|
|
bool Nullkiller::handleTrading()
|
|
{
|
|
bool haveTraded = false;
|
|
bool shouldTryToTrade = true;
|
|
int marketId = -1;
|
|
for (auto town : cb->getTownsInfo())
|
|
{
|
|
if (town->hasBuiltSomeTradeBuilding())
|
|
{
|
|
marketId = town->id;
|
|
}
|
|
}
|
|
if (marketId == -1)
|
|
return false;
|
|
if (const CGObjectInstance* obj = cb->getObj(ObjectInstanceID(marketId), false))
|
|
{
|
|
if (const auto* m = dynamic_cast<const IMarket*>(obj))
|
|
{
|
|
while (shouldTryToTrade)
|
|
{
|
|
shouldTryToTrade = false;
|
|
buildAnalyzer->update();
|
|
TResources required = buildAnalyzer->getTotalResourcesRequired();
|
|
TResources income = buildAnalyzer->getDailyIncome();
|
|
TResources available = cb->getResourceAmount();
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->debug("Available %s", available.toString());
|
|
logAi->debug("Required %s", required.toString());
|
|
#endif
|
|
int mostWanted = -1;
|
|
int mostExpendable = -1;
|
|
float minRatio = std::numeric_limits<float>::max();
|
|
float maxRatio = std::numeric_limits<float>::min();
|
|
|
|
for (int i = 0; i < required.size(); ++i)
|
|
{
|
|
if (required[i] <= 0)
|
|
continue;
|
|
float ratio = static_cast<float>(available[i]) / required[i];
|
|
|
|
if (ratio < minRatio) {
|
|
minRatio = ratio;
|
|
mostWanted = i;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < required.size(); ++i)
|
|
{
|
|
float ratio = available[i];
|
|
if (required[i] > 0)
|
|
ratio = static_cast<float>(available[i]) / required[i];
|
|
else
|
|
ratio = available[i];
|
|
|
|
bool okToSell = false;
|
|
|
|
if (i == GameResID::GOLD)
|
|
{
|
|
if (income[i] > 0 && !buildAnalyzer->isGoldPressureHigh())
|
|
okToSell = true;
|
|
}
|
|
else
|
|
{
|
|
if (required[i] <= 0 && income[i] > 0)
|
|
okToSell = true;
|
|
}
|
|
|
|
if (ratio > maxRatio && okToSell) {
|
|
maxRatio = ratio;
|
|
mostExpendable = i;
|
|
}
|
|
}
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->debug("mostExpendable: %d mostWanted: %d", mostExpendable, mostWanted);
|
|
#endif
|
|
if (mostExpendable == mostWanted || mostWanted == -1 || mostExpendable == -1)
|
|
return false;
|
|
|
|
int toGive;
|
|
int toGet;
|
|
m->getOffer(mostExpendable, mostWanted, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
|
|
//logAi->info("Offer is: I get %d of %s for %d of %s at %s", toGet, mostWanted, toGive, mostExpendable, obj->getObjectName());
|
|
//TODO trade only as much as needed
|
|
if (toGive && toGive <= available[mostExpendable]) //don't try to sell 0 resources
|
|
{
|
|
cb->trade(m->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
logAi->info("Traded %d of %s for %d of %s at %s", toGive, mostExpendable, toGet, mostWanted, obj->getObjectName());
|
|
#endif
|
|
haveTraded = true;
|
|
shouldTryToTrade = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return haveTraded;
|
|
}
|
|
|
|
}
|