mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
320 lines
8.0 KiB
C++
320 lines
8.0 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/GameSettings.h"
|
|
#include "../../../lib/CGameState.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
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>()
|
|
});
|
|
|
|
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, hero->type->getIndex());
|
|
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 = SecondarySkill(bonus->sid);
|
|
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);
|
|
}
|
|
|
|
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);
|
|
|
|
for(auto hero : myHeroes)
|
|
{
|
|
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::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;
|
|
|
|
const bool includeGarnisoned = true;
|
|
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
|
|
|
if(heroCount >= ALLOWED_ROAMING_HEROES)
|
|
return false;
|
|
|
|
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
|
|
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;
|
|
}
|
|
|
|
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 += SecSkillLevel::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 == SecSkillLevel::NONE)
|
|
score += 1.5;
|
|
}
|
|
|
|
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) > SecSkillLevel::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;
|
|
}
|
|
|
|
}
|