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347efa98a0
So that the AI won't become too passive on giant maps.
153 lines
4.3 KiB
C++
153 lines
4.3 KiB
C++
/*
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* PriorityEvaluator.h, 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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#pragma once
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#if __has_include(<fuzzylite/Headers.h>)
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# include <fuzzylite/Headers.h>
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#else
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# include <fl/Headers.h>
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#endif
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#include "../Goals/CGoal.h"
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#include "../Pathfinding/AIPathfinder.h"
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VCMI_LIB_NAMESPACE_BEGIN
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VCMI_LIB_NAMESPACE_END
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namespace NKAI
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{
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class BuildingInfo;
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class Nullkiller;
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struct HitMapInfo;
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class RewardEvaluator
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{
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public:
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const Nullkiller * ai;
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RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
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uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
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uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
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int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
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float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
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float getResourceRequirementStrength(int resType) const;
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float getResourceRequirementStrength(const TResources & res) const;
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float getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero = nullptr) const;
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float getConquestValue(const CGObjectInstance* target) const;
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float getTotalResourceRequirementStrength(int resType) const;
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float evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const;
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float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
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int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
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uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
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const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
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uint64_t townArmyGrowth(const CGTownInstance * town) const;
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float getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
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};
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struct DLL_EXPORT EvaluationContext
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{
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float movementCost;
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std::map<HeroRole, float> movementCostByRole;
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int manaCost;
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uint64_t danger;
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float closestWayRatio;
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float armyLossPersentage;
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float armyReward;
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uint64_t armyGrowth;
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int32_t goldReward;
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int32_t goldCost;
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float skillReward;
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float strategicalValue;
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float conquestValue;
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HeroRole heroRole;
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uint8_t turn;
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RewardEvaluator evaluator;
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float enemyHeroDangerRatio;
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float threat;
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float armyInvolvement;
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int defenseValue;
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bool isDefend;
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int threatTurns;
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TResources buildingCost;
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bool involvesSailing;
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bool isTradeBuilding;
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bool isExchange;
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bool isArmyUpgrade;
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bool isHero;
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bool isEnemy;
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int explorePriority;
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EvaluationContext(const Nullkiller * ai);
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void addNonCriticalStrategicalValue(float value);
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};
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class IEvaluationContextBuilder
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{
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public:
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virtual ~IEvaluationContextBuilder() = default;
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virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
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};
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class Nullkiller;
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class PriorityEvaluator
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{
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public:
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PriorityEvaluator(const Nullkiller * ai);
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~PriorityEvaluator();
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void initVisitTile();
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float evaluate(Goals::TSubgoal task, int priorityTier = BUILDINGS);
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enum PriorityTier : int32_t
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{
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BUILDINGS = 0,
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INSTAKILL,
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INSTADEFEND,
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KILL,
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UPGRADE,
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HIGH_PRIO_EXPLORE,
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HUNTER_GATHER,
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LOW_PRIO_EXPLORE,
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FAR_KILL,
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FAR_HUNTER_GATHER,
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DEFEND
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};
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private:
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const Nullkiller * ai;
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fl::Engine * engine;
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fl::InputVariable * armyLossPersentageVariable;
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fl::InputVariable * heroRoleVariable;
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fl::InputVariable * mainTurnDistanceVariable;
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fl::InputVariable * scoutTurnDistanceVariable;
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fl::InputVariable * turnVariable;
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fl::InputVariable * goldRewardVariable;
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fl::InputVariable * armyRewardVariable;
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fl::InputVariable * armyGrowthVariable;
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fl::InputVariable * dangerVariable;
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fl::InputVariable * skillRewardVariable;
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fl::InputVariable * strategicalValueVariable;
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fl::InputVariable * rewardTypeVariable;
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fl::InputVariable * closestHeroRatioVariable;
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fl::InputVariable * goldPressureVariable;
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fl::InputVariable * goldCostVariable;
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fl::InputVariable * fearVariable;
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fl::OutputVariable * value;
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std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
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EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
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};
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}
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