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Ivan Savenko f238d89601 NKAI - Prefer giving fast units to scouts
Nullkiller AI will now prefer giving its scout heroes faster units to
optimize their movement points on next turns.

Unit selection logic:
- AI prefers to give 'weak' units that won't affect army strength of main
hero. Unit is considered 'weak' if its level below 4 or if its AI value
is below 1% of total army strength. So AI can give high-tier unit to
scout, but only if main hero already has massive army.

- Within weak units, if hero is moving on terrain with penalty, AI will
always prefer units that are native to this terrain. So on snow AI will
always prefer unit from Tower even if its speed is lower than unit from
another faction.

- Within remaining candidates, AI will prefer unit that will give higher
movement points limit. This also means that in case of H3 rules, all
units with 11+ speed will be viewed as equally good

- If there are multiple units with same speed, AI will prefer unit with
lowest AI value
2025-02-11 16:37:54 +00:00

661 lines
17 KiB
C++

/*
* BuildingManager.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 "ArmyManager.h"
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/mapping/CMapDefines.h"
#include "../../../lib/IGameSettings.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/TerrainHandler.h"
namespace NKAI
{
class StackUpgradeInfo
{
public:
CreatureID initialCreature;
CreatureID upgradedCreature;
TResources cost;
int count;
uint64_t upgradeValue;
StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
:initialCreature(initial), upgradedCreature(upgraded), count(count)
{
cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
}
};
void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
{
for(auto slot : army)
{
resultingArmy.push_back(slot);
upgradeValue += slot.power;
upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
}
}
void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
{
for(auto slot : army)
{
resultingArmy.push_back(slot);
upgradeValue += slot.power;
}
}
std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
{
std::vector<SlotInfo> result;
for(auto i : army)
{
SlotInfo slot;
slot.creature = i.creID.toCreature();
slot.count = i.count;
slot.power = evaluateStackPower(i.creID.toCreature(), i.count);
result.push_back(slot);
}
return result;
}
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
{
return howManyReinforcementsCanGet(hero, hero, source, ai->cb->getTile(hero->visitablePos())->getTerrainID());
}
std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
const CCreatureSet * armies[] = { target, source };
//we calculate total strength for each creature type available in armies
std::map<const CCreature *, SlotInfo> creToPower;
std::vector<SlotInfo> resultingArmy;
for(auto armyPtr : armies)
{
for(auto & i : armyPtr->Slots())
{
auto cre = dynamic_cast<const CCreature*>(i.second->getType());
auto & slotInfp = creToPower[cre];
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
}
for(auto & pair : creToPower)
resultingArmy.push_back(pair.second);
boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
return left.power > right.power;
});
return resultingArmy;
}
std::vector<SlotInfo>::iterator ArmyManager::getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const
{
uint64_t totalPower = 0;
for (const auto & unit : army)
totalPower += unit.power;
// TODO: replace with EGameSettings::HEROES_MOVEMENT_COST_BASE in 1.7
bool terrainHasPenalty = armyTerrain.hasValue() && armyTerrain.toEntity(VLC)->moveCost != GameConstants::BASE_MOVEMENT_COST;
// arbitrary threshold - don't give scout more than specified part of total AI value of our army
uint64_t maxUnitValue = totalPower / 100;
const auto & movementPointsLimits = cb->getSettings().getVector(EGameSettings::HEROES_MOVEMENT_POINTS_LAND);
auto fastest = boost::min_element(army, [&](const SlotInfo & left, const SlotInfo & right) -> bool
{
uint64_t leftUnitPower = left.power / left.count;
uint64_t rightUnitPower = left.power / left.count;
bool leftUnitIsWeak = leftUnitPower < maxUnitValue || left.creature->getLevel() < 4;
bool rightUnitIsWeak = rightUnitPower < maxUnitValue || right.creature->getLevel() < 4;
if (leftUnitIsWeak != rightUnitIsWeak)
return leftUnitIsWeak;
if (terrainHasPenalty)
{
auto leftNativeTerrain = left.creature->getFactionID().toFaction()->nativeTerrain;
auto rightNativeTerrain = right.creature->getFactionID().toFaction()->nativeTerrain;
if (leftNativeTerrain != rightNativeTerrain)
{
if (leftNativeTerrain == armyTerrain)
return true;
if (rightNativeTerrain == armyTerrain)
return false;
}
}
int leftEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, left.creature->getMovementRange());
int rightEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, right.creature->getMovementRange());
int leftMovementPointsLimit = movementPointsLimits[leftEffectiveMovement];
int rightMovementPointsLimit = movementPointsLimits[rightEffectiveMovement];
if (leftMovementPointsLimit != rightMovementPointsLimit)
return leftMovementPointsLimit > rightMovementPointsLimit;
return leftUnitPower < rightUnitPower;
});
return fastest;
}
class TemporaryArmy : public CArmedInstance
{
public:
void armyChanged() override {}
TemporaryArmy()
:CArmedInstance(nullptr, true)
{
}
};
std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
{
auto sortedSlots = getSortedSlots(target, source);
if(source->stacksCount() == 0)
return sortedSlots;
std::map<FactionID, uint64_t> alignmentMap;
for(auto & slot : sortedSlots)
{
alignmentMap[slot.creature->getFactionID()] += slot.power;
}
std::set<FactionID> allowedFactions;
std::vector<SlotInfo> resultingArmy;
uint64_t armyValue = 0;
TemporaryArmy newArmyInstance;
while(allowedFactions.size() < alignmentMap.size())
{
auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair<FactionID, uint64_t> pair) -> uint64_t
{
return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second;
});
allowedFactions.insert(strongestAlignment->first);
std::vector<SlotInfo> newArmy;
uint64_t newValue = 0;
newArmyInstance.clearSlots();
for(auto & slot : sortedSlots)
{
if(vstd::contains(allowedFactions, slot.creature->getFactionID()))
{
auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
if(slotID.validSlot())
{
newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
newArmy.push_back(slot);
}
}
}
newArmyInstance.updateMoraleBonusFromArmy();
for(auto & slot : newArmyInstance.Slots())
{
auto morale = slot.second->moraleVal();
auto multiplier = 1.0f;
const auto & badMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
const auto & highMoraleDice = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
if(morale < 0 && !badMoraleDice.empty())
{
size_t diceIndex = std::min<size_t>(badMoraleDice.size(), -morale) - 1;
multiplier -= 1.0 / badMoraleDice.at(diceIndex);
}
else if(morale > 0 && !highMoraleDice.empty())
{
size_t diceIndex = std::min<size_t>(highMoraleDice.size(), morale) - 1;
multiplier += 1.0 / highMoraleDice.at(diceIndex);
}
newValue += multiplier * slot.second->getPower();
}
if(armyValue >= newValue)
{
break;
}
resultingArmy = newArmy;
armyValue = newValue;
}
if(resultingArmy.size() <= GameConstants::ARMY_SIZE
&& allowedFactions.size() == alignmentMap.size()
&& source->needsLastStack())
{
auto weakest = getBestUnitForScout(resultingArmy, armyTerrain);
if(weakest->count == 1)
{
if (resultingArmy.size() == 1)
logAi->warn("Unexpected resulting army size!");
resultingArmy.erase(weakest);
}
else
{
weakest->power -= weakest->power / weakest->count;
weakest->count--;
}
}
return resultingArmy;
}
ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
{
return howManyReinforcementsCanBuy(h, t, ai->getFreeResources());
}
std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
const CGDwelling * dwelling,
TResources availableRes) const
{
std::vector<creInfo> creaturesInDwellings;
auto army = std::make_shared<TemporaryArmy>();
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == CreatureID::NONE)
continue;
vstd::amin(ci.count, availableRes / ci.creID.toCreature()->getFullRecruitCost()); //max count we can afford
if(!ci.count)
continue;
SlotID dst = army->getFreeSlot();
if(!dst.validSlot())
break;
army->setCreature(dst, ci.creID, ci.count);
availableRes -= ci.creID.toCreature()->getFullRecruitCost() * ci.count;
}
return army;
}
ui64 ArmyManager::howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy,
const CGDwelling * dwelling,
const TResources & availableResources,
uint8_t turn) const
{
ui64 aivalue = 0;
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
for(const creInfo & ci : army)
{
aivalue += ci.count * ci.creID.toCreature()->getAIValue();
}
return aivalue;
}
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
{
return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources());
}
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes,
uint8_t turn) const
{
std::vector<creInfo> creaturesInDwellings;
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
const CGTownInstance * town = dwelling->ID == Obj::TOWN
? dynamic_cast<const CGTownInstance *>(dwelling)
: nullptr;
std::set<SlotID> alreadyDisbanded;
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(ci.creID == CreatureID::NONE) continue;
if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
{
ci.count += town ? town->creatureGrowth(i) : ci.creID.toCreature()->getGrowth();
}
if(!ci.count) continue;
// Calculate the market value of the new stack
TResources newStackValue = ci.creID.toCreature()->getFullRecruitCost() * ci.count;
SlotID dst = hero->getSlotFor(ci.creID);
// Keep track of the least valuable slot in the hero's army
SlotID leastValuableSlot;
TResources leastValuableStackValue;
leastValuableStackValue[6] = std::numeric_limits<int>::max();
bool shouldDisband = false;
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
{
if(!freeHeroSlots) // No free slots; consider replacing
{
// Check for the least valuable existing stack
for (auto& slot : hero->Slots())
{
if (alreadyDisbanded.find(slot.first) != alreadyDisbanded.end())
continue;
if(slot.second->getCreatureID() != CreatureID::NONE)
{
TResources currentStackValue = slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->getCount();
if (town && slot.second->getCreatureID().toCreature()->getFactionID() == town->getFactionID())
continue;
if(currentStackValue.marketValue() < leastValuableStackValue.marketValue())
{
leastValuableStackValue = currentStackValue;
leastValuableSlot = slot.first;
}
}
}
// Decide whether to replace the least valuable stack
if(newStackValue.marketValue() <= leastValuableStackValue.marketValue())
{
continue; // Skip if the new stack isn't worth replacing
}
else
{
shouldDisband = true;
}
}
else
{
freeHeroSlots--; //new slot will be occupied
}
}
vstd::amin(ci.count, availableRes / ci.creID.toCreature()->getFullRecruitCost()); //max count we can afford
int disbandMalus = 0;
if (shouldDisband)
{
disbandMalus = leastValuableStackValue / ci.creID.toCreature()->getFullRecruitCost();
alreadyDisbanded.insert(leastValuableSlot);
}
ci.count -= disbandMalus;
if(ci.count <= 0)
continue;
ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci);
availableRes -= ci.creID.toCreature()->getFullRecruitCost() * ci.count;
}
return creaturesInDwellings;
}
ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
{
if(source->stacksCount() == 0)
{
return 0;
}
auto bestArmy = getBestArmy(armyCarrier, target, source, armyTerrain);
uint64_t newArmy = 0;
uint64_t oldArmy = target->getArmyStrength();
for(auto & slot : bestArmy)
{
newArmy += slot.power;
}
return newArmy > oldArmy ? newArmy - oldArmy : 0;
}
uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
{
return creature->getAIValue() * count;
}
SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
{
auto creatureInfo = totalArmy.find(creatureID);
return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second;
}
void ArmyManager::update()
{
logAi->trace("Start analysing army");
std::vector<const CCreatureSet *> total;
auto heroes = cb->getHeroesInfo();
auto towns = cb->getTownsInfo();
std::copy(heroes.begin(), heroes.end(), std::back_inserter(total));
std::copy(towns.begin(), towns.end(), std::back_inserter(total));
totalArmy.clear();
for(auto army : total)
{
for(auto slot : army->Slots())
{
totalArmy[slot.second->getCreatureID()].count += slot.second->count;
}
}
for(auto & army : totalArmy)
{
army.second.creature = army.first.toCreature();
army.second.power = evaluateStackPower(army.second.creature, army.second.count);
}
}
std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) const
{
std::vector<SlotInfo> result;
for(auto slot : army->Slots())
{
SlotInfo slotInfo;
slotInfo.creature = slot.second->getCreatureID().toCreature();
slotInfo.count = slot.second->count;
slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count);
result.push_back(slotInfo);
}
return result;
}
std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
if(possibleUpgrades.empty())
continue;
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
if(initial.toCreature()->getLevel() == 1)
upgrade.cost = TResources();
upgrades.push_back(upgrade);
}
return upgrades;
}
std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const
{
std::vector<StackUpgradeInfo> upgrades;
for(auto creature : army->Slots())
{
CreatureID initial = creature.second->getCreatureID();
auto possibleUpgrades = initial.toCreature()->upgrades;
vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool
{
for(auto pair : dwelling->creatures)
{
if(vstd::contains(pair.second, creID))
return false;
}
return true;
});
if(possibleUpgrades.empty())
continue;
CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
{
return cre.toCreature()->getAIValue();
});
StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
upgrades.push_back(upgrade);
}
return upgrades;
}
std::vector<StackUpgradeInfo> ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const
{
std::vector<StackUpgradeInfo> upgrades;
if(upgrader->ID == Obj::HILL_FORT)
{
upgrades = getHillFortUpgrades(army);
}
else
{
auto dwelling = dynamic_cast<const CGDwelling *>(upgrader);
if(dwelling)
{
upgrades = getDwellingUpgrades(army, dwelling);
}
}
return upgrades;
}
ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const
{
if(!upgrader)
return ArmyUpgradeInfo();
std::vector<StackUpgradeInfo> upgrades = getPossibleUpgrades(army, upgrader);
vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool
{
return !availableResources.canAfford(u.cost);
});
if(upgrades.empty())
return ArmyUpgradeInfo();
std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool
{
return u1.upgradeValue > u2.upgradeValue;
});
TResources resourcesLeft = availableResources;
ArmyUpgradeInfo result;
result.resultingArmy = convertToSlots(army);
for(auto upgrade : upgrades)
{
if(resourcesLeft.canAfford(upgrade.cost))
{
SlotInfo upgradedArmy;
upgradedArmy.creature = upgrade.upgradedCreature.toCreature();
upgradedArmy.count = upgrade.count;
upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
});
resourcesLeft -= upgrade.cost;
result.upgradeCost += upgrade.cost;
result.upgradeValue += upgrade.upgradeValue;
*slotToReplace = upgradedArmy;
}
}
return result;
}
}