/*
* PriorityEvaluator.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 <limits>

#include "Nullkiller.h"
#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../../lib/mapObjects/CGResource.h"
#include "../../../lib/mapping/CMapDefines.h"
#include "../../../lib/RoadHandler.h"
#include "../../../lib/CCreatureHandler.h"
#include "../../../lib/GameLibrary.h"
#include "../../../lib/StartInfo.h"
#include "../../../CCallback.h"
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/DismissHero.h"
#include "../Markers/UnlockCluster.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
#include "../Markers/DefendTown.h"

namespace NKAI
{

constexpr float MIN_CRITICAL_VALUE = 2.0f;

EvaluationContext::EvaluationContext(const Nullkiller* ai)
	: movementCost(0.0),
	manaCost(0),
	danger(0),
	closestWayRatio(1),
	movementCostByRole(),
	skillReward(0),
	goldReward(0),
	goldCost(0),
	armyReward(0),
	armyLossPersentage(0),
	heroRole(HeroRole::SCOUT),
	turn(0),
	strategicalValue(0),
	conquestValue(0),
	evaluator(ai),
	enemyHeroDangerRatio(0),
	threat(0),
	armyGrowth(0),
	armyInvolvement(0),
	defenseValue(0),
	isDefend(false),
	threatTurns(INT_MAX),
	involvesSailing(false),
	isTradeBuilding(false),
	isExchange(false),
	isArmyUpgrade(false),
	isHero(false),
	isEnemy(false),
	explorePriority(0),
	powerRatio(0)
{
}

void EvaluationContext::addNonCriticalStrategicalValue(float value)
{
	vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
}

PriorityEvaluator::~PriorityEvaluator()
{
	delete engine;
}

void PriorityEvaluator::initVisitTile()
{
	auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nkai/object-priorities.txt"))->readAll();
	std::string str = std::string((char *)file.first.get(), file.second);
	engine = fl::FllImporter().fromString(str);
	armyLossPersentageVariable = engine->getInputVariable("armyLoss");
	armyGrowthVariable = engine->getInputVariable("armyGrowth");
	heroRoleVariable = engine->getInputVariable("heroRole");
	dangerVariable = engine->getInputVariable("danger");
	turnVariable = engine->getInputVariable("turn");
	mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
	scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
	goldRewardVariable = engine->getInputVariable("goldReward");
	armyRewardVariable = engine->getInputVariable("armyReward");
	skillRewardVariable = engine->getInputVariable("skillReward");
	rewardTypeVariable = engine->getInputVariable("rewardType");
	closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
	strategicalValueVariable = engine->getInputVariable("strategicalValue");
	goldPressureVariable = engine->getInputVariable("goldPressure");
	goldCostVariable = engine->getInputVariable("goldCost");
	fearVariable = engine->getInputVariable("fear");
	value = engine->getOutputVariable("Value");
}

bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
{
	return obj->getOwner().isValidPlayer()
		&& cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
}

int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
{
	auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);

	if(relations != PlayerRelations::ENEMIES)
		return 0; // if we already own it, no additional reward will be received by just visiting it

	auto booster = isAnotherAi(target, *cb) ? 1 : 2;

	auto town = cb->getTown(target->id);
	auto fortLevel = town->fortLevel();

	if(town->hasCapitol())
		return booster * 2000;

	// probably well developed town will have city hall
	if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
	
	return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL  ? booster * 500 : 250);
}

int32_t getResourcesGoldReward(const TResources & res)
{
	int32_t result = 0;

	for(auto r : GameResID::ALL_RESOURCES())
	{
		if(res[r] > 0)
			result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
	}

	return result;
}

uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
{
	auto dwelling = dynamic_cast<const CGDwelling *>(target);
	uint64_t score = 0;
	
	for(auto & creLevel : dwelling->creatures)
	{
		if(creLevel.first && creLevel.second.size())
		{
			auto creature = creLevel.second.back().toCreature();
			auto creaturesAreFree = creature->getLevel() == 1;
			if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
				continue;

			score += creature->getAIValue() * creLevel.first;
		}
	}

	return score;
}

uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
{
	auto dwelling = dynamic_cast<const CGDwelling *>(target);
	uint64_t score = 0;

	if(dwelling->getOwner() == myColor)
		return 0;

	for(auto & creLevel : dwelling->creatures)
	{
		if(creLevel.second.size())
		{
			auto creature = creLevel.second.back().toCreature();

			score += creature->getAIValue() * creature->getGrowth();
		}
	}

	return score;
}

int getDwellingArmyCost(const CGObjectInstance * target)
{
	auto dwelling = dynamic_cast<const CGDwelling *>(target);
	int cost = 0;

	for(auto & creLevel : dwelling->creatures)
	{
		if(creLevel.first && creLevel.second.size())
		{
			auto creature = creLevel.second.back().toCreature();
			auto creaturesAreFree = creature->getLevel() == 1;
			if(!creaturesAreFree)
				cost += creature->getFullRecruitCost().marketValue() * creLevel.first;
		}
	}

	return cost;
}

static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
{
	if(art->getId() == ArtifactID::SPELL_SCROLL)
		return 1500;

	return getPotentialArtifactScore(art);
}

uint64_t RewardEvaluator::getArmyReward(
	const CGObjectInstance * target,
	const CGHeroInstance * hero,
	const CCreatureSet * army,
	bool checkGold) const
{
	const float enemyArmyEliminationRewardRatio = 0.5f;

	auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);

	if(!target)
		return 0;

	switch(target->ID)
	{
	case Obj::HILL_FORT:
		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
	case Obj::CREATURE_GENERATOR1:
	case Obj::CREATURE_GENERATOR2:
	case Obj::CREATURE_GENERATOR3:
	case Obj::CREATURE_GENERATOR4:
		return getDwellingArmyValue(ai->cb.get(), target, checkGold);
	case Obj::SPELL_SCROLL:
		//FALL_THROUGH
	case Obj::ARTIFACT:
		return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact->getType());
	case Obj::HERO:
		return  relations == PlayerRelations::ENEMIES
			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
			: 0;
	case Obj::PANDORAS_BOX:
		return 5000;
	case Obj::MAGIC_WELL:
	case Obj::MAGIC_SPRING:
		return getManaRecoveryArmyReward(hero);
	default:
		break;
	}

	auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);

	if(rewardable)
	{
		auto totalValue = 0;
		
		for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
		{
			auto & info = rewardable->configuration.info[index];

			auto rewardValue = 0;

			if(!info.reward.artifacts.empty())
			{
				for(auto artID : info.reward.artifacts)
				{
					const auto * art = dynamic_cast<const CArtifact *>(LIBRARY->artifacts()->getById(artID));

					rewardValue += evaluateArtifactArmyValue(art);
				}
			}

			if(!info.reward.creatures.empty())
			{
				for(const auto & stackInfo : info.reward.creatures)
				{
					rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
				}
			}

			totalValue += rewardValue > 0 ? rewardValue / (info.reward.artifacts.size() + info.reward.creatures.size()) : 0;
		}

		return totalValue;
	}

	return 0;
}

uint64_t RewardEvaluator::getArmyGrowth(
	const CGObjectInstance * target,
	const CGHeroInstance * hero,
	const CCreatureSet * army) const
{
	if(!target)
		return 0;

	auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);

	if(relations != PlayerRelations::ENEMIES)
		return 0;

	switch(target->ID)
	{
	case Obj::TOWN:
	{
		auto town = dynamic_cast<const CGTownInstance *>(target);
		auto fortLevel = town->fortLevel();
		auto neutral = !town->getOwner().isValidPlayer();
		auto booster = isAnotherAi(town, *ai->cb) ||  neutral ? 1 : 2;

		if(fortLevel < CGTownInstance::CITADEL)
			return town->hasFort() ? booster * 500 : 0;
		else
			return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
	}

	case Obj::CREATURE_GENERATOR1:
	case Obj::CREATURE_GENERATOR2:
	case Obj::CREATURE_GENERATOR3:
	case Obj::CREATURE_GENERATOR4:
		return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
	case Obj::ARTIFACT:
		// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
		return 0;
	default:
		return 0;
	}
}

int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
{
	if(!target)
		return 0;
	
	if(auto * m = dynamic_cast<const IMarket *>(target))
	{
		if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
			return 2000;
	}

	switch(target->ID)
	{
	case Obj::HILL_FORT:
		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
	case Obj::SCHOOL_OF_MAGIC:
	case Obj::SCHOOL_OF_WAR:
		return 1000;
	case Obj::CREATURE_GENERATOR1:
	case Obj::CREATURE_GENERATOR2:
	case Obj::CREATURE_GENERATOR3:
	case Obj::CREATURE_GENERATOR4:
		return getDwellingArmyCost(target);
	default:
		return 0;
	}
}

float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
{
	auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
	float objectValue = 0;

	for(auto obj : objectsUnderTreat)
	{
		vstd::amax(objectValue, getStrategicalValue(obj));
	}

	/*
	  1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
	  Killing the hero is almost as important (0.9) as capturing the object itself.

	  2. The formula quickly approaches 1.0 as hero level increases,
	  but higher level always means higher value and the minimal value for level 1 hero is 0.5
	*/
	return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
}

float RewardEvaluator::getResourceRequirementStrength(int resType) const
{
	TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
	TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();

	if(requiredResources[resType] == 0)
		return 0;

	if(dailyIncome[resType] == 0)
		return 1.0f;

	float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;

	return std::min(ratio, 1.0f);
}

float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
{
	TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
	TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();

	if(requiredResources[resType] == 0)
		return 0;

	float ratio = dailyIncome[resType] == 0
		? (float)requiredResources[resType] / 10.0f
		: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;

	return std::min(ratio, 2.0f);
}

uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
{
	uint64_t result = 0;

	for(auto creatureInfo : town->creatures)
	{
		if(creatureInfo.second.empty())
			continue;

		auto creature = creatureInfo.second.back().toCreature();
		result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
	}

	return result;
}

float RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
{
	return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
}

float RewardEvaluator::getResourceRequirementStrength(const TResources & res) const
{
	float sum = 0.0f;

	for(TResources::nziterator it(res); it.valid(); it++)
	{
		//Evaluate resources used for construction. Gold is evaluated separately.
		if(it->resType != EGameResID::GOLD)
		{
			sum += 0.1f * it->resVal * getResourceRequirementStrength(it->resType)
				+ 0.05f * it->resVal * getTotalResourceRequirementStrength(it->resType);
		}
	}

	return sum;
}

float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
	if(!target)
		return 0;

	switch(target->ID)
	{
	case Obj::MINE:
	{
		auto mine = dynamic_cast<const CGMine *>(target);
		return mine->producedResource == EGameResID::GOLD
			? 0.5f 
			: 0.4f * getTotalResourceRequirementStrength(mine->producedResource) + 0.1f * getResourceRequirementStrength(mine->producedResource);
	}

	case Obj::RESOURCE:
	{
		auto resource = dynamic_cast<const CGResource *>(target);
		TResources res;
		res[resource->resourceID()] = resource->getAmount();
		
		return getResourceRequirementStrength(res);
	}

	case Obj::TOWN:
	{
		if(ai->buildAnalyzer->getDevelopmentInfo().empty())
			return 10.0f;

		auto town = dynamic_cast<const CGTownInstance *>(target);

		if(town->getOwner() == ai->playerID)
		{
			auto armyIncome = townArmyGrowth(town);
			auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];

			return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
		}

		auto fortLevel = town->fortLevel();
		auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;

		if(town->hasCapitol())
			return booster * 1.5;

		if(fortLevel < CGTownInstance::CITADEL)
			return booster * (town->hasFort() ? 1.0 : 0.8);
		else
			return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
	}

	case Obj::HERO:
		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
			? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
			: 0;

	case Obj::KEYMASTER:
		return 0.6f;

	default:
		break;
	}

	auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);

	if(rewardable && hero)
	{
		auto resourceReward = 0.0f;

		for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
		{
			resourceReward += getResourceRequirementStrength(rewardable->configuration.info[index].reward.resources);
		}

		return resourceReward;
	}

	return 0;
}

float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
{
	if (!target)
		return 0;
	if (target->getOwner() == ai->playerID)
		return 0;
	switch (target->ID)
	{
	case Obj::TOWN:
	{
		if (ai->buildAnalyzer->getDevelopmentInfo().empty())
			return 10.0f;

		auto town = dynamic_cast<const CGTownInstance*>(target);

		if (town->getOwner() == ai->playerID)
		{
			auto armyIncome = townArmyGrowth(town);
			auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];

			return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
		}

		auto fortLevel = town->fortLevel();
		auto booster = 1.0f;

		if (town->hasCapitol())
			return booster * 1.5;

		if (fortLevel < CGTownInstance::CITADEL)
			return booster * (town->hasFort() ? 1.0 : 0.8);
		else
			return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
	}

	case Obj::HERO:
		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
			? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
			: 0;

	default:
		return 0;
	}
}

float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
{
	auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
	assert(rewardable);

	auto skill = SecondarySkill(*rewardable->configuration.getVariable("secondarySkill", "gainedSkill"));

	if(!hut->wasVisited(hero->tempOwner))
		return role == HeroRole::SCOUT ? 2 : 0;

	if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
		|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
		return 0;

	auto score = ai->heroManager->evaluateSecSkill(skill, hero);

	return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
}

float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
{
	const float enemyHeroEliminationSkillRewardRatio = 0.5f;

	if(!target)
		return 0;

	switch(target->ID)
	{
	case Obj::STAR_AXIS:
	case Obj::SCHOLAR:
	case Obj::SCHOOL_OF_MAGIC:
	case Obj::SCHOOL_OF_WAR:
	case Obj::GARDEN_OF_REVELATION:
	case Obj::MARLETTO_TOWER:
	case Obj::MERCENARY_CAMP:
	case Obj::TREE_OF_KNOWLEDGE:
		return 1;
	case Obj::LEARNING_STONE:
		return 1.0f / std::sqrt(hero->level);
	case Obj::ARENA:
		return 2;
	case Obj::SHRINE_OF_MAGIC_INCANTATION:
		return 0.25f;
	case Obj::SHRINE_OF_MAGIC_GESTURE:
		return 1.0f;
	case Obj::SHRINE_OF_MAGIC_THOUGHT:
		return 2.0f;
	case Obj::LIBRARY_OF_ENLIGHTENMENT:
		return 8;
	case Obj::WITCH_HUT:
		return evaluateWitchHutSkillScore(target, hero, role);
	case Obj::PANDORAS_BOX:
		//Can contains experience, spells, or skills (only on custom maps)
		return 2.5f;
	case Obj::HERO:
		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
			? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
			: 0;

	default:
		break;
	}

	auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);

	if(rewardable)
	{
		auto totalValue = 0.0f;

		for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
		{
			auto & info = rewardable->configuration.info[index];

			auto rewardValue = 0.0f;

			if(!info.reward.spells.empty())
			{
				for(auto spellID : info.reward.spells)
				{
					const spells::Spell * spell = LIBRARY->spells()->getById(spellID);
						
					if(hero->canLearnSpell(spell) && !hero->spellbookContainsSpell(spellID))
					{
						rewardValue += std::sqrt(spell->getLevel()) / 4.0f;
					}
				}

				totalValue += rewardValue / info.reward.spells.size();
			}

			if(!info.reward.primary.empty())
			{
				for(auto value : info.reward.primary)
				{
					totalValue += value;
				}
			}
		}

		return totalValue;
	}

	return 0;
}

const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
{
	auto & treatNode = ai->dangerHitMap->getTileThreat(tile);

	if(treatNode.maximumDanger.danger == 0)
		return HitMapInfo::NoThreat;

	if(treatNode.maximumDanger.turn <= turn)
		return treatNode.maximumDanger;

	return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoThreat;
}

int32_t getArmyCost(const CArmedInstance * army)
{
	int32_t value = 0;

	for(auto stack : army->Slots())
	{
		value += stack.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * stack.second->count;
	}

	return value;
}

int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
	if(!target)
		return 0;

	auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);

	const int dailyIncomeMultiplier = 5;
	const float enemyArmyEliminationGoldRewardRatio = 0.2f;
	const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;

	switch(target->ID)
	{
	case Obj::RESOURCE:
	{
		auto * res = dynamic_cast<const CGResource*>(target);
		return res && res->resourceID() == GameResID::GOLD ? 600 : 100;
	}
	case Obj::TREASURE_CHEST:
		return 1500;
	case Obj::WATER_WHEEL:
		return 1000;
	case Obj::TOWN:
		return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
	case Obj::MINE:
	case Obj::ABANDONED_MINE:
	{
		auto * mine = dynamic_cast<const CGMine*>(target);
		return dailyIncomeMultiplier * (mine->producedResource == GameResID::GOLD ? 1000 : 75);
	}
	case Obj::PANDORAS_BOX:
		return 2500;
	case Obj::PRISON:
		//Objectively saves us 2500 to hire hero
		return GameConstants::HERO_GOLD_COST;
	case Obj::HERO:
		return relations == PlayerRelations::ENEMIES
			? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
			: 0;
	default:
		break;
	}

	auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);

	if(rewardable)
	{
		auto goldReward = 0;

		for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
		{
			auto & info = rewardable->configuration.info[index];

			goldReward += getResourcesGoldReward(info.reward.resources);
		}

		return goldReward;
	}

	return 0;
}

class HeroExchangeEvaluator : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::HERO_EXCHANGE)
			return;

		Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);

		uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);

		evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
		evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
		evaluationContext.isExchange = true;
	}
};

class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::ARMY_UPGRADE)
			return;

		Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);

		uint64_t upgradeValue = armyUpgrade.getUpgradeValue();

		evaluationContext.armyReward += upgradeValue;
		evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
		evaluationContext.isArmyUpgrade = true;
	}
};

class ExplorePointEvaluator : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::EXPLORATION_POINT)
			return;

		int tilesDiscovered = task->value;

		evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
		for (auto obj : evaluationContext.evaluator.ai->cb->getVisitableObjs(task->tile))
		{
			switch (obj->ID.num)
			{
			case Obj::MONOLITH_ONE_WAY_ENTRANCE:
			case Obj::MONOLITH_TWO_WAY:
			case Obj::SUBTERRANEAN_GATE:
				evaluationContext.explorePriority = 1;
				break;
			case Obj::REDWOOD_OBSERVATORY:
			case Obj::PILLAR_OF_FIRE:
				evaluationContext.explorePriority = 2;
				break;
			}
		}
		if(evaluationContext.evaluator.ai->cb->getTile(task->tile)->roadType != RoadId::NO_ROAD)
			evaluationContext.explorePriority = 1;
		if (evaluationContext.explorePriority == 0)
			evaluationContext.explorePriority = 3;
	}
};

class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext& evaluationContext, Goals::TSubgoal task) const override
	{
		if (task->goalType != Goals::STAY_AT_TOWN)
			return;

		Goals::StayAtTown& stayAtTown = dynamic_cast<Goals::StayAtTown&>(*task);

		if (stayAtTown.getHero() != nullptr && stayAtTown.getHero()->movementPointsRemaining() < 100)
		{
			return;
		}

		if(stayAtTown.town->mageGuildLevel() > 0)
			evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());

		if (vstd::isAlmostZero(evaluationContext.armyReward))
			evaluationContext.isDefend = true;
		else
		{
			evaluationContext.movementCost += stayAtTown.getMovementWasted();
			evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
		}
	}
};

void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
	HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);

	if(enemyDanger.danger)
	{
		auto dangerRatio = enemyDanger.danger / (double)ourStrength;
		vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
		vstd::amax(evaluationContext.threat, enemyDanger.threat);
	}
}

class DefendTownEvaluator : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::DEFEND_TOWN)
			return;

		Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
		const CGTownInstance * town = defendTown.town;
		auto & treat = defendTown.getTreat();

		auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);

		float multiplier = 1;

		if(treat.turn < defendTown.getTurn())
			multiplier /= 1 + (defendTown.getTurn() - treat.turn);

		multiplier /= 1.0f + treat.turn / 5.0f;

		if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
		{
			auto ourSpeed = defendTown.hero->movementPointsLimit(true);
			auto enemySpeed = treat.hero.get(evaluationContext.evaluator.ai->cb.get())->movementPointsLimit(true);

			if(enemySpeed > ourSpeed) multiplier *= 0.7f;
		}

		auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
		auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);

		evaluationContext.armyGrowth += armyGrowth * multiplier;
		evaluationContext.goldReward += dailyIncome * 5 * multiplier;

		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
			vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
		else
			evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);

		evaluationContext.defenseValue = town->fortLevel();
		evaluationContext.isDefend = true;
		evaluationContext.threatTurns = treat.turn;

		vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
	}
};

class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
{
private:
	const Nullkiller * ai;

public:
	ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}

	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
			return;

		Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
		const AIPath & path = chain.getPath();

		if (vstd::isAlmostZero(path.movementCost()))
			return;

		vstd::amax(evaluationContext.danger, path.getTotalDanger());
		evaluationContext.movementCost += path.movementCost();
		evaluationContext.closestWayRatio = chain.closestWayRatio;

		std::map<const CGHeroInstance *, float> costsPerHero;

		for(auto & node : path.nodes)
		{
			vstd::amax(costsPerHero[node.targetHero], node.cost);
			if (node.layer == EPathfindingLayer::SAIL)
				evaluationContext.involvesSailing = true;
		}

		float highestCostForSingleHero = 0;
		for(auto pair : costsPerHero)
		{
			auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
			evaluationContext.movementCostByRole[role] += pair.second;
			if (pair.second > highestCostForSingleHero)
				highestCostForSingleHero = pair.second;
		}
		if (highestCostForSingleHero > 1 && costsPerHero.size() > 1)
		{
			//Chains that involve more than 1 hero doing something for more than a turn are too expensive in my book. They often involved heroes doing nothing just standing there waiting to fulfill their part of the chain.
			return;
		}
		evaluationContext.movementCost *= costsPerHero.size(); //further deincentivise chaining as it often involves bringing back the army afterwards

		auto hero = task->hero;
		bool checkGold = evaluationContext.danger == 0;
		auto army = path.heroArmy;

		const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
		auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);

		if(heroRole == HeroRole::MAIN)
			evaluationContext.heroRole = heroRole;

		// Assuming Slots() returns a collection of slots with slot.second->getCreatureID() and slot.second->getPower()
		float heroPower = 0;
		float totalPower = 0;

		// Map to store the aggregated power of creatures by CreatureID
		std::map<int, float> totalPowerByCreatureID;

		// Calculate hero power and total power by CreatureID
		for (auto slot : hero->Slots())
		{
			int creatureID = slot.second->getCreatureID();
			float slotPower = slot.second->getPower();

			// Add the power of this slot to the heroPower
			heroPower += slotPower;

			// Accumulate the total power for the specific CreatureID
			if (totalPowerByCreatureID.find(creatureID) == totalPowerByCreatureID.end())
			{
				// First time encountering this CreatureID, retrieve total creatures' power
				totalPowerByCreatureID[creatureID] = ai->armyManager->getTotalCreaturesAvailable(creatureID).power;
			}
		}

		// Calculate total power based on unique CreatureIDs
		for (const auto& entry : totalPowerByCreatureID)
		{
			totalPower += entry.second;
		}

		// Compute the power ratio if total power is greater than zero
		if (totalPower > 0)
		{
			evaluationContext.powerRatio = heroPower / totalPower;
		}

		if (target)
		{
			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
			evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
			evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
			if (target->ID == Obj::HERO)
				evaluationContext.isHero = true;
			if (target->getOwner().isValidPlayer() && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
				evaluationContext.isEnemy = true;
			if (target->ID == Obj::TOWN)
				evaluationContext.defenseValue = dynamic_cast<const CGTownInstance*>(target)->fortLevel();
			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
			if(evaluationContext.danger > 0)
				evaluationContext.skillReward += (float)evaluationContext.danger / (float)hero->getArmyStrength();
		}
		evaluationContext.armyInvolvement += army->getArmyCost();

		vstd::amax(evaluationContext.armyLossPersentage, (float)path.getTotalArmyLoss() / (float)army->getArmyStrength());
		addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
		vstd::amax(evaluationContext.turn, path.turn());
	}
};

class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
	ClusterEvaluationContextBuilder(const Nullkiller * ai) {}

	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::UNLOCK_CLUSTER)
			return;

		Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
		std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();

		auto hero = clusterGoal.hero;
		auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);

		std::vector<std::pair<ObjectInstanceID, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());

		std::sort(objects.begin(), objects.end(), [](std::pair<ObjectInstanceID, ClusterObjectInfo> o1, std::pair<ObjectInstanceID, ClusterObjectInfo> o2) -> bool
		{
			return o1.second.priority > o2.second.priority;
		});

		int boost = 1;

		for(auto & objInfo : objects)
		{
			auto target = evaluationContext.evaluator.ai->cb->getObj(objInfo.first);
			bool checkGold = objInfo.second.danger == 0;
			auto army = hero;

			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
			evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
			evaluationContext.movementCost += objInfo.second.movementCost / boost;

			vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);

			boost <<= 1;

			if(boost > 8)
				break;
		}
	}
};

class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
			return;

		Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
		const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();

		logAi->trace("buildEvaluationContext ExchangeSwapTownHeroesContextBuilder %s affected objects: %d", swapCommand.toString(), swapCommand.getAffectedObjects().size());
		for (auto obj : swapCommand.getAffectedObjects())
		{
			logAi->trace("affected object: %s", evaluationContext.evaluator.ai->cb->getObj(obj)->getObjectName());
		}
		if (garrisonHero)
			logAi->debug("with %s and %d", garrisonHero->getNameTranslated(), int(swapCommand.getLockingReason()));

		if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
		{
			auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
			auto mpLeft = garrisonHero->movementPointsRemaining() / (float)garrisonHero->movementPointsLimit(true);

			evaluationContext.movementCost += mpLeft;
			evaluationContext.movementCostByRole[defenderRole] += mpLeft;
			evaluationContext.heroRole = defenderRole;
			evaluationContext.isDefend = true;
			evaluationContext.armyInvolvement = garrisonHero->getArmyStrength();
			logAi->debug("evaluationContext.isDefend: %d", evaluationContext.isDefend);
		}
	}
};

class DismissHeroContextBuilder : public IEvaluationContextBuilder
{
private:
	const Nullkiller * ai;

public:
	DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}

	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::DISMISS_HERO)
			return;

		Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
		const CGHeroInstance * dismissedHero = dismissCommand.getHero();

		auto role = ai->heroManager->getHeroRole(dismissedHero);
		auto mpLeft = dismissedHero->movementPointsRemaining();
			
		evaluationContext.movementCost += mpLeft;
		evaluationContext.movementCostByRole[role] += mpLeft;
		evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
	}
};

class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
	void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
	{
		if(task->goalType != Goals::BUILD_STRUCTURE)
			return;

		Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
		auto & bi = buildThis.buildingInfo;
		
		evaluationContext.goldReward += 7 * bi.dailyIncome.marketValue() / 2; // 7 day income but half we already have
		evaluationContext.heroRole = HeroRole::MAIN;
		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
		int32_t cost = bi.buildCost[EGameResID::GOLD];
		evaluationContext.goldCost += cost;
		evaluationContext.closestWayRatio = 1;
		evaluationContext.buildingCost += bi.buildCostWithPrerequisites;

		bool alreadyOwn = false;
		int highestMageGuildPossible = BuildingID::MAGES_GUILD_3;
		for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
		{
			if (town->hasBuilt(bi.id))
				alreadyOwn = true;
			if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_5) != EBuildingState::FORBIDDEN)
				highestMageGuildPossible = BuildingID::MAGES_GUILD_5;
			else if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_4) != EBuildingState::FORBIDDEN)
				highestMageGuildPossible = BuildingID::MAGES_GUILD_4;
		}

		if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
			evaluationContext.isTradeBuilding = true;

#if NKAI_TRACE_LEVEL >= 1
		logAi->trace("Building costs for %s : %s MarketValue: %d",bi.toString(), evaluationContext.buildingCost.toString(), evaluationContext.buildingCost.marketValue());
#endif

		if(bi.creatureID != CreatureID::NONE)
		{
			evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);

			if(bi.baseCreatureID == bi.creatureID)
			{
				evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
				evaluationContext.armyReward += bi.armyStrength * 1.5;
			}
			else
			{
				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
				
				evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
				if(bi.id.isDwelling())
					evaluationContext.armyReward += bi.armyStrength - evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
				else //This is for prerequisite-buildings
					evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
				if(alreadyOwn)
					evaluationContext.armyReward /= bi.buildCostWithPrerequisites.marketValue();
			}
		}
		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
		{
			evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
			evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
		}
		else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
		{
			evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
			if (!alreadyOwn && evaluationContext.evaluator.ai->cb->canBuildStructure(buildThis.town, highestMageGuildPossible) != EBuildingState::FORBIDDEN)
			{
				for (auto hero : evaluationContext.evaluator.ai->cb->getHeroesInfo())
				{
					if(hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + hero->getPrimSkillLevel(PrimarySkill::KNOWLEDGE) > hero->getPrimSkillLevel(PrimarySkill::ATTACK) + hero->getPrimSkillLevel(PrimarySkill::DEFENSE)
						&& hero->manaLimit() > 30)
						evaluationContext.armyReward += hero->getArmyCost();
				}
			}
		}
		int sameTownBonus = 0;
		for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
		{
			if (buildThis.town->getFaction() == town->getFaction())
				sameTownBonus += town->getTownLevel();
		}
		evaluationContext.armyReward *= sameTownBonus;
		
		if(evaluationContext.goldReward)
		{
			auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();

			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
		}

		if(bi.notEnoughRes && bi.prerequisitesCount == 1)
		{
			evaluationContext.strategicalValue /= 3;
			evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
			evaluationContext.turn += 5;
		}
	}
};

uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
{
	if(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id))
		return 0;

	auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
	auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);

	return upgradedPower - creaturesToUpgrade.power;
}

PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
	:ai(ai)
{
	initVisitTile();
	evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
	evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
	evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
	evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
	evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
	evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
	evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
	evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
}

EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
{
	Goals::TGoalVec parts;
	EvaluationContext context(ai);

	if(goal->goalType == Goals::COMPOSITION)
	{
		parts = goal->decompose(ai);
	}
	else
	{
		parts.push_back(goal);
	}

	for(auto subgoal : parts)
	{
		context.goldCost += subgoal->goldCost;
		context.buildingCost += subgoal->buildingCost;

		for(auto builder : evaluationContextBuilders)
		{
			builder->buildEvaluationContext(context, subgoal);
		}
	}

	return context;
}

float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
	auto evaluationContext = buildEvaluationContext(task);

	int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0) 
		+ (evaluationContext.armyReward > 0 ? 1 : 0)
		+ (evaluationContext.skillReward > 0 ? 1 : 0)
		+ (evaluationContext.strategicalValue > 0 ? 1 : 0);

	float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
	
	double result = 0;

	if (ai->settings->isUseFuzzy())
	{
		float fuzzyResult = 0;
		try
		{
			armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
			heroRoleVariable->setValue(evaluationContext.heroRole);
			mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
			scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
			goldRewardVariable->setValue(goldRewardPerTurn);
			armyRewardVariable->setValue(evaluationContext.armyReward);
			armyGrowthVariable->setValue(evaluationContext.armyGrowth);
			skillRewardVariable->setValue(evaluationContext.skillReward);
			dangerVariable->setValue(evaluationContext.danger);
			rewardTypeVariable->setValue(rewardType);
			closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
			strategicalValueVariable->setValue(evaluationContext.strategicalValue);
			goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
			goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
			turnVariable->setValue(evaluationContext.turn);
			fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);

			engine->process();

			fuzzyResult = value->getValue();
		}
		catch (fl::Exception& fe)
		{
			logAi->error("evaluate VisitTile: %s", fe.getWhat());
		}
		result = fuzzyResult;
	}
	else
	{
		float score = 0;
		bool currentPositionThreatened = false;
		if (task->hero)
		{
			auto currentTileThreat = ai->dangerHitMap->getTileThreat(task->hero->visitablePos());
			if (currentTileThreat.fastestDanger.turn < 1 && currentTileThreat.fastestDanger.danger > task->hero->getTotalStrength())
				currentPositionThreatened = true;
		}
		if (priorityTier == PriorityTier::FAR_HUNTER_GATHER && currentPositionThreatened == false)
		{
#if NKAI_TRACE_LEVEL >= 2
			logAi->trace("Skip FAR_HUNTER_GATHER because hero is not threatened.");
#endif
			return 0;
		}
		const bool amIInDanger = ai->cb->getTownsInfo().empty();
		const float maxWillingToLose = amIInDanger ? 1 : ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio > 0 ? ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio : 1.0;
		float dangerThreshold = 1;
		dangerThreshold *= evaluationContext.powerRatio > 0 ? evaluationContext.powerRatio : 1.0;

		bool arriveNextWeek = false;
		if (ai->cb->getDate(Date::DAY_OF_WEEK) + evaluationContext.turn > 7 && priorityTier < PriorityTier::FAR_KILL)
			arriveNextWeek = true;

#if NKAI_TRACE_LEVEL >= 2
		logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, maxWillingToLose: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, dangerThreshold: %f explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d powerRatio: %f",
			priorityTier,
			task->toString(),
			evaluationContext.armyLossPersentage,
			maxWillingToLose,
			(int)evaluationContext.turn,
			evaluationContext.movementCostByRole[HeroRole::MAIN],
			evaluationContext.movementCostByRole[HeroRole::SCOUT],
			evaluationContext.armyInvolvement,
			goldRewardPerTurn,
			evaluationContext.goldCost,
			evaluationContext.armyReward,
			evaluationContext.armyGrowth,
			evaluationContext.skillReward,
			evaluationContext.danger,
			evaluationContext.threatTurns,
			evaluationContext.threat,
			evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
			evaluationContext.strategicalValue,
			evaluationContext.conquestValue,
			evaluationContext.closestWayRatio,
			evaluationContext.enemyHeroDangerRatio,
			dangerThreshold,
			evaluationContext.explorePriority,
			evaluationContext.isDefend,
			evaluationContext.isEnemy,
			arriveNextWeek,
			evaluationContext.powerRatio);
#endif

		switch (priorityTier)
		{
			case PriorityTier::INSTAKILL: //Take towns / kill heroes in immediate reach
			{
				if (evaluationContext.turn > 0 || evaluationContext.isExchange)
					return 0;
				if (evaluationContext.movementCost >= 1)
					return 0;
				if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
					return 0;
				if(evaluationContext.conquestValue > 0)
					score = evaluationContext.armyInvolvement;
				if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				if (evaluationContext.movementCost > 0)
					score /= evaluationContext.movementCost;
				break;
			}
			case PriorityTier::INSTADEFEND: //Defend immediately threatened towns
			{
				//No point defending if we don't have defensive-structures
				if (evaluationContext.defenseValue < 2)
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				if (evaluationContext.closestWayRatio < 1.0)
					return 0;
				if (evaluationContext.isEnemy && evaluationContext.turn > 0)
					return 0;
				if (evaluationContext.isDefend && evaluationContext.threatTurns <= evaluationContext.turn)
				{
					const float OPTIMAL_PERCENTAGE = 0.75f; // We want army to be 75% of the threat
					float optimalStrength = evaluationContext.threat * OPTIMAL_PERCENTAGE;

					// Calculate how far the army is from optimal strength
					float deviation = std::abs(evaluationContext.armyInvolvement - optimalStrength);

					// Convert deviation to a percentage of the threat to normalize it
					float deviationPercentage = deviation / evaluationContext.threat;

					// Calculate score: 1.0 is perfect, decreasing as deviation increases
					score = 1.0f / (1.0f + deviationPercentage);

					// Apply turn penalty to still prefer earlier moves when scores are close
					score = score / (evaluationContext.turn + 1);
				}
				break;
			}
			case PriorityTier::KILL: //Take towns / kill heroes that are further away
				//FALL_THROUGH
			case PriorityTier::FAR_KILL:
			{
				if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
					return 0;
				if (evaluationContext.turn > 0 && evaluationContext.isHero)
					return 0;
				if (arriveNextWeek && evaluationContext.isEnemy)
					return 0;
				if (evaluationContext.conquestValue > 0)
					score = evaluationContext.armyInvolvement;
				if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				score *= evaluationContext.closestWayRatio;
				if (evaluationContext.movementCost > 0)
					score /= evaluationContext.movementCost;
				break;
			}
			case PriorityTier::HIGH_PRIO_EXPLORE:
			{
				if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
					return 0;
				if (evaluationContext.explorePriority != 1)
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
					return 0;
				score = 1000;
				if (evaluationContext.movementCost > 0)
					score /= evaluationContext.movementCost;
				break;
			}
			case PriorityTier::HUNTER_GATHER: //Collect guarded stuff
				//FALL_THROUGH
			case PriorityTier::FAR_HUNTER_GATHER:
			{
				if (evaluationContext.enemyHeroDangerRatio > dangerThreshold && !evaluationContext.isDefend && priorityTier != PriorityTier::FAR_HUNTER_GATHER)
					return 0;
				if (evaluationContext.buildingCost.marketValue() > 0)
					return 0;
				if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio > dangerThreshold || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
					return 0;
				if (evaluationContext.explorePriority == 3)
					return 0;
				if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > dangerThreshold))
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
					return 0;
				score += evaluationContext.strategicalValue * 1000;
				score += evaluationContext.goldReward;
				score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
				score += evaluationContext.armyReward;
				score += evaluationContext.armyGrowth;
				score -= evaluationContext.goldCost;
				score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
				if (score > 0)
				{
					score = 1000;
					if (evaluationContext.movementCost > 0)
						score /= evaluationContext.movementCost;
					if(priorityTier == PriorityTier::FAR_HUNTER_GATHER && evaluationContext.enemyHeroDangerRatio > 0)
						score /= evaluationContext.enemyHeroDangerRatio;
				}
				break;
			}
			case PriorityTier::LOW_PRIO_EXPLORE:
			{
				if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
					return 0;
				if (evaluationContext.explorePriority != 3)
					return 0;
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				if (evaluationContext.closestWayRatio < 1.0)
					return 0;
				score = 1000;
				if (evaluationContext.movementCost > 0)
					score /= evaluationContext.movementCost;
				break;
			}
			case PriorityTier::DEFEND: //Defend whatever if nothing else is to do
			{
				if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
					return 0;
				if (evaluationContext.isDefend || evaluationContext.isArmyUpgrade)
					score = evaluationContext.armyInvolvement;
				score /= (evaluationContext.turn + 1);
				break;
			}
			case PriorityTier::BUILDINGS: //For buildings and buying army
			{
				if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
					return 0;
				//If we already have locked resources, we don't look at other buildings
				if (ai->getLockedResources().marketValue() > 0)
					return 0;
				score += evaluationContext.conquestValue * 1000;
				score += evaluationContext.strategicalValue * 1000;
				score += evaluationContext.goldReward;
				score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
				score += evaluationContext.armyReward;
				score += evaluationContext.armyGrowth;
				if (evaluationContext.buildingCost.marketValue() > 0)
				{
					if (!evaluationContext.isTradeBuilding && ai->getFreeResources()[EGameResID::WOOD] - evaluationContext.buildingCost[EGameResID::WOOD] < 5 && ai->buildAnalyzer->getDailyIncome()[EGameResID::WOOD] < 1)
					{
						logAi->trace("Should make sure to build market-place instead of %s", task->toString());
						for (auto town : ai->cb->getTownsInfo())
						{
							if (!town->hasBuiltSomeTradeBuilding())
								return 0;
						}
					}
					score += 1000;
					auto resourcesAvailable = evaluationContext.evaluator.ai->getFreeResources();
					auto income = ai->buildAnalyzer->getDailyIncome();
					if(ai->buildAnalyzer->isGoldPressureHigh())
						score /= evaluationContext.buildingCost.marketValue();
					if (!resourcesAvailable.canAfford(evaluationContext.buildingCost))
					{
						TResources needed = evaluationContext.buildingCost - resourcesAvailable;
						needed.positive();
						int turnsTo = needed.maxPurchasableCount(income);
						bool haveEverythingButGold = true;
						for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
						{
							if (i != GameResID::GOLD && resourcesAvailable[i] < evaluationContext.buildingCost[i])
								haveEverythingButGold = false;
						}
						if (turnsTo == INT_MAX)
							return 0;
						if (!haveEverythingButGold)
							score /= turnsTo;
					}
				}
				else
				{
					if (evaluationContext.enemyHeroDangerRatio > 1 && !evaluationContext.isDefend && vstd::isAlmostZero(evaluationContext.conquestValue))
						return 0;
				}
				break;
			}
		}
		result = score;
		//TODO: Figure out the root cause for why evaluationContext.closestWayRatio has become -nan(ind).
		if (std::isnan(result))
			return 0;
	}

#if NKAI_TRACE_LEVEL >= 2
	logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, result %f",
		priorityTier,
		task->toString(),
		evaluationContext.armyLossPersentage,
		(int)evaluationContext.turn,
		evaluationContext.movementCostByRole[HeroRole::MAIN],
		evaluationContext.movementCostByRole[HeroRole::SCOUT],
		evaluationContext.armyInvolvement,
		goldRewardPerTurn,
		evaluationContext.goldCost,
		evaluationContext.armyReward,
		evaluationContext.armyGrowth,
		evaluationContext.skillReward,
		evaluationContext.danger,
		evaluationContext.threatTurns,
		evaluationContext.threat,
		evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
		evaluationContext.strategicalValue,
		evaluationContext.conquestValue,
		evaluationContext.closestWayRatio,
		evaluationContext.enemyHeroDangerRatio,
		result);
#endif

	return result;
}

}
