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@@ -895,6 +895,7 @@ public:
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uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
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evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
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+ evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
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evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
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}
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};
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@@ -1338,7 +1339,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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float score = 0;
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float maxWillingToLose = ai->cb->getTownsInfo().empty() ? 1 : 0.25;
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- logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, fuzzy: %f",
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+ logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, fuzzy: %f",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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@@ -1348,11 +1349,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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goldRewardPerTurn,
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evaluationContext.goldCost,
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evaluationContext.armyReward,
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+ evaluationContext.armyGrowth,
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evaluationContext.skillReward,
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evaluationContext.danger,
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evaluationContext.threat,
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evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
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evaluationContext.strategicalValue,
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+ evaluationContext.conquestValue,
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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fuzzyResult);
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@@ -1361,15 +1364,16 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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{
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case 0: //Take towns
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{
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- score += evaluationContext.conquestValue * 1000;
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+ //score += evaluationContext.conquestValue * 1000;
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+ if(evaluationContext.conquestValue > 0 || (evaluationContext.isDefend && evaluationContext.turn <= 1 && evaluationContext.threat > evaluationContext.armyInvolvement))
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+ score = 1000;
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if (score == 0 || (evaluationContext.enemyHeroDangerRatio > 0.5 && evaluationContext.turn > 0 && !ai->cb->getTownsInfo().empty()))
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return 0;
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+ if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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+ return 0;
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score *= evaluationContext.closestWayRatio;
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- if (evaluationContext.threat > evaluationContext.armyInvolvement && !evaluationContext.isDefend)
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- score *= evaluationContext.armyInvolvement / evaluationContext.threat;
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if (evaluationContext.movementCost > 0)
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score /= evaluationContext.movementCost;
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- score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
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break;
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}
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case 1: //Collect unguarded stuff
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@@ -1384,6 +1388,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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return 0;
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if (evaluationContext.buildingCost.marketValue() > 0)
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return 0;
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+ if (evaluationContext.closestWayRatio < 1)
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+ return 0;
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score += evaluationContext.strategicalValue * 1000;
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score += evaluationContext.goldReward;
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score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
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@@ -1404,8 +1410,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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{
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if (evaluationContext.buildingCost.marketValue() > 0)
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return 0;
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- if (evaluationContext.enemyHeroDangerRatio > 0.5 && !evaluationContext.isDefend)
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- return 0;
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score += evaluationContext.strategicalValue * 1000;
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score += evaluationContext.goldReward;
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score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
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@@ -1415,12 +1419,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
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if (score > 0)
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{
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- if (evaluationContext.enemyHeroDangerRatio > 1)
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- if (evaluationContext.threat > 0)
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- score = evaluationContext.armyInvolvement / evaluationContext.threat;
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score *= evaluationContext.closestWayRatio;
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- if (evaluationContext.threat > evaluationContext.armyInvolvement && !evaluationContext.isDefend)
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- score *= evaluationContext.armyInvolvement / evaluationContext.threat;
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+ if (evaluationContext.threat > 0)
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+ score /= evaluationContext.threat;
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if (evaluationContext.movementCost > 0)
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score /= evaluationContext.movementCost;
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score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
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@@ -1449,6 +1450,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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score += 1000;
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auto resourcesAvailable = evaluationContext.evaluator.ai->getFreeResources();
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auto income = ai->buildAnalyzer->getDailyIncome();
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+ score /= evaluationContext.buildingCost.marketValue();
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if (resourcesAvailable < evaluationContext.buildingCost)
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{
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TResources needed = evaluationContext.buildingCost - resourcesAvailable;
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@@ -1467,7 +1469,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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}
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#if NKAI_TRACE_LEVEL >= 2
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- logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, fuzzy: %f, result %f",
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+ logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, fuzzy: %f, result %f",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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@@ -1477,11 +1479,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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goldRewardPerTurn,
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evaluationContext.goldCost,
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evaluationContext.armyReward,
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+ evaluationContext.armyGrowth,
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evaluationContext.skillReward,
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evaluationContext.danger,
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evaluationContext.threat,
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evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
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evaluationContext.strategicalValue,
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+ evaluationContext.conquestValue,
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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fuzzyResult,
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