|
@@ -35,11 +35,6 @@ class CGTownInstance;
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
|
|
|
-PriorityEvaluator::PriorityEvaluator()
|
|
|
-{
|
|
|
- initVisitTile();
|
|
|
-}
|
|
|
-
|
|
|
PriorityEvaluator::~PriorityEvaluator()
|
|
|
{
|
|
|
delete engine;
|
|
@@ -112,7 +107,8 @@ uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
|
|
|
if(creLevel.first && creLevel.second.size())
|
|
|
{
|
|
|
auto creature = creLevel.second.back().toCreature();
|
|
|
- if(checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
|
|
|
+ auto creaturesAreFree = creature->level == 1;
|
|
|
+ if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
|
|
|
continue;
|
|
|
|
|
|
score += creature->AIValue * creLevel.first;
|
|
@@ -179,7 +175,7 @@ uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * h
|
|
|
case Obj::SHIPWRECK:
|
|
|
case Obj::SHIPWRECK_SURVIVOR:
|
|
|
case Obj::WARRIORS_TOMB:
|
|
|
- return 1500;
|
|
|
+ return 1000;
|
|
|
case Obj::ARTIFACT:
|
|
|
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
|
|
|
case Obj::DRAGON_UTOPIA:
|
|
@@ -208,6 +204,34 @@ float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy)
|
|
|
return objectValue / 2.0f + enemy->level / 15.0f;
|
|
|
}
|
|
|
|
|
|
+float getResourceRequirementStrength(int resType)
|
|
|
+{
|
|
|
+ TResources requiredResources = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
|
|
|
+ TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
|
|
|
+
|
|
|
+ if(requiredResources[resType] == 0)
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ if(dailyIncome[resType] == 0)
|
|
|
+ return 1;
|
|
|
+
|
|
|
+ return (float)requiredResources[resType] / dailyIncome[resType] / 3;
|
|
|
+}
|
|
|
+
|
|
|
+float getTotalResourceRequirementStrength(int resType)
|
|
|
+{
|
|
|
+ TResources requiredResources = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
|
|
|
+ TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
|
|
|
+
|
|
|
+ if(requiredResources[resType] == 0)
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ if(dailyIncome[resType] == 0)
|
|
|
+ return requiredResources[resType] / 30;
|
|
|
+
|
|
|
+ return (float)requiredResources[resType] / dailyIncome[resType] / 30;
|
|
|
+}
|
|
|
+
|
|
|
float getStrategicalValue(const CGObjectInstance * target)
|
|
|
{
|
|
|
if(!target)
|
|
@@ -215,6 +239,12 @@ float getStrategicalValue(const CGObjectInstance * target)
|
|
|
|
|
|
switch(target->ID)
|
|
|
{
|
|
|
+ case Obj::MINE:
|
|
|
+ return target->subID == Res::GOLD ? 0.8f : 0.05f + 0.3f * getTotalResourceRequirementStrength(target->subID) + 0.5f * getResourceRequirementStrength(target->subID);
|
|
|
+
|
|
|
+ case Obj::RESOURCE:
|
|
|
+ return target->subID == Res::GOLD ? 0 : 0.5f * getResourceRequirementStrength(target->subID);
|
|
|
+
|
|
|
case Obj::TOWN:
|
|
|
return target->tempOwner == PlayerColor::NEUTRAL ? 0.5 : 1;
|
|
|
|
|
@@ -261,7 +291,10 @@ float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * her
|
|
|
case Obj::MERCENARY_CAMP:
|
|
|
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
|
|
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
|
|
+ case Obj::TREE_OF_KNOWLEDGE:
|
|
|
return 1;
|
|
|
+ case Obj::LEARNING_STONE:
|
|
|
+ return 1.0f / std::sqrtf(hero->level);
|
|
|
case Obj::ARENA:
|
|
|
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
|
|
return 2;
|
|
@@ -339,6 +372,86 @@ int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * he
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
|
+{
|
|
|
+public:
|
|
|
+ virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
|
|
|
+ {
|
|
|
+ auto evaluationContext = task->evaluationContext;
|
|
|
+
|
|
|
+ int objId = task->objid;
|
|
|
+
|
|
|
+ if(task->parent)
|
|
|
+ objId = task->parent->objid;
|
|
|
+
|
|
|
+ auto heroPtr = task->hero;
|
|
|
+ const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
|
|
|
+ auto day = cb->getDate(Date::DAY);
|
|
|
+ auto hero = heroPtr.get();
|
|
|
+ bool checkGold = evaluationContext.danger == 0;
|
|
|
+
|
|
|
+ evaluationContext.armyLossPersentage = task->evaluationContext.armyLoss / (double)task->evaluationContext.heroStrength;
|
|
|
+ evaluationContext.heroRole = ai->ah->getHeroRole(heroPtr);
|
|
|
+ evaluationContext.goldReward = getGoldReward(target, hero);
|
|
|
+ evaluationContext.armyReward = getArmyReward(target, hero, checkGold);
|
|
|
+ evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);
|
|
|
+ evaluationContext.strategicalValue = getStrategicalValue(target);
|
|
|
+
|
|
|
+ return evaluationContext;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
|
|
+{
|
|
|
+public:
|
|
|
+ virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
|
|
|
+ {
|
|
|
+ Goals::EvaluationContext evaluationContext;
|
|
|
+ Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
|
|
|
+ auto & bi = buildThis.buildingInfo;
|
|
|
+
|
|
|
+ evaluationContext.goldReward = bi.dailyIncome[Res::GOLD] / 2;
|
|
|
+ evaluationContext.heroRole = HeroRole::MAIN;
|
|
|
+ evaluationContext.movementCostByRole[evaluationContext.heroRole] = bi.prerequisitesCount;
|
|
|
+ evaluationContext.armyReward = 0;
|
|
|
+ evaluationContext.strategicalValue = buildThis.townInfo.armyScore / 50000.0;
|
|
|
+
|
|
|
+ if(bi.creatureID != CreatureID::NONE)
|
|
|
+ {
|
|
|
+ evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel;
|
|
|
+
|
|
|
+ if(bi.baseCreatureID == bi.creatureID)
|
|
|
+ {
|
|
|
+ evaluationContext.armyReward = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
|
|
|
+ }
|
|
|
+
|
|
|
+ auto creaturesToUpgrade = ai->ah->getTotalCreaturesAvailable(bi.baseCreatureID);
|
|
|
+ auto upgradedPower = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
|
|
|
+
|
|
|
+ evaluationContext.armyReward = upgradedPower - creaturesToUpgrade.power;
|
|
|
+ }
|
|
|
+
|
|
|
+ return evaluationContext;
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+PriorityEvaluator::PriorityEvaluator()
|
|
|
+{
|
|
|
+ initVisitTile();
|
|
|
+ evaluationContextBuilders[Goals::EXECUTE_HERO_CHAIN] = std::make_shared<ExecuteHeroChainEvaluationContextBuilder>();
|
|
|
+ evaluationContextBuilders[Goals::BUILD_STRUCTURE] = std::make_shared<BuildThisEvaluationContextBuilder>();
|
|
|
+}
|
|
|
+
|
|
|
+Goals::EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
|
|
+{
|
|
|
+ auto builder = evaluationContextBuilders.find(goal->goalType);
|
|
|
+
|
|
|
+ if(builder == evaluationContextBuilders.end())
|
|
|
+ return goal->evaluationContext;
|
|
|
+
|
|
|
+ return builder->second->buildEvaluationContext(goal);
|
|
|
+}
|
|
|
+
|
|
|
/// distance
|
|
|
/// nearest hero?
|
|
|
/// gold income
|
|
@@ -351,45 +464,28 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|
|
if(task->priority > 0)
|
|
|
return task->priority;
|
|
|
|
|
|
- auto heroPtr = task->hero;
|
|
|
-
|
|
|
- if(!heroPtr.validAndSet())
|
|
|
- return 2;
|
|
|
-
|
|
|
- int objId = task->objid;
|
|
|
+ auto evaluationContext = buildEvaluationContext(task);
|
|
|
|
|
|
- if(task->parent)
|
|
|
- objId = task->parent->objid;
|
|
|
-
|
|
|
- const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
|
|
|
+ int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
|
|
|
+ + (evaluationContext.armyReward > 0 ? 1 : 0)
|
|
|
+ + (evaluationContext.skillReward > 0 ? 1 : 0)
|
|
|
+ + (evaluationContext.strategicalValue > 0 ? 1 : 0);
|
|
|
|
|
|
- auto day = cb->getDate(Date::DAY);
|
|
|
- auto hero = heroPtr.get();
|
|
|
- auto armyTotal = task->evaluationContext.heroStrength;
|
|
|
- double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
|
|
|
- uint64_t danger = task->evaluationContext.danger;
|
|
|
- HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
|
|
|
- int32_t goldReward = getGoldReward(target, hero);
|
|
|
- bool checkGold = danger == 0;
|
|
|
- uint64_t armyReward = getArmyReward(target, hero, checkGold);
|
|
|
- float skillReward = getSkillReward(target, hero, heroRole);
|
|
|
- float strategicalValue = getStrategicalValue(target);
|
|
|
double result = 0;
|
|
|
- int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0) + (strategicalValue > 0 ? 1 : 0);
|
|
|
-
|
|
|
+
|
|
|
try
|
|
|
{
|
|
|
- armyLossPersentageVariable->setValue(armyLossPersentage);
|
|
|
- heroRoleVariable->setValue(heroRole);
|
|
|
- mainTurnDistanceVariable->setValue(task->evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
|
|
- scoutTurnDistanceVariable->setValue(task->evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
|
|
- goldRewardVariable->setValue(goldReward);
|
|
|
- armyRewardVariable->setValue(armyReward);
|
|
|
- skillRewardVariable->setValue(skillReward);
|
|
|
- dangerVariable->setValue(danger);
|
|
|
+ armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
|
|
|
+ heroRoleVariable->setValue(evaluationContext.heroRole);
|
|
|
+ mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
|
|
+ scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
|
|
+ goldRewardVariable->setValue(evaluationContext.goldReward);
|
|
|
+ armyRewardVariable->setValue(evaluationContext.armyReward);
|
|
|
+ skillRewardVariable->setValue(evaluationContext.skillReward);
|
|
|
+ dangerVariable->setValue(evaluationContext.danger);
|
|
|
rewardTypeVariable->setValue(rewardType);
|
|
|
- closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
|
|
|
- strategicalValueVariable->setValue(strategicalValue);
|
|
|
+ closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
|
|
|
+ strategicalValueVariable->setValue(evaluationContext.strategicalValue);
|
|
|
|
|
|
engine->process();
|
|
|
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
|
@@ -402,16 +498,16 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|
|
assert(result >= 0);
|
|
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
|
- logAi->trace("Evaluated %s, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, result %f",
|
|
|
+ logAi->trace("Evaluated %s, loss: %f, turns main: %f, scout: %f, gold: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, result %f",
|
|
|
task->name(),
|
|
|
- hero->name,
|
|
|
- armyLossPersentage,
|
|
|
- task->evaluationContext.movementCost,
|
|
|
- goldReward,
|
|
|
- armyReward,
|
|
|
- danger,
|
|
|
- heroRole ? "scout" : "main",
|
|
|
- strategicalValue,
|
|
|
+ evaluationContext.armyLossPersentage,
|
|
|
+ evaluationContext.movementCostByRole[HeroRole::MAIN],
|
|
|
+ evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
|
|
+ evaluationContext.goldReward,
|
|
|
+ evaluationContext.armyReward,
|
|
|
+ evaluationContext.danger,
|
|
|
+ evaluationContext.heroRole ? "scout" : "main",
|
|
|
+ evaluationContext.strategicalValue,
|
|
|
result);
|
|
|
#endif
|
|
|
|