Browse Source

Merge pull request #2306 from vcmi/nkai-priority-rework

Nkai priority rework
Andrii Danylchenko 2 years ago
parent
commit
7669a85c0f
41 changed files with 1398 additions and 470 deletions
  1. 1 1
      AI/BattleAI/BattleAI.cpp
  2. 28 28
      AI/Nullkiller/AIGateway.cpp
  3. 0 1
      AI/Nullkiller/AIGateway.h
  4. 0 4
      AI/Nullkiller/AIUtility.cpp
  5. 60 8
      AI/Nullkiller/Analyzers/ArmyManager.cpp
  6. 34 8
      AI/Nullkiller/Analyzers/ArmyManager.h
  7. 39 13
      AI/Nullkiller/Analyzers/BuildAnalyzer.cpp
  8. 161 17
      AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp
  9. 12 1
      AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h
  10. 36 7
      AI/Nullkiller/Analyzers/HeroManager.cpp
  11. 4 0
      AI/Nullkiller/Analyzers/HeroManager.h
  12. 6 1
      AI/Nullkiller/Analyzers/ObjectClusterizer.cpp
  13. 10 6
      AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp
  14. 236 115
      AI/Nullkiller/Behaviors/DefenceBehavior.cpp
  15. 5 0
      AI/Nullkiller/Behaviors/DefenceBehavior.h
  16. 105 20
      AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp
  17. 21 0
      AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp
  18. 2 0
      AI/Nullkiller/CMakeLists.txt
  19. 4 6
      AI/Nullkiller/Engine/FuzzyHelper.cpp
  20. 42 13
      AI/Nullkiller/Engine/Nullkiller.cpp
  21. 6 2
      AI/Nullkiller/Engine/Nullkiller.h
  22. 205 76
      AI/Nullkiller/Engine/PriorityEvaluator.cpp
  23. 6 0
      AI/Nullkiller/Engine/PriorityEvaluator.h
  24. 1 1
      AI/Nullkiller/Goals/BuyArmy.cpp
  25. 49 9
      AI/Nullkiller/Goals/Composition.cpp
  26. 2 6
      AI/Nullkiller/Goals/Composition.h
  27. 14 0
      AI/Nullkiller/Goals/ExecuteHeroChain.cpp
  28. 12 9
      AI/Nullkiller/Goals/RecruitHero.cpp
  29. 7 5
      AI/Nullkiller/Goals/RecruitHero.h
  30. 68 0
      AI/Nullkiller/Helpers/ArmyFormation.cpp
  31. 38 0
      AI/Nullkiller/Helpers/ArmyFormation.h
  32. 7 0
      AI/Nullkiller/Markers/ArmyUpgrade.cpp
  33. 1 0
      AI/Nullkiller/Markers/ArmyUpgrade.h
  34. 2 2
      AI/Nullkiller/Markers/DefendTown.cpp
  35. 4 1
      AI/Nullkiller/Markers/DefendTown.h
  36. 1 1
      AI/Nullkiller/Markers/HeroExchange.cpp
  37. 5 1
      AI/Nullkiller/Pathfinding/AINodeStorage.cpp
  38. 3 3
      AI/Nullkiller/Pathfinding/AINodeStorage.h
  39. 5 0
      AI/Nullkiller/Pathfinding/AIPathfinder.cpp
  40. 1 0
      AI/Nullkiller/Pathfinding/Actors.cpp
  41. 155 105
      config/ai/object-priorities.txt

+ 1 - 1
AI/BattleAI/BattleAI.cpp

@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 
 	bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
 
-	if(!bs.canFlee || !bs.canSurrender)
+	if(!bs.canFlee && !bs.canSurrender)
 	{
 		return std::nullopt;
 	}

+ 28 - 28
AI/Nullkiller/AIGateway.cpp

@@ -29,7 +29,7 @@ namespace NKAI
 {
 
 // our to enemy strength ratio constants
-const float SAFE_ATTACK_CONSTANT = 1.2f;
+const float SAFE_ATTACK_CONSTANT = 1.1f;
 const float RETREAT_THRESHOLD = 0.3f;
 const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
 
@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
 	LOG_TRACE(logAi);
 	NET_EVENT_HANDLER;
 
-	validateObject(details.id); //enemy hero may have left visible area
 	auto hero = cb->getHero(details.id);
 
+	if(!hero)
+		validateObject(details.id); //enemy hero may have left visible area
+
 	const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
 	const int3 to   = hero ? hero->convertToVisitablePos(details.end)   : (details.end   - int3(0,1,0));
 
@@ -777,28 +779,21 @@ void AIGateway::makeTurn()
 	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
 	setThreadName("AIGateway::makeTurn");
 
+	cb->sendMessage("vcmieagles");
+
+	retrieveVisitableObjs();
+
 	if(cb->getDate(Date::DAY_OF_WEEK) == 1)
 	{
-		std::vector<const CGObjectInstance *> objs;
-		retrieveVisitableObjs(objs, true);
-
-		for(const CGObjectInstance * obj : objs)
+		for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
 		{
 			if(isWeeklyRevisitable(obj))
 			{
-				addVisitableObj(obj);
 				nullkiller->memory->markObjectUnvisited(obj);
 			}
 		}
 	}
 
-	cb->sendMessage("vcmieagles");
-
-	if(cb->getDate(Date::DAY) == 1)
-	{
-		retrieveVisitableObjs();
-	}
-
 #if NKAI_TRACE_LEVEL == 0
 	try
 	{
@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
 
 	auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
 
+	for(auto army : armies)
+	{
+		// move first stack at first slot if empty to avoid can not take away last creature
+		if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
+		{
+			cb->mergeOrSwapStacks(
+				army,
+				army,
+				SlotID(0),
+				army->Slots().begin()->first);
+		}
+	}
+
 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 	for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
 	{
@@ -1059,6 +1067,11 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
 		int count = d->creatures[i].first;
 		CreatureID creID = d->creatures[i].second.back();
 
+		if(!recruiter->getSlotFor(creID).validSlot())
+		{
+			continue;
+		}
+
 		vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
 		if(count > 0)
 			cb->recruitCreatures(d, recruiter, creID, count, i);
@@ -1102,26 +1115,13 @@ void AIGateway::waitTillFree()
 	status.waitTillFree();
 }
 
-void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
-{
-	foreach_tile_pos([&](const int3 & pos)
-	{
-		for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
-		{
-			if(includeOwned || obj->tempOwner != playerID)
-				out.push_back(obj);
-		}
-	});
-}
-
 void AIGateway::retrieveVisitableObjs()
 {
 	foreach_tile_pos([&](const int3 & pos)
 	{
 		for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
 		{
-			if(obj->tempOwner != playerID)
-				addVisitableObj(obj);
+			addVisitableObj(obj);
 		}
 	});
 }

+ 0 - 1
AI/Nullkiller/AIGateway.h

@@ -195,7 +195,6 @@ public:
 
 	void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
 	void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
-	void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
 	void retrieveVisitableObjs();
 	virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
 

+ 0 - 4
AI/Nullkiller/AIUtility.cpp

@@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
 
 	if(dynamic_cast<const CGDwelling *>(obj))
 		return true;
-	if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
-		return true;
 
 	switch(obj->ID)
 	{
-	case Obj::STABLES:
-	case Obj::MAGIC_WELL:
 	case Obj::HILL_FORT:
 		return true;
 	case Obj::BORDER_GATE:

+ 60 - 8
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -13,6 +13,7 @@
 #include "../Engine/Nullkiller.h"
 #include "../../../CCallback.h"
 #include "../../../lib/mapObjects/MapObjects.h"
+#include "../../../lib/GameConstants.h"
 
 namespace NKAI
 {
@@ -33,6 +34,45 @@ public:
 	}
 };
 
+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 = VLC->creh->objects[i.cre->getId()];
+		slot.count = i.count;
+		slot.power = evaluateStackPower(i.cre, i.count);
+
+		result.push_back(slot);
+	}
+
+	return result;
+}
+
 uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
 {
 	return howManyReinforcementsCanGet(hero, hero, source);
@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 		{
 			if(vstd::contains(allowedFactions, slot.creature->getFaction()))
 			{
-				auto slotID = newArmyInstance.getSlotFor(slot.creature);
+				auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
 
 				if(slotID.validSlot())
 				{
@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 ui64 ArmyManager::howManyReinforcementsCanBuy(
 	const CCreatureSet * targetArmy,
 	const CGDwelling * dwelling,
-	const TResources & availableResources) const
+	const TResources & availableResources,
+	uint8_t turn) const
 {
 	ui64 aivalue = 0;
 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
 std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 	const CCreatureSet * hero,
 	const CGDwelling * dwelling,
-	TResources availableRes) const
+	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;
 
 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 	{
 		auto ci = infoFromDC(dwelling->creatures[i]);
 
-		if(!ci.count || ci.creID == -1)
-			continue;
+		if(ci.creID == -1) continue;
+
+		if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
+		{
+			ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
+		}
+
+		if(!ci.count) continue;
 
 		SlotID dst = hero->getSlotFor(ci.creID);
 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
@@ -282,8 +335,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 
 		vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
 
-		if(!ci.count)
-			continue;
+		if(!ci.count) continue;
 
 		ci.level = i; //this is important for Dungeon Summoning Portal
 		creaturesInDwellings.push_back(ci);
@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 }
 
-uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
+uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
 {
 	return creature->getAIValue() * count;
 }

+ 34 - 8
AI/Nullkiller/Analyzers/ArmyManager.h

@@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
 	std::vector<SlotInfo> resultingArmy;
 	uint64_t upgradeValue = 0;
 	TResources upgradeCost;
+
+	void addArmyToBuy(std::vector<SlotInfo> army);
+	void addArmyToGet(std::vector<SlotInfo> army);
 };
 
 class DLL_EXPORT IArmyManager //: public: IAbstractManager
@@ -45,20 +48,33 @@ public:
 	virtual	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const = 0;
+		const TResources & availableResources,
+		uint8_t turn = 0) const = 0;
+
 	virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
-	virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
+	virtual ui64 howManyReinforcementsCanGet(
+		const IBonusBearer * armyCarrier,
+		const CCreatureSet * target,
+		const CCreatureSet * source) const = 0;
+
 	virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
 	virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
 	virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
-	virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
+	virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
+
+	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
+	virtual std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const = 0;
+
+	virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
 	virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
 	virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
 		const CCreatureSet * army,
 		const CGObjectInstance * upgrader,
 		const TResources & availableResources) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
 	virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
 };
 
@@ -74,20 +90,30 @@ private:
 public:
 	ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
 	void update() override;
+
 	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
 	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const override;
+		const TResources & availableResources,
+		uint8_t turn = 0) const override;
+
 	ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
 	ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
 	std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
-	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
+	std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
+
 	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
+	std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const override;
+
 	std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
-	uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
+	uint64_t evaluateStackPower(const Creature * creature, int count) const override;
 	SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
 	ArmyUpgradeInfo calculateCreaturesUpgrade(
 		const CCreatureSet * army, 

+ 39 - 13
AI/Nullkiller/Analyzers/BuildAnalyzer.cpp

@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
 	logAi->trace("Checking other buildings");
 
 	std::vector<std::vector<BuildingID>> otherBuildings = {
-		{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
+		{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
+		{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
 	};
 
 	if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
 	{
 		otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
+		otherBuildings.push_back({BuildingID::HORDE_1});
+		otherBuildings.push_back({BuildingID::HORDE_2});
 	}
 
 	for(auto & buildingSet : otherBuildings)
 	{
 		for(auto & buildingID : buildingSet)
 		{
-			if(!developmentInfo.town->hasBuilt(buildingID))
+			if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
 			{
 				developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
 
@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
 	}
 	else
 	{
-		goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
-			+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
+		goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+			+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
 	}
 
 	logAi->trace("Gold preasure: %f", goldPreasure);
@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
 	const CCreature * creature = nullptr;
 	CreatureID baseCreatureID;
 
+	int creatureLevel = -1;
+	int creatureUpgrade = 0;
+
 	if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
 	{
-		int level = toBuild - BuildingID::DWELL_FIRST;
-		auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
-		auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
-			? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
+		creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
+		creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
+	}
+	else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
+	{
+		creatureLevel = townInfo->hordeLvl.at(0);
+	}
+	else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
+	{
+		creatureLevel = townInfo->hordeLvl.at(1);
+	}
+
+	if(creatureLevel >=  0)
+	{
+		auto creatures = townInfo->creatures.at(creatureLevel);
+		auto creatureID = creatures.size() > creatureUpgrade
+			? creatures.at(creatureUpgrade)
 			: creatures.front();
 
 		baseCreatureID = creatures.front();
@@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
 		}
 		else
 		{
-			creatureGrows = creature->getGrowth();
+			if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
+			{
+				creatureGrows = creature->getGrowth();
 
-			if(town->hasBuilt(BuildingID::CASTLE))
-				creatureGrows *= 2;
-			else if(town->hasBuilt(BuildingID::CITADEL))
-				creatureGrows += creatureGrows / 2;
+				if(town->hasBuilt(BuildingID::CASTLE))
+					creatureGrows *= 2;
+				else if(town->hasBuilt(BuildingID::CITADEL))
+					creatureGrows += creatureGrows / 2;
+			}
+			else
+			{
+				creatureGrows = creature->getHorde();
+			}
 		}
 
 		armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);

+ 161 - 17
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp

@@ -17,20 +17,29 @@ namespace NKAI
 
 HitMapInfo HitMapInfo::NoTreat;
 
+double HitMapInfo::value() const
+{
+	return danger / std::sqrt(turn / 3.0f + 1);
+}
+
 void DangerHitMapAnalyzer::updateHitMap()
 {
-	if(upToDate)
+	if(hitMapUpToDate)
 		return;
 
 	logAi->trace("Update danger hitmap");
 
-	upToDate = true;
+	hitMapUpToDate = true;
 	auto start = std::chrono::high_resolution_clock::now();
 
 	auto cb = ai->cb.get();
 	auto mapSize = ai->cb->getMapSize();
-	hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+	
+	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
+		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+
 	enemyHeroAccessibleObjects.clear();
+	townTreats.clear();
 
 	std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
 
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 				if(path.getFirstBlockedAction())
 					continue;
 
-				auto tileDanger = path.getHeroStrength();
-				auto turn = path.turn();
 				auto & node = hitMap[pos.x][pos.y][pos.z];
 
-				if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
-					|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
+				HitMapInfo newTreat;
+
+				newTreat.hero = path.targetHero;
+				newTreat.turn = path.turn();
+				newTreat.danger = path.getHeroStrength();
+
+				if(newTreat.value() > node.maximumDanger.value())
 				{
-					node.maximumDanger.danger = tileDanger;
-					node.maximumDanger.turn = turn;
-					node.maximumDanger.hero = path.targetHero;
+					node.maximumDanger = newTreat;
 				}
 
-				if(turn < node.fastestDanger.turn
-					|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
+				if(newTreat.turn < node.fastestDanger.turn
+					|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
 				{
-					node.fastestDanger.danger = tileDanger;
-					node.fastestDanger.turn = turn;
-					node.fastestDanger.hero = path.targetHero;
+					node.fastestDanger = newTreat;
 				}
 
-				if(turn == 0)
+				if(newTreat.turn == 0)
 				{
 					auto objects = cb->getVisitableObjs(pos, false);
 					
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 					{
 						if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
 							enemyHeroAccessibleObjects[path.targetHero].insert(obj);
+
+						if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
+						{
+							auto & treats = townTreats[obj->id];
+							auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
+								{
+									return i.hero.hid == path.targetHero->id;
+								});
+
+							if(treat == treats.end())
+							{
+								treats.emplace_back();
+								treat = std::prev(treats.end(), 1);
+							}
+
+							if(newTreat.value() > treat->value())
+							{
+								*treat = newTreat;
+							}
+						}
 					}
 				}
 			}
@@ -104,6 +132,122 @@ void DangerHitMapAnalyzer::updateHitMap()
 	logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
 }
 
+void DangerHitMapAnalyzer::calculateTileOwners()
+{
+	if(tileOwnersUpToDate) return;
+
+	tileOwnersUpToDate = true;
+
+	auto cb = ai->cb.get();
+	auto mapSize = ai->cb->getMapSize();
+
+	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
+		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+
+	std::map<const CGHeroInstance *, HeroRole> townHeroes;
+	std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
+	PathfinderSettings pathfinderSettings;
+
+	pathfinderSettings.mainTurnDistanceLimit = 5;
+
+	auto addTownHero = [&](const CGTownInstance * town)
+	{
+			auto townHero = new CGHeroInstance();
+			CRandomGenerator rng;
+			auto visitablePos = town->visitablePos();
+			
+			townHero->setOwner(ai->playerID); // lets avoid having multiple colors
+			townHero->initHero(rng, static_cast<HeroTypeID>(0));
+			townHero->pos = townHero->convertFromVisitablePos(visitablePos);
+			townHero->initObj(rng);
+			
+			heroTownMap[townHero] = town;
+			townHeroes[townHero] = HeroRole::MAIN;
+	};
+
+	for(auto obj : ai->memory->visitableObjs)
+	{
+		if(obj && obj->ID == Obj::TOWN)
+		{
+			addTownHero(dynamic_cast<const CGTownInstance *>(obj));
+		}
+	}
+
+	for(auto town : cb->getTownsInfo())
+	{
+		addTownHero(town);
+	}
+
+	ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
+
+	pforeachTilePos(mapSize, [&](const int3 & pos)
+		{
+			float ourDistance = std::numeric_limits<float>::max();
+			float enemyDistance = std::numeric_limits<float>::max();
+			const CGTownInstance * enemyTown = nullptr;
+			const CGTownInstance * ourTown = nullptr;
+
+			for(AIPath & path : ai->pathfinder->getPathInfo(pos))
+			{
+				if(!path.targetHero || path.getFirstBlockedAction())
+					continue;
+
+				auto town = heroTownMap[path.targetHero];
+
+				if(town->getOwner() == ai->playerID)
+				{
+					if(ourDistance > path.movementCost())
+					{
+						ourDistance = path.movementCost();
+						ourTown = town;
+					}
+				}
+				else
+				{
+					if(enemyDistance > path.movementCost())
+					{
+						enemyDistance = path.movementCost();
+						enemyTown = town;
+					}
+				}
+			}
+
+			if(ourDistance == enemyDistance)
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
+			}
+			else if(!enemyTown || ourDistance < enemyDistance)
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
+			}
+			else
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
+			}
+		});
+}
+
+const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownTreats(const CGTownInstance * town) const
+{
+	static const std::vector<HitMapInfo> empty = {};
+
+	auto result = townTreats.find(town->id);
+
+	return result == townTreats.end() ? empty : result->second;
+}
+
+PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
+{
+	auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
+
+	return town ? town->getOwner() : PlayerColor::NEUTRAL;
+}
+
+const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
+{
+	return hitMap[tile.x][tile.y][tile.z].closestTown;
+}
+
 uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
 {
 	int3 tile = path.targetTile();
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
 
 void DangerHitMapAnalyzer::reset()
 {
-	upToDate = false;
+	hitMapUpToDate = false;
 }
 
 }

+ 12 - 1
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h

@@ -35,6 +35,8 @@ struct HitMapInfo
 		turn = 255;
 		hero = HeroPtr();
 	}
+
+	double value() const;
 };
 
 struct HitMapNode
@@ -42,6 +44,8 @@ struct HitMapNode
 	HitMapInfo maximumDanger;
 	HitMapInfo fastestDanger;
 
+	const CGTownInstance * closestTown = nullptr;
+
 	HitMapNode() = default;
 
 	void reset()
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
 private:
 	boost::multi_array<HitMapNode, 3> hitMap;
 	std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
-	bool upToDate;
+	bool hitMapUpToDate = false;
+	bool tileOwnersUpToDate = false;
 	const Nullkiller * ai;
+	std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
 
 public:
 	DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
 
 	void updateHitMap();
+	void calculateTileOwners();
 	uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
 	const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
 	const HitMapNode & getTileTreat(const int3 & tile) const;
 	const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
 	void reset();
+	void resetTileOwners() { tileOwnersUpToDate = false; }
+	PlayerColor getTileOwner(const int3 & tile) const;
+	const CGTownInstance * getClosestTown(const int3 & tile) const;
+	const std::vector<HitMapInfo> & getTownTreats(const CGTownInstance * town) const;
 };
 
 }

+ 36 - 7
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -125,6 +125,7 @@ void HeroManager::update()
 	}
 
 	std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
+	heroRoles.clear();
 
 	for(auto hero : myHeroes)
 	{
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
 	return evaluateFightingStrength(hero);
 }
 
+bool HeroManager::heroCapReached() const
+{
+	const bool includeGarnisoned = true;
+	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
+
+	return heroCount >= ALLOWED_ROAMING_HEROES
+		|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
+}
+
 bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 {
 	if(!town)
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 	if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
 		return false;
 
-	const bool includeGarnisoned = true;
-	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
-
-	if(heroCount >= ALLOWED_ROAMING_HEROES)
-		return false;
-
-	if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
+	if(heroCapReached())
 		return false;
 
 	if(!cb->getAvailableHeroes(town).size())
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
 	return nullptr;
 }
 
+const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
+{
+	const CGHeroInstance * weakestHero = nullptr;
+	auto myHeroes = ai->cb->getHeroesInfo();
+
+	for(auto existingHero : myHeroes)
+	{
+		if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
+			|| existingHero->getArmyStrength() >armyLimit
+			|| getHeroRole(existingHero) == HeroRole::MAIN
+			|| existingHero->movementPointsRemaining()
+			|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
+		{
+			continue;
+		}
+
+		if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
+		{
+			weakestHero = existingHero;
+		}
+	}
+
+	return weakestHero;
+}
+
 SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
 	:scoreMap(scoreMap)
 {

+ 4 - 0
AI/Nullkiller/Analyzers/HeroManager.h

@@ -31,7 +31,9 @@ public:
 	virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
 	virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
 	virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
+	virtual bool heroCapReached() const = 0;
 	virtual const CGHeroInstance * findHeroWithGrail() const = 0;
+	virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
 };
 
 class DLL_EXPORT ISecondarySkillRule
@@ -71,7 +73,9 @@ public:
 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
 	float evaluateHero(const CGHeroInstance * hero) const override;
 	bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
+	bool heroCapReached() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
+	const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
 
 private:
 	float evaluateFightingStrength(const CGHeroInstance * hero) const;

+ 6 - 1
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
 			auto obj = objs[i];
 
 			if(!shouldVisitObject(obj))
-				return;
+			{
+#if NKAI_TRACE_LEVEL >= 2
+				logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
+#endif
+				continue;
+			}
 
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());

+ 10 - 6
AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp

@@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 	tasks.reserve(paths.size());
 
-	const AIPath * closestWay = nullptr;
+	std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
 	std::vector<ExecuteHeroChain *> waysToVisitObj;
 
 	for(auto & path : paths)
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 			auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
 
-			if(heroRole == HeroRole::SCOUT
-				&& (!closestWay || closestWay->movementCost() > path.movementCost()))
+			auto & closestWay = closestWaysByRole[heroRole];
+
+			if(!closestWay || closestWay->movementCost() > path.movementCost())
 			{
 				closestWay = &path;
 			}
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 		}
 	}
 
-	if(closestWay)
+	for(auto way : waysToVisitObj)
 	{
-		for(auto way : waysToVisitObj)
+		auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
+		auto closestWay = closestWaysByRole[heroRole];
+
+		if(closestWay)
 		{
 			way->closestWayRatio
 				= closestWay->movementCost() / way->getPath().movementCost();
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
 	{
 		captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
 
-		if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
+		if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
 			captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
 	}
 

+ 236 - 115
AI/Nullkiller/Behaviors/DefenceBehavior.cpp

@@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
 	return tasks;
 }
 
-void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
+bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
 {
-	logAi->trace("Evaluating defence for %s", town->getNameTranslated());
-
-	auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
-	auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
-
 	int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
 
-	if(town->garrisonHero)
+	for(const AIPath & path : paths)
 	{
-		if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
+		bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
+		bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
+
+		if(treatIsWeak && !needToSaveGrowth)
 		{
-			if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
+			if((path.exchangeCount == 1 && path.turn() < treat.turn)
+				|| path.turn() < treat.turn - 1
+				|| (path.turn() < treat.turn && treat.turn >= 2))
 			{
+#if NKAI_TRACE_LEVEL >= 1
 				logAi->trace(
-					"Extracting hero %s from garrison of town %s",
-					town->garrisonHero->getNameTranslated(),
-					town->getNameTranslated());
-
-				tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+					"Hero %s can eliminate danger for town %s using path %s.",
+					path.targetHero->getObjectName(),
+					town->getObjectName(),
+					path.toString());
+#endif
 
-				return;
+				return true;
 			}
 		}
+	}
+
+	return false;
+}
+
+void handleCounterAttack(
+	const CGTownInstance * town,
+	const HitMapInfo & treat,
+	const HitMapInfo & maximumDanger,
+	Goals::TGoalVec & tasks)
+{
+	if(treat.hero.validAndSet()
+		&& treat.turn <= 1
+		&& (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
+	{
+		auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
+		auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
+
+		for(int i = 0; i < heroCapturingPaths.size(); i++)
+		{
+			AIPath & path = heroCapturingPaths[i];
+			TSubgoal goal = goals[i];
+
+			if(!goal || goal->invalid() || !goal->isElementar()) continue;
+
+			Composition composition;
+
+			composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
+
+			tasks.push_back(Goals::sptr(composition));
+		}
+	}
+}
 
+bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
+{
+	if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
+	{
 		logAi->trace(
 			"Hero %s in garrison of town %s is suposed to defend the town",
 			town->garrisonHero->getNameTranslated(),
 			town->getNameTranslated());
 
+		return true;
+	}
+
+	if(!town->visitingHero)
+	{
+		if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
+		{
+			logAi->trace(
+				"Extracting hero %s from garrison of town %s",
+				town->garrisonHero->getNameTranslated(),
+				town->getNameTranslated());
+
+			tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+
+			return true;
+		}
+		else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
+		{
+			auto armyDismissLimit = 1000;
+			auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
+
+			if(heroToDismiss)
+			{
+				tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
+
+				return true;
+			}
+		}
+	}
+
+	return false;
+}
+
+void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
+{
+	logAi->trace("Evaluating defence for %s", town->getNameTranslated());
+
+	auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
+	std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
+	
+	treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
+
+	if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
+	{
 		return;
 	}
 
@@ -109,103 +191,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 			std::to_string(treat.turn),
 			treat.hero->getNameTranslated());
 
-		bool treatIsUnderControl = false;
+		handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
 
-		for(AIPath & path : paths)
+		if(isTreatUnderControl(town, treat, paths))
 		{
-			if(town->visitingHero && path.targetHero != town->visitingHero.get())
-				continue;
-
-			if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
-				continue;
-
-			if(treat.hero.validAndSet()
-				&& treat.turn <= 1
-				&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
-				&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
-			{
-				Composition composition;
-
-				composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
-
-				tasks.push_back(Goals::sptr(composition));
-			}
-
-			bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
-			bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
-
-			if(treatIsWeak && !needToSaveGrowth)
-			{
-				if((path.exchangeCount == 1 && path.turn() < treat.turn)
-					|| path.turn() < treat.turn - 1
-					|| (path.turn() < treat.turn && treat.turn >= 2))
-				{
-#if NKAI_TRACE_LEVEL >= 1
-					logAi->trace(
-						"Hero %s can eliminate danger for town %s using path %s.",
-						path.targetHero->getObjectName(),
-						town->getObjectName(),
-						path.toString());
-#endif
-
-					treatIsUnderControl = true;
-
-					break;
-				}
-			}
-		}
-
-		if(treatIsUnderControl)
 			continue;
-
-		if(!town->visitingHero
-			&& town->hasBuilt(BuildingID::TAVERN)
-			&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
-		{
-			auto heroesInTavern = cb->getAvailableHeroes(town);
-
-			for(auto hero : heroesInTavern)
-			{
-				if(hero->getTotalStrength() > treat.danger)
-				{
-					auto myHeroes = cb->getHeroesInfo();
-
-					if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
-					{
-#if NKAI_TRACE_LEVEL >= 1
-						logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
-#endif
-						tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
-						continue;
-					}
-					else
-					{
-						const CGHeroInstance * weakestHero = nullptr;
-
-						for(auto existingHero : myHeroes)
-						{
-							if(ai->nullkiller->isHeroLocked(existingHero)
-								|| existingHero->getArmyStrength() > hero->getArmyStrength()
-								|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
-								|| existingHero->movementPointsRemaining()
-								|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
-								continue;
-
-							if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
-							{
-								weakestHero = existingHero;
-							}
-
-							if(weakestHero)
-							{
-								tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
-							}
-						}
-					}
-				}
-			}
 		}
 
+		evaluateRecruitingHero(tasks, treat, town);
+
 		if(paths.empty())
 		{
 			logAi->trace("No ways to defend town %s", town->getNameTranslated());
@@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				path.movementCost(),
 				path.toString());
 #endif
+
+			auto townDefenseStrength = town->garrisonHero
+				? town->garrisonHero->getTotalStrength()
+				: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
+
+			if(town->visitingHero && path.targetHero == town->visitingHero.get())
+			{
+				if(path.getHeroStrength() < townDefenseStrength)
+					continue;
+			}
+			else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
+			{
+				if(path.getHeroStrength() < townDefenseStrength)
+					continue;
+			}
+
 			if(path.turn() <= treat.turn - 2)
 			{
 #if NKAI_TRACE_LEVEL >= 1
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				tasks.push_back(
 					Goals::sptr(Composition()
 						.addNext(DefendTown(town, treat, path))
-						.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
-						.addNext(ExecuteHeroChain(path, town))
-						.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
+						.addNextSequence({
+								sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
+								sptr(ExecuteHeroChain(path, town)),
+								sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
+							})));
 
 				continue;
 			}
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 					continue;
 				}
 			}
+			Composition composition;
+
+			composition.addNext(DefendTown(town, treat, path));
+			TGoalVec sequence;
+
+			if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
+			{
+				composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
+				tasks.push_back(Goals::sptr(composition));
 
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Move %s to defend town %s",
-				path.targetHero->getObjectName(),
-				town->getObjectName());
+				logAi->trace("Locking hero %s in garrison of %s",
+					town->garrisonHero.get()->getObjectName(),
+					town->getObjectName());
 #endif
-			Composition composition;
 
-			composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
+				continue;
+			}
+			else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
+			{
+				if(town->garrisonHero)
+				{
+					if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
+						&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
+					{
+						if(path.turn() == 0)
+							sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
+					}
+					else
+					{
+#if NKAI_TRACE_LEVEL >= 1
+						logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
+							path.targetHero->getObjectName(),
+							town->getObjectName());
+#endif
+						continue;
+					}
+				}
+				else if(path.turn() == 0)
+				{
+					sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+				}
+			}
+
+#if NKAI_TRACE_LEVEL >= 1
+				logAi->trace("Move %s to defend town %s",
+					path.targetHero->getObjectName(),
+					town->getObjectName());
+#endif
+
+			sequence.push_back(sptr(ExecuteHeroChain(path, town)));
+			composition.addNextSequence(sequence);
 
 			auto firstBlockedAction = path.getFirstBlockedAction();
 			if(firstBlockedAction)
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 	logAi->debug("Found %d tasks", tasks.size());
 }
 
+void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
+{
+	if(town->hasBuilt(BuildingID::TAVERN)
+		&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
+	{
+		auto heroesInTavern = cb->getAvailableHeroes(town);
+
+		for(auto hero : heroesInTavern)
+		{
+			if(hero->getTotalStrength() < treat.danger)
+				continue;
+
+			auto myHeroes = cb->getHeroesInfo();
+
+#if NKAI_TRACE_LEVEL >= 1
+			logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
+#endif
+			bool needSwap = false;
+			const CGHeroInstance * heroToDismiss = nullptr;
+
+			if(town->visitingHero)
+			{
+				if(!town->garrisonHero)
+					needSwap = true;
+				else
+				{
+					if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
+					{
+						if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
+							continue;
+
+						heroToDismiss = town->visitingHero.get();
+					}
+					else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
+						continue;
+					else
+					{
+						needSwap = true;
+						heroToDismiss = town->garrisonHero.get();
+					}
+				}
+			}
+			else if(ai->nullkiller->heroManager->heroCapReached())
+			{
+				heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
+
+				if(!heroToDismiss)
+					continue;
+			}
+
+			TGoalVec sequence;
+			Goals::Composition recruitHeroComposition;
+
+			if(needSwap)
+				sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+
+			if(heroToDismiss)
+				sequence.push_back(sptr(DismissHero(heroToDismiss)));
+
+			sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
+
+			tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
+		}
+	}
+}
+
 }

+ 5 - 0
AI/Nullkiller/Behaviors/DefenceBehavior.h

@@ -15,8 +15,12 @@
 
 namespace NKAI
 {
+
+struct HitMapInfo;
+
 namespace Goals
 {
+
 	class DefenceBehavior : public CGoal<DefenceBehavior>
 	{
 	public:
@@ -35,6 +39,7 @@ namespace Goals
 
 	private:
 		void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
+		void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
 	};
 }
 

+ 105 - 20
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp

@@ -12,10 +12,13 @@
 #include "../Engine/Nullkiller.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/Composition.h"
+#include "../Goals/RecruitHero.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
 #include "GatherArmyBehavior.h"
+#include "CaptureObjectsBehavior.h"
 #include "../AIUtility.h"
+#include "../Goals/ExchangeSwapTownHeroes.h"
 
 namespace NKAI
 {
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 	for(const AIPath & path : paths)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
 		
-		if(path.containsHero(hero)) continue;
+		if(path.containsHero(hero))
+		{
+#if NKAI_TRACE_LEVEL >= 2
+			logAi->trace("Selfcontaining path. Ignore");
+#endif
+			continue;
+		}
+
+		bool garrisoned = false;
 
 		if(path.turn() == 0 && hero->inTownGarrison)
 		{
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
+			garrisoned = true;
 #endif
-			continue;
 		}
 
-		if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
+		if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@@ -109,10 +119,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 
 		HeroExchange heroExchange(hero, path);
 
-		float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
+		uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
+		float armyRatio = (float)armyValue / hero->getArmyStrength();
 
 		// avoid transferring very small amount of army
-		if(armyValue < 0.1f && armyValue < 20000)
+		if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Army value is too small.");
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 			exchangePath.closestWayRatio = 1;
 
 			composition.addNext(heroExchange);
-			composition.addNext(exchangePath);
+
+			if(garrisoned && path.turn() == 0)
+			{
+				auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
+
+				composition.addNextSequence({
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
+					sptr(exchangePath),
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
+				});
+			}
+			else
+			{
+				composition.addNext(exchangePath);
+			}
 
 			auto blockedAction = path.getFirstBlockedAction();
 
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 #endif
 	
 	auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
+	auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
+
 	std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
 
 #if NKAI_TRACE_LEVEL >= 1
 	logAi->trace("Found %d paths", paths.size());
 #endif
 
+	bool hasMainAround = false;
+
 	for(const AIPath & path : paths)
 	{
+		auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
+
+		if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
+			hasMainAround = true;
+	}
+
+	for(int i = 0; i < paths.size(); i++)
+	{
+		auto & path = paths[i];
+		auto visitGoal = goals[i];
+
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
-		if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
+
+		if(visitGoal->invalid())
+		{
+#if NKAI_TRACE_LEVEL >= 2
+			logAi->trace("Ignore path. Not valid way.");
+#endif
+			continue;
+		}
+
+		if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Town has visiting hero.");
@@ -261,18 +310,58 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 		auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
 
-		if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
+		if(!upgrader->garrisonHero
+			&& (
+				hasMainAround
+				|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
 		{
-			upgrade.upgradeValue +=	
-				ai->nullkiller->armyManager->howManyReinforcementsCanGet(
+			ArmyUpgradeInfo armyToGetOrBuy;
+
+			armyToGetOrBuy.addArmyToGet(
+				ai->nullkiller->armyManager->getBestArmy(
 					path.targetHero,
 					path.heroArmy,
-					upgrader->getUpperArmy());	
+					upgrader->getUpperArmy()));
+
+			armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
+
+			armyToGetOrBuy.addArmyToBuy(
+				ai->nullkiller->armyManager->toSlotInfo(
+					ai->nullkiller->armyManager->getArmyAvailableToBuy(
+						path.heroArmy,
+						upgrader,
+						ai->nullkiller->getFreeResources(),
+						path.turn())));
+
+			upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
+			upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
+			vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
+
+			if(!upgrade.upgradeValue
+				&& armyToGetOrBuy.upgradeValue > 20000
+				&& ai->nullkiller->heroManager->canRecruitHero(town)
+				&& path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
+			{
+				for(auto hero : cb->getAvailableHeroes(town))
+				{
+					auto scoutReinforcement =  ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
+						+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
+
+					if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
+						&& ai->nullkiller->getFreeGold() >20000
+						&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
+					{
+						Composition recruitHero;
+
+						recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
+					}
+				}
+			}
 		}
 
 		auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
 
-		if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
+		if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 		if(isSafe)
 		{
-			ExecuteHeroChain newWay(path, upgrader);
-			
-			newWay.closestWayRatio = 1;
-
-			tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
+			tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
 		}
 	}
 

+ 21 - 0
AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp

@@ -66,6 +66,27 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
 				}
 			}
 
+			int treasureSourcesCount = 0;
+
+			for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
+			{
+				if((obj->ID == Obj::RESOURCE)
+					|| obj->ID == Obj::TREASURE_CHEST
+					|| obj->ID == Obj::CAMPFIRE
+					|| isWeeklyRevisitable(obj)
+					|| obj->ID ==Obj::ARTIFACT)
+				{
+					auto tile = obj->visitablePos();
+					auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
+
+					if(town == closestTown)
+						treasureSourcesCount++;
+				}
+			}
+
+			if(treasureSourcesCount < 5)
+				continue;
+
 			if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
 				|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
 					&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))

+ 2 - 0
AI/Nullkiller/CMakeLists.txt

@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
+		Helpers/ArmyFormation.cpp
 		AIGateway.cpp
 )
 
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
 		Behaviors/BuildingBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/ClusterBehavior.h
+		Helpers/ArmyFormation.h
 		AIGateway.h
 )
 

+ 4 - 6
AI/Nullkiller/Engine/FuzzyHelper.cpp

@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
 	case Obj::MINE:
 	case Obj::ABANDONED_MINE:
 	case Obj::PANDORAS_BOX:
-	{
-		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
-		return a->getArmyStrength();
-	}
 	case Obj::CRYPT: //crypt
 	case Obj::CREATURE_BANK: //crebank
 	case Obj::DRAGON_UTOPIA:
 	case Obj::SHIPWRECK: //shipwreck
 	case Obj::DERELICT_SHIP: //derelict ship
-							 //	case Obj::PYRAMID:
-		return estimateBankDanger(dynamic_cast<const CBank *>(obj));
+	{
+		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
+		return a->getArmyStrength();
+	}
 	case Obj::PYRAMID:
 	{
 		if(obj->subID == 0)

+ 42 - 13
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
 	armyManager.reset(new ArmyManager(cb.get(), this));
 	heroManager.reset(new HeroManager(cb.get(), this));
 	decomposer.reset(new DeepDecomposer());
+	armyFormation.reset(new ArmyFormation(cb, this));
 }
 
 Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
 void Nullkiller::resetAiState()
 {
 	lockedResources = TResources();
-	scanDepth = ScanDepth::FULL;
+	scanDepth = ScanDepth::MAIN_FULL;
 	playerID = ai->playerID;
 	lockedHeroes.clear();
 	dangerHitMap->reset();
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	activeHero = nullptr;
 	setTargetObject(-1);
 
+	decomposer->reset();
+	buildAnalyzer->update();
+
 	if(!fast)
 	{
 		memory->removeInvisibleObjects(cb.get());
 
+		dangerHitMap->calculateTileOwners();
 		dangerHitMap->updateHitMap();
 
 		boost::this_thread::interruption_point();
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
 
 		PathfinderSettings cfg;
 		cfg.useHeroChain = useHeroChain;
-		cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
 
-		if(scanDepth != ScanDepth::FULL)
+		if(scanDepth == ScanDepth::SMALL)
+		{
+			cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
+		}
+
+		if(scanDepth != ScanDepth::ALL_FULL)
 		{
-			cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
+			cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
 		}
 
 		boost::this_thread::interruption_point();
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	}
 
 	armyManager->update();
-	buildAnalyzer->update();
-	decomposer->reset();
 
 	logAi->debug("AI state updated in %ld", timeElapsed(start));
 }
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
 	boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
 
 	const int MAX_DEPTH = 10;
-	const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
+	const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
 
 	resetAiState();
 
@@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
 		updateAiState(i);
 
 		Goals::TTask bestTask = taskptr(Goals::Invalid());
-		
-		do
+
+		for(;i <= MAXPASS; i++)
 		{
 			Goals::TTaskVec fastTasks = {
 				choseBestTask(sptr(BuyArmyBehavior()), 1),
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
 				executeTask(bestTask);
 				updateAiState(i, true);
 			}
-		} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
+			else
+			{
+				break;
+			}
+		}
 
 		Goals::TTaskVec bestTasks = {
 			bestTask,
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
 		bestTask = choseBestTask(bestTasks);
 
 		HeroPtr hero = bestTask->getHero();
-
 		HeroRole heroRole = HeroRole::MAIN;
 
 		if(hero.validAndSet())
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
 		if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
 			useHeroChain = false;
 
+		// TODO: better to check turn distance here instead of priority
 		if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
-			&& scanDepth == ScanDepth::FULL)
+			&& scanDepth == ScanDepth::MAIN_FULL)
 		{
 			useHeroChain = false;
 			scanDepth = ScanDepth::SMALL;
 
 			logAi->trace(
-				"Goal %s has too low priority %f so increasing scan depth",
+				"Goal %s has low priority %f so decreasing  scan depth to gain performance.",
 				bestTask->toString(),
 				bestTask->priority);
 		}
 
 		if(bestTask->priority < MIN_PRIORITY)
 		{
+			auto heroes = cb->getHeroesInfo();
+			auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
+				{
+					return h->movementPointsRemaining() > 100;
+				});
+
+			if(hasMp && scanDepth != ScanDepth::ALL_FULL)
+			{
+				logAi->trace(
+					"Goal %s has too low priority %f so increasing scan depth to full.",
+					bestTask->toString(),
+					bestTask->priority);
+
+				scanDepth = ScanDepth::ALL_FULL;
+				useHeroChain = false;
+				continue;
+			}
+
 			logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
 
 			return;

+ 6 - 2
AI/Nullkiller/Engine/Nullkiller.h

@@ -18,6 +18,7 @@
 #include "../Analyzers/ArmyManager.h"
 #include "../Analyzers/HeroManager.h"
 #include "../Analyzers/ObjectClusterizer.h"
+#include "../Helpers/ArmyFormation.h"
 
 namespace NKAI
 {
@@ -39,9 +40,11 @@ enum class HeroLockedReason
 
 enum class ScanDepth
 {
-	FULL = 0,
+	MAIN_FULL = 0,
 
-	SMALL = 1
+	SMALL = 1,
+
+	ALL_FULL = 2
 };
 
 class Nullkiller
@@ -67,6 +70,7 @@ public:
 	std::unique_ptr<AIMemory> memory;
 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 	std::unique_ptr<DeepDecomposer> decomposer;
+	std::unique_ptr<ArmyFormation> armyFormation;
 	PlayerColor playerID;
 	std::shared_ptr<CCallback> cb;
 

+ 205 - 76
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -23,6 +23,7 @@
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/BuildThis.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
+#include "../Goals/DismissHero.h"
 #include "../Markers/UnlockCluster.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
@@ -33,6 +34,7 @@ namespace NKAI
 
 #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
+const float MIN_CRITICAL_VALUE = 2.0f;
 
 EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	: movementCost(0.0),
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	turn(0),
 	strategicalValue(0),
 	evaluator(ai),
-	enemyHeroDangerRatio(0)
+	enemyHeroDangerRatio(0),
+	armyGrowth(0)
 {
 }
 
+void EvaluationContext::addNonCriticalStrategicalValue(float value)
+{
+	vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
+}
+
 PriorityEvaluator::~PriorityEvaluator()
 {
 	delete engine;
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
 	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");
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
 	auto town = cb->getTown(target->id);
 	auto fortLevel = town->fortLevel();
 
-	if(town->hasCapitol()) return booster * 2000;
+	if(town->hasCapitol())
+		return booster * 2000;
 
 	// probably well developed town will have city hall
 	if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
@@ -153,18 +163,18 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
 		{
 			result += (c.data.type->getAIValue() * c.data.count) * c.chance;
 		}
-		else
+		/*else
 		{
 			//we will need to discard the weakest stack
 			result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
-		}
+		}*/
 	}
 	result /= 100; //divide by total chance
 
 	return result;
 }
 
-uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
+uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
 {
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
 	uint64_t score = 0;
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
 	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);
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
 {
 	const float enemyArmyEliminationRewardRatio = 0.5f;
 
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
+
 	if(!target)
 		return 0;
 
 	switch(target->ID)
 	{
-	case Obj::TOWN:
-	{
-		auto town = dynamic_cast<const CGTownInstance *>(target);
-		auto fortLevel = town->fortLevel();
-		auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
-
-		if(fortLevel < CGTownInstance::CITADEL)
-			return town->hasFort() ? booster * 500 : 0;
-		else
-			return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
-	}
-
 	case Obj::HILL_FORT:
 		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
 	case Obj::CREATURE_BANK:
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::CREATURE_GENERATOR2:
 	case Obj::CREATURE_GENERATOR3:
 	case Obj::CREATURE_GENERATOR4:
-		return getDwellingScore(ai->cb.get(), target, checkGold);
+		return getDwellingArmyValue(ai->cb.get(), target, checkGold);
 	case Obj::CRYPT:
 	case Obj::SHIPWRECK:
 	case Obj::SHIPWRECK_SURVIVOR:
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::DRAGON_UTOPIA:
 		return 10000;
 	case Obj::HERO:
-		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
+		return  relations == PlayerRelations::ENEMIES
 			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
 			: 0;
 	case Obj::PANDORAS_BOX:
@@ -293,6 +314,47 @@ uint64_t RewardEvaluator::getArmyReward(
 	}
 }
 
+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)
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
 	  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(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
+	return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
 }
 
 float RewardEvaluator::getResourceRequirementStrength(int resType) const
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
 		return 0;
 
 	float ratio = dailyIncome[resType] == 0
-		? (float)requiredResources[resType] / 50.0f
-		: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
+		? (float)requiredResources[resType] / 10.0f
+		: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
 
-	return std::min(ratio, 1.0f);
+	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::getStrategicalValue(const CGObjectInstance * target) const
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
 	case Obj::TOWN:
 	{
 		if(ai->buildAnalyzer->getDevelopmentInfo().empty())
-			return 1;
+			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) ? 0.3 : 1;
+		auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
 
-		if(town->hasCapitol()) return 1;
+		if(town->hasCapitol())
+			return booster * 1.5;
 
 		if(fortLevel < CGTownInstance::CITADEL)
-			return booster * (town->hasFort() ? 0.6 : 0.4);
+			return booster * (town->hasFort() ? 1.0 : 0.8);
 		else
-			return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
+			return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
 	}
 
 	case Obj::HERO:
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
 	case Obj::GARDEN_OF_REVELATION:
 	case Obj::MARLETTO_TOWER:
 	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::sqrt(hero->level);
 	case Obj::ARENA:
-	case Obj::SHRINE_OF_MAGIC_THOUGHT:
 		return 2;
+	case Obj::SHRINE_OF_MAGIC_INCANTATION:
+		return 0.2f;
+	case Obj::SHRINE_OF_MAGIC_GESTURE:
+		return 0.3f;
+	case Obj::SHRINE_OF_MAGIC_THOUGHT:
+		return 0.5f;
 	case Obj::LIBRARY_OF_ENLIGHTENMENT:
 		return 8;
 	case Obj::WITCH_HUT:
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
 	return value;
 }
 
-/// Gets aproximated reward in gold. Daily income is multiplied by 5
 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;
@@ -559,7 +651,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
 		//Objectively saves us 2500 to hire hero
 		return GameConstants::HERO_GOLD_COST;
 	case Obj::HERO:
-		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
+		return relations == PlayerRelations::ENEMIES
 			? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
 			: 0;
 	default:
@@ -579,7 +671,8 @@ public:
 
 		uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
 
-		evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
+		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
 	}
 };
 
@@ -596,7 +689,7 @@ public:
 		uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
 
 		evaluationContext.armyReward += upgradeValue;
-		evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
 	}
 };
 
@@ -621,23 +714,6 @@ void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uin
 
 class DefendTownEvaluator : public IEvaluationContextBuilder
 {
-private:
-	uint64_t townArmyIncome(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;
-	}
-
 public:
 	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
 	{
@@ -648,22 +724,34 @@ public:
 		const CGTownInstance * town = defendTown.town;
 		auto & treat = defendTown.getTreat();
 
-		auto armyIncome = townArmyIncome(town);
-		auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
-
-		auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
-
-		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
-			strategicalValue = 1;
+		auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
 
 		float multiplier = 1;
 
 		if(treat.turn < defendTown.getTurn())
 			multiplier /= 1 + (defendTown.getTurn() - treat.turn);
 
-		evaluationContext.armyReward += armyIncome * multiplier;
+		multiplier /= 1.0f + treat.turn / 5.0f;
+
+		if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
+		{
+			auto ourSpeed = defendTown.hero->movementPointsLimit(true);
+			auto enemySpeed = treat.hero->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;
-		evaluationContext.strategicalValue += strategicalValue * multiplier;
+
+		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
+			vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
+		else
+			evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
+
 		vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
 		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
 	}
@@ -709,18 +797,22 @@ public:
 		auto army = path.heroArmy;
 
 		const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
+		auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
+
+		if(heroRole == HeroRole::MAIN)
+			evaluationContext.heroRole = heroRole;
 
-		if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
+		if (target)
 		{
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
-			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
-			evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
+			evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
+			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
 		}
 
 		vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
-		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
 		addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
 		vstd::amax(evaluationContext.turn, path.turn());
 	}
@@ -760,7 +852,7 @@ public:
 			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.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
 			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
 			evaluationContext.movementCost += objInfo.second.movementCost / boost;
@@ -798,6 +890,31 @@ public:
 	}
 };
 
+class DismissHeroContextBuilder : public IEvaluationContextBuilder
+{
+private:
+	const Nullkiller * ai;
+
+public:
+	DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
+
+	virtual 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().get();
+
+		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:
@@ -813,39 +930,47 @@ public:
 		evaluationContext.heroRole = HeroRole::MAIN;
 		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
 		evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
+		evaluationContext.closestWayRatio = 1;
 
 		if(bi.creatureID != CreatureID::NONE)
 		{
-			evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
 
 			if(bi.baseCreatureID == bi.creatureID)
 			{
-				evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += bi.armyStrength;
 			}
 			else
 			{
 				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
 				
-				evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
 			}
 		}
 		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
 		{
-			evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
 			evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
 		}
-		else
+		else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
+		{
+			evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
+		}
+		
+		if(evaluationContext.goldReward)
 		{
 			auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
 
-			evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
 		}
 
 		if(bi.notEnoughRes && bi.prerequisitesCount == 1)
 		{
-			evaluationContext.strategicalValue /= 2;
+			evaluationContext.strategicalValue /= 3;
+			evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
+			evaluationContext.turn += 5;
 		}
 	}
 };
@@ -872,6 +997,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
 	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));
 }
 
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
@@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		+ (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;
 
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		heroRoleVariable->setValue(evaluationContext.heroRole);
 		mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
 		scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
-		goldRewardVariable->setValue(evaluationContext.goldReward);
+		goldRewardVariable->setValue(goldRewardPerTurn);
 		armyRewardVariable->setValue(evaluationContext.armyReward);
+		armyGrowthVariable->setValue(evaluationContext.armyGrowth);
 		skillRewardVariable->setValue(evaluationContext.skillReward);
 		dangerVariable->setValue(evaluationContext.danger);
 		rewardTypeVariable->setValue(rewardType);
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 	}
 
 #if NKAI_TRACE_LEVEL >= 2
-	logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
+	logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
 		task->toString(),
 		evaluationContext.armyLossPersentage,
 		(int)evaluationContext.turn,
 		evaluationContext.movementCostByRole[HeroRole::MAIN],
 		evaluationContext.movementCostByRole[HeroRole::SCOUT],
-		evaluationContext.goldReward,
+		goldRewardPerTurn,
 		evaluationContext.goldCost,
 		evaluationContext.armyReward,
 		evaluationContext.danger,

+ 6 - 0
AI/Nullkiller/Engine/PriorityEvaluator.h

@@ -33,6 +33,7 @@ public:
 	RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
 
 	uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
+	uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
 	int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
 	float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
 	float getResourceRequirementStrength(int resType) const;
@@ -43,6 +44,7 @@ public:
 	int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
 	uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
 	const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
+	uint64_t townArmyGrowth(const CGTownInstance * town) const;
 };
 
 struct DLL_EXPORT EvaluationContext
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
 	float closestWayRatio;
 	float armyLossPersentage;
 	float armyReward;
+	uint64_t armyGrowth;
 	int32_t goldReward;
 	int32_t goldCost;
 	float skillReward;
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
 	float enemyHeroDangerRatio;
 
 	EvaluationContext(const Nullkiller * ai);
+
+	void addNonCriticalStrategicalValue(float value);
 };
 
 class IEvaluationContextBuilder
@@ -95,6 +100,7 @@ private:
 	fl::InputVariable * turnVariable;
 	fl::InputVariable * goldRewardVariable;
 	fl::InputVariable * armyRewardVariable;
+	fl::InputVariable * armyGrowthVariable;
 	fl::InputVariable * dangerVariable;
 	fl::InputVariable * skillRewardVariable;
 	fl::InputVariable * strategicalValueVariable;

+ 1 - 1
AI/Nullkiller/Goals/BuyArmy.cpp

@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No creatures to buy.");
 	}
 
-	if(town->visitingHero)
+	if(town->visitingHero && !town->garrisonHero)
 	{
 		ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
 	}

+ 49 - 9
AI/Nullkiller/Goals/Composition.cpp

@@ -31,9 +31,17 @@ std::string Composition::toString() const
 {
 	std::string result = "Composition";
 
-	for(auto goal : subtasks)
+	for(auto step : subtasks)
 	{
-		result += " " + goal->toString();
+		result += "[";
+		for(auto goal : step)
+		{
+			if(goal->isElementar())
+				result +=  goal->toString() + " => ";
+			else
+				result += goal->toString() + ", ";
+		}
+		result += "] ";
 	}
 
 	return result;
@@ -41,17 +49,34 @@ std::string Composition::toString() const
 
 void Composition::accept(AIGateway * ai)
 {
-	taskptr(*subtasks.back())->accept(ai);
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			taskptr(*task)->accept(ai);
+		}
+		else
+		{
+			break;
+		}
+	}
 }
 
 TGoalVec Composition::decompose() const
 {
-	return subtasks;
+	TGoalVec result;
+
+	for(const TGoalVec & step : subtasks)
+		vstd::concatenate(result, step);
+
+	return result;
 }
 
-Composition & Composition::addNext(const AbstractGoal & goal)
+Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
 {
-	return addNext(sptr(goal));
+	subtasks.push_back(taskSequence);
+
+	return *this;
 }
 
 Composition & Composition::addNext(TSubgoal goal)
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
 	}
 	else
 	{
-		subtasks.push_back(goal);
+		subtasks.push_back({goal});
 	}
 
 	return *this;
 }
 
+Composition & Composition::addNext(const AbstractGoal & goal)
+{
+	return addNext(sptr(goal));
+}
+
 bool Composition::isElementar() const
 {
-	return subtasks.back()->isElementar();
+	return subtasks.back().front()->isElementar();
 }
 
 int Composition::getHeroExchangeCount() const
 {
-	return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
+	auto result = 0;
+
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			result += taskptr(*task)->getHeroExchangeCount();
+		}
+	}
+	
+	return result;
 }
 
 }

+ 2 - 6
AI/Nullkiller/Goals/Composition.h

@@ -18,7 +18,7 @@ namespace Goals
 	class DLL_EXPORT Composition : public ElementarGoal<Composition>
 	{
 	private:
-		TGoalVec subtasks;
+		std::vector<TGoalVec> subtasks; // things we want to do now
 
 	public:
 		Composition()
@@ -26,16 +26,12 @@ namespace Goals
 		{
 		}
 
-		Composition(TGoalVec subtasks)
-			: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
-		{
-		}
-
 		virtual bool operator==(const Composition & other) const override;
 		virtual std::string toString() const override;
 		void accept(AIGateway * ai) override;
 		Composition & addNext(const AbstractGoal & goal);
 		Composition & addNext(TSubgoal goal);
+		Composition & addNextSequence(const TGoalVec & taskSequence);
 		virtual TGoalVec decompose() const override;
 		virtual bool isElementar() const override;
 		virtual int getHeroExchangeCount() const override;

+ 14 - 0
AI/Nullkiller/Goals/ExecuteHeroChain.cpp

@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
 	ai->nullkiller->setActive(chainPath.targetHero, tile);
 	ai->nullkiller->setTargetObject(objid);
 
+	auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
+
+	if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
+	{
+		auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
+
+		if(relations == PlayerRelations::ENEMIES)
+		{
+			ai->nullkiller->armyFormation->rearrangeArmyForSiege(
+				dynamic_cast<const CGTownInstance *>(targetObject),
+				chainPath.targetHero);
+		}
+	}
+
 	std::set<int> blockedIndexes;
 
 	for(int i = chainPath.nodes.size() - 1; i >= 0; i--)

+ 12 - 9
AI/Nullkiller/Goals/RecruitHero.cpp

@@ -24,7 +24,10 @@ using namespace Goals;
 
 std::string RecruitHero::toString() const
 {
-	return "Recruit hero at " + town->getNameTranslated();
+	if(heroToBuy)
+		return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
+	else
+		return "Recruit hero at " + town->getNameTranslated();
 }
 
 void RecruitHero::accept(AIGateway * ai)
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 	}
 
-	auto heroToHire = heroes[0];
+	auto heroToHire = heroToBuy;
 
-	for(auto hero : heroes)
+	if(!heroToHire)
 	{
-		if(objid == hero->id.getNum())
+		for(auto hero : heroes)
 		{
-			heroToHire = hero;
-			break;
+			if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
+				heroToHire = hero;
 		}
-
-		if(hero->getTotalStrength() > heroToHire->getTotalStrength())
-			heroToHire = hero;
 	}
 
+	if(!heroToHire)
+		throw cannotFulfillGoalException("No hero to hire!");
+
 	if(t->visitingHero)
 	{
 		cb->swapGarrisonHero(t);

+ 7 - 5
AI/Nullkiller/Goals/RecruitHero.h

@@ -22,18 +22,20 @@ namespace Goals
 {
 	class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
 	{
+	private:
+		const CGHeroInstance * heroToBuy;
+
 	public:
 		RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
-			: RecruitHero(townWithTavern)
+			: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
 		{
-			objid = heroToBuy->id.getNum();
+			town = townWithTavern;
+			priority = 1;
 		}
 
 		RecruitHero(const CGTownInstance * townWithTavern)
-			: ElementarGoal(Goals::RECRUIT_HERO)
+			: RecruitHero(townWithTavern, nullptr)
 		{
-			priority = 1;
-			town = townWithTavern;
 		}
 
 		virtual bool operator==(const RecruitHero & other) const override

+ 68 - 0
AI/Nullkiller/Helpers/ArmyFormation.cpp

@@ -0,0 +1,68 @@
+/*
+* ArmyFormation.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 "ArmyFormation.h"
+#include "../../../lib/mapObjects/CGTownInstance.h"
+
+namespace NKAI
+{
+
+void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
+{
+	auto freeSlots = attacker->getFreeSlotsQueue();
+
+	while(!freeSlots.empty())
+	{
+		auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
+			{
+				return slot.second->getCount() == 1
+					? std::numeric_limits<int>::max()
+					: slot.second->getCreatureID().toCreature()->getAIValue();
+			});
+
+		if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
+		{
+			break;
+		}
+
+		cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
+		freeSlots.pop();
+	}
+
+	if(town->fortLevel() > CGTownInstance::FORT)
+	{
+		std::vector<CStackInstance *> stacks;
+
+		for(auto slot : attacker->Slots())
+			stacks.push_back(slot.second);
+
+		boost::sort(
+			stacks,
+			[](CStackInstance * slot1, CStackInstance * slot2) -> bool
+			{
+				auto cre1 = slot1->getCreatureID().toCreature();
+				auto cre2 = slot2->getCreatureID().toCreature();
+				auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
+			
+				if(flying != 0) return flying < 0;
+				else return cre1->getAIValue() < cre2->getAIValue();
+			});
+
+		for(int i = 0; i < stacks.size(); i++)
+		{
+			auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
+
+			if(pos.getNum() != i)
+				cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
+		}
+	}
+}
+
+}

+ 38 - 0
AI/Nullkiller/Helpers/ArmyFormation.h

@@ -0,0 +1,38 @@
+/*
+* ArmyFormation.h, 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
+*
+*/
+#pragma once
+
+#include "../AIUtility.h"
+
+#include "../../../lib/GameConstants.h"
+#include "../../../lib/VCMI_Lib.h"
+#include "../../../lib/CTownHandler.h"
+#include "../../../lib/CBuildingHandler.h"
+
+namespace NKAI
+{
+
+struct HeroPtr;
+class AIGateway;
+class FuzzyHelper;
+class Nullkiller;
+
+class DLL_EXPORT ArmyFormation
+{
+private:
+	std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
+
+public:
+	ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
+
+	void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
+};
+
+}

+ 7 - 0
AI/Nullkiller/Markers/ArmyUpgrade.cpp

@@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
 	sethero(upgradePath.targetHero);
 }
 
+ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
+	: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
+	initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
+{
+	sethero(targetMain);
+}
+
 bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
 {
 	return false;

+ 1 - 0
AI/Nullkiller/Markers/ArmyUpgrade.h

@@ -27,6 +27,7 @@ namespace Goals
 
 	public:
 		ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
+		ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
 
 		virtual bool operator==(const ArmyUpgrade & other) const override;
 		virtual std::string toString() const override;

+ 2 - 2
AI/Nullkiller/Markers/DefendTown.cpp

@@ -18,8 +18,8 @@ namespace NKAI
 
 using namespace Goals;
 
-DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
-	: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
+DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack)
+	: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn()), counterattack(isCounterAttack)
 {
 	settown(town);
 	sethero(defencePath.targetHero);

+ 4 - 1
AI/Nullkiller/Markers/DefendTown.h

@@ -24,9 +24,10 @@ namespace Goals
 		uint64_t defenceArmyStrength;
 		HitMapInfo treat;
 		uint8_t turn;
+		bool counterattack;
 
 	public:
-		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
+		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack = false);
 		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
 
 		virtual bool operator==(const DefendTown & other) const override;
@@ -37,6 +38,8 @@ namespace Goals
 		uint64_t getDefenceStrength() const { return defenceArmyStrength; }
 
 		uint8_t getTurn() const { return turn; }
+
+		bool isCounterAttack() { return counterattack; }
 	};
 }
 

+ 1 - 1
AI/Nullkiller/Markers/HeroExchange.cpp

@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
 
 std::string HeroExchange::toString() const
 {
-	return "Hero exchange " + exchangePath.toString();
+	return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
 }
 
 uint64_t HeroExchange::getReinforcementArmyStrength() const

+ 5 - 1
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
 	for(auto & hero : heroes)
 	{
 		// do not allow our own heroes in garrison to act on map
-		if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
+		if(hero.first->getOwner() == ai->playerID
+			&& hero.first->inTownGarrison
+			&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
+		{
 			continue;
+		}
 
 		uint64_t mask = FirstActorMask << actors.size();
 		auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);

+ 3 - 3
AI/Nullkiller/Pathfinding/AINodeStorage.h

@@ -24,8 +24,8 @@
 
 namespace NKAI
 {
-	const int SCOUT_TURN_DISTANCE_LIMIT = 3;
-	const int MAIN_TURN_DISTANCE_LIMIT = 5;
+	const int SCOUT_TURN_DISTANCE_LIMIT = 5;
+	const int MAIN_TURN_DISTANCE_LIMIT = 10;
 
 namespace AIPathfinding
 {
@@ -258,7 +258,7 @@ public:
 	{
 		double ratio = (double)danger / (armyValue * hero->getFightingStrength());
 
-		return (uint64_t)(armyValue * ratio * ratio * ratio);
+		return (uint64_t)(armyValue * ratio * ratio);
 	}
 
 	STRONG_INLINE

+ 5 - 0
AI/Nullkiller/Pathfinding/AIPathfinder.cpp

@@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
 	storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
 	storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
 
+	logAi->trace(
+		"Scout turn distance: %s, main %s",
+		std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
+		std::to_string(pathfinderSettings.mainTurnDistanceLimit));
+
 	if(pathfinderSettings.useHeroChain)
 	{
 		storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);

+ 1 - 0
AI/Nullkiller/Pathfinding/Actors.cpp

@@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
 	armyCost = base->armyCost;
 	actorAction = base->actorAction;
 	tiCache = base->tiCache;
+	actorExchangeCount = base->actorExchangeCount;
 }
 
 void HeroActor::setupSpecialActors()

+ 155 - 105
config/ai/object-priorities.txt

@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
   enabled: true
   range: 0.000 10.000
   lock-range: true
-  term: LOWEST Ramp 0.250 0.000
-  term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
-  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
-  term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
+  term: LOWEST Ramp 0.400 0.000
+  term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
+  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
+  term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
 InputVariable: scoutTurnDistance
   description: distance to tile in turns
   enabled: true
@@ -23,11 +23,11 @@ InputVariable: goldReward
   enabled: true
   range: 0.000 5000.000
   lock-range: true
-  term: LOW Triangle 10.000 500.000 2000.000
-  term: MEDIUM Triangle 500.000 2000.000 5000.000
-  term: HIGH Ramp 2000.000 5000.000
-  term: NONE Ramp 100.000 0.000
-  term: LOWEST Triangle 0.000 100.000 500.000
+  term: LOWEST Triangle 0.000 100.000 200.000
+  term: SMALL Triangle 100.000 200.000 400.000
+  term: MEDIUM Triangle 200.000 400.000 1000.000
+  term: BIG Triangle 400.000 1000.000 5000.000
+  term: HUGE Ramp 1000.000 5000.000
 InputVariable: armyReward
   enabled: true
   range: 0.000 10000.000
@@ -43,6 +43,7 @@ InputVariable: armyLoss
   term: LOW Ramp 0.200 0.000
   term: MEDIUM Triangle 0.000 0.200 0.500
   term: HIGH Ramp 0.200 0.500
+  term: ALL Ramp 0.700 1.000
 InputVariable: heroRole
   enabled: true
   range: -0.100 1.100
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
 InputVariable: strategicalValue
   description: Some abstract long term benefit non gold or army or skill
   enabled: true
-  range: 0.000 1.000
+  range: 0.000 3.000
   lock-range: false
   term: NONE Ramp 0.200 0.000
   term: LOWEST Triangle 0.000 0.010 0.250
-  term: LOW Triangle 0.000 0.250 0.700
-  term: MEDIUM Triangle 0.250 0.700 1.000
-  term: HIGH Ramp 0.700 1.000
+  term: LOW Triangle 0.000 0.250 1.000
+  term: MEDIUM Triangle 0.250 1.000 2.000
+  term: HIGH Triangle 1.000 2.000 3.000
+  term: CRITICAL Ramp 2.000 3.000
 InputVariable: goldPreasure
   description: Ratio between weekly army cost and gold income
   enabled: true
   range: 0.000 1.000
   lock-range: false
   term: LOW Ramp 0.300 0.000
-  term: HIGH Discrete 0.100 0.000 0.250 0.100 0.300 0.200 0.400 0.700 1.000 1.000
+  term: HIGH Discrete 0.100 0.000 0.250 0.200 0.300 0.300 0.400 0.700 1.000 1.000
 InputVariable: goldCost
   description: Action cost in gold
   enabled: true
@@ -121,106 +123,154 @@ InputVariable: fear
   term: LOW Triangle 0.000 0.500 1.000
   term: MEDIUM Triangle 0.500 1.000 1.500
   term: HIGH Ramp 1.000 1.800
+InputVariable: armyGrowth
+  enabled: true
+  range: 0.000 20000.000
+  lock-range: false
+  term: NONE Ramp 100.000 0.000
+  term: SMALL Triangle 0.000 1000.000 3000.000
+  term: MEDIUM Triangle 1000.000 3000.000 8000.000
+  term: BIG Triangle 3000.000 8000.000 20000.000
+  term: HUGE Ramp 8000.000 20000.000
 OutputVariable: Value
   enabled: true
-  range: -0.500 1.500
+  range: -1.500 2.500
   lock-range: false
   aggregation: AlgebraicSum
   defuzzifier: Centroid 100
   default: 0.500
   lock-previous: false
-  term: LOWEST Discrete -0.500 0.000 -0.500 1.000 -0.200 1.000 -0.200 0.000 0.200 0.000 0.200 1.000 0.500 1.000 0.500 0.000 0.500
-  term: BITLOW Rectangle -0.010 0.010 0.500
-  term: LOW Discrete -0.150 0.000 -0.150 1.000 -0.050 1.000 -0.050 0.000 0.050 0.000 0.050 1.000 0.150 1.000 0.150 0.000 0.500
-  term: MEDIUM Triangle 0.450 0.500 0.550 0.050
-  term: HIGH Discrete 0.850 0.000 0.850 1.000 0.950 1.000 0.950 0.000 1.050 0.000 1.050 1.000 1.150 1.000 1.150 0.000 0.500
-  term: HIGHEST Discrete 0.500 0.000 0.500 1.000 0.800 1.000 0.800 0.000 1.200 0.000 1.200 1.000 1.500 1.000 1.500 0.000 0.500
-  term: BITHIGH Rectangle 0.990 1.010 0.500
-RuleBlock: gold reward
+  term: WORST Binary -1.000 -inf 0.700
+  term: BAD Rectangle -1.000 -0.700 0.500
+  term: BASE Rectangle -0.200 0.200 0.350
+  term: MEDIUM Rectangle 0.910 1.090 0.500
+  term: SMALL Rectangle 0.960 1.040 0.600
+  term: BITHIGH Rectangle 0.850 1.150 0.400
+  term: HIGH Rectangle 0.750 1.250 0.400
+  term: HIGHEST Rectangle 0.500 1.500 0.350
+  term: CRITICAL Ramp 0.500 2.000 0.500
+RuleBlock: basic
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN then Value is BASE
+  rule: if heroRole is SCOUT then Value is BASE
+  rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if armyLoss is ALL then Value is WORST
+  rule: if turn is not NOW then Value is BAD with 0.1
+  rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
+  rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
+  rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
+  rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
+  rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
+  rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
+  rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
+  rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
+  rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
+  rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
+  rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
+RuleBlock: strategicalValue
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: NormalizedSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
+  rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
+  rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
+  rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
+RuleBlock: armyReward
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.7
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+RuleBlock: gold
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
+  rule: if goldReward is HUGE and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGHEST
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
+  rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
+  rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
+  rule: if goldReward is LOWEST then Value is SMALL with 0.1
+  rule: if goldReward is SMALL then Value is SMALL with 0.2
+  rule: if goldReward is MEDIUM then Value is SMALL with 0.5
+  rule: if goldReward is BIG then Value is SMALL
+  rule: if goldReward is HUGE then Value is BITHIGH
+RuleBlock: skill reward
   enabled: true
   conjunction: AlgebraicProduct
   disjunction: AlgebraicSum
   implication: AlgebraicProduct
   activation: General
-  rule: if turn is NOW and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.5
-  rule: if turn is NOW and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
-  rule: if turn is NOW and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
-  rule: if turn is NOW and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
-  rule: if turn is NEXT and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.8
-  rule: if turn is NEXT and scoutTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW
-  rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
-  rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW with 0.3
-  rule: if turn is FUTURE and scoutTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.3
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is NONE then Value is LOWEST with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is LOW then Value is LOWEST with 0.3
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is MEDIUM then Value is LOW with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is HIGH then Value is BITLOW
-  rule: if turn is FUTURE and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW
-  rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW
-  rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW
-  rule: if scoutTurnDistance is MEDIUM and heroRole is SCOUT then Value is BITLOW
-  rule: if mainTurnDistance is MEDIUM then Value is BITLOW
-  rule: if scoutTurnDistance is LOW and heroRole is SCOUT then Value is MEDIUM
-  rule: if mainTurnDistance is LOW then Value is MEDIUM
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH with 0.7
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is BITHIGH
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
-  rule: if goldReward is MEDIUM and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is BITLOW
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is MAIN and danger is not NONE then Value is BITHIGH
-  rule: if goldReward is LOW and goldPreasure is HIGH and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
-  rule: if goldReward is LOW and heroRole is MAIN and danger is not NONE and rewardType is SINGLE and armyLoss is LOW then Value is BITLOW
-  rule: if goldReward is LOW and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOW
-  rule: if goldReward is LOWEST and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOWEST
-  rule: if armyReward is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is HIGH with 0.5
-  rule: if armyReward is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and mainTurnDistance is LOWEST then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is NONE and fear is not HIGH then Value is HIGH
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST with 0.5
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE then Value is BITHIGH
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH with 0.2
-  rule: if armyReward is MEDIUM and heroRole is SCOUT and danger is NONE then Value is HIGHEST with 0.5
-  rule: if armyReward is LOW and heroRole is SCOUT and danger is NONE then Value is HIGH
-  rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
-  rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
-  rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
-  rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
-  rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
-  rule: if skillReward is MEDIUM and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
-  rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
-  rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
-  rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
-  rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
-  rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
-  rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
-  rule: if strategicalValue is HIGH and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGHEST with 0.5
-  rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is MEDIUM and fear is not HIGH then Value is HIGH
-  rule: if strategicalValue is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if rewardType is NONE then Value is LOWEST
-  rule: if armyLoss is HIGH and strategicalValue is not HIGH and heroRole is MAIN then Value is LOWEST
-  rule: if armyLoss is HIGH and strategicalValue is HIGH and heroRole is MAIN then Value is LOW
-  rule: if armyLoss is HIGH and heroRole is SCOUT then Value is LOWEST
-  rule: if heroRole is SCOUT and closestHeroRatio is LOW then Value is LOW
-  rule: if heroRole is SCOUT and closestHeroRatio is LOWEST then Value is LOWEST
-  rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOW then Value is LOW
-  rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOWEST then Value is LOWEST
-  rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
-  rule: if heroRole is SCOUT then Value is BITLOW
-  rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
-  rule: if turn is NOW then Value is LOW with 0.3
-  rule: if turn is not NOW then Value is LOW with 0.4
-  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
-  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
-  rule: if fear is MEDIUM then Value is LOW
-  rule: if fear is HIGH then Value is LOWEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LONG and fear is not HIGH then Value is SMALL
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH