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

Nkai priority rework
Andrii Danylchenko 2 vuotta sitten
vanhempi
sitoutus
7669a85c0f
41 muutettua tiedostoa jossa 1398 lisäystä ja 470 poistoa
  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();
 	bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
 
 
-	if(!bs.canFlee || !bs.canSurrender)
+	if(!bs.canFlee && !bs.canSurrender)
 	{
 	{
 		return std::nullopt;
 		return std::nullopt;
 	}
 	}

+ 28 - 28
AI/Nullkiller/AIGateway.cpp

@@ -29,7 +29,7 @@ namespace NKAI
 {
 {
 
 
 // our to enemy strength ratio constants
 // 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 float RETREAT_THRESHOLD = 0.3f;
 const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
 const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
 
 
@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
 	LOG_TRACE(logAi);
 	LOG_TRACE(logAi);
 	NET_EVENT_HANDLER;
 	NET_EVENT_HANDLER;
 
 
-	validateObject(details.id); //enemy hero may have left visible area
 	auto hero = cb->getHero(details.id);
 	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 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));
 	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);
 	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
 	setThreadName("AIGateway::makeTurn");
 	setThreadName("AIGateway::makeTurn");
 
 
+	cb->sendMessage("vcmieagles");
+
+	retrieveVisitableObjs();
+
 	if(cb->getDate(Date::DAY_OF_WEEK) == 1)
 	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))
 			if(isWeeklyRevisitable(obj))
 			{
 			{
-				addVisitableObj(obj);
 				nullkiller->memory->markObjectUnvisited(obj);
 				nullkiller->memory->markObjectUnvisited(obj);
 			}
 			}
 		}
 		}
 	}
 	}
 
 
-	cb->sendMessage("vcmieagles");
-
-	if(cb->getDate(Date::DAY) == 1)
-	{
-		retrieveVisitableObjs();
-	}
-
 #if NKAI_TRACE_LEVEL == 0
 #if NKAI_TRACE_LEVEL == 0
 	try
 	try
 	{
 	{
@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
 
 
 	auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
 	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
 	//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
 	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;
 		int count = d->creatures[i].first;
 		CreatureID creID = d->creatures[i].second.back();
 		CreatureID creID = d->creatures[i].second.back();
 
 
+		if(!recruiter->getSlotFor(creID).validSlot())
+		{
+			continue;
+		}
+
 		vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
 		vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
 		if(count > 0)
 		if(count > 0)
 			cb->recruitCreatures(d, recruiter, creID, count, i);
 			cb->recruitCreatures(d, recruiter, creID, count, i);
@@ -1102,26 +1115,13 @@ void AIGateway::waitTillFree()
 	status.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()
 void AIGateway::retrieveVisitableObjs()
 {
 {
 	foreach_tile_pos([&](const int3 & pos)
 	foreach_tile_pos([&](const int3 & pos)
 	{
 	{
 		for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
 		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(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 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();
 	void retrieveVisitableObjs();
 	virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
 	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))
 	if(dynamic_cast<const CGDwelling *>(obj))
 		return true;
 		return true;
-	if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
-		return true;
 
 
 	switch(obj->ID)
 	switch(obj->ID)
 	{
 	{
-	case Obj::STABLES:
-	case Obj::MAGIC_WELL:
 	case Obj::HILL_FORT:
 	case Obj::HILL_FORT:
 		return true;
 		return true;
 	case Obj::BORDER_GATE:
 	case Obj::BORDER_GATE:

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

@@ -13,6 +13,7 @@
 #include "../Engine/Nullkiller.h"
 #include "../Engine/Nullkiller.h"
 #include "../../../CCallback.h"
 #include "../../../CCallback.h"
 #include "../../../lib/mapObjects/MapObjects.h"
 #include "../../../lib/mapObjects/MapObjects.h"
+#include "../../../lib/GameConstants.h"
 
 
 namespace NKAI
 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
 uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
 {
 {
 	return howManyReinforcementsCanGet(hero, hero, source);
 	return howManyReinforcementsCanGet(hero, hero, source);
@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 		{
 		{
 			if(vstd::contains(allowedFactions, slot.creature->getFaction()))
 			if(vstd::contains(allowedFactions, slot.creature->getFaction()))
 			{
 			{
-				auto slotID = newArmyInstance.getSlotFor(slot.creature);
+				auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
 
 
 				if(slotID.validSlot())
 				if(slotID.validSlot())
 				{
 				{
@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 ui64 ArmyManager::howManyReinforcementsCanBuy(
 ui64 ArmyManager::howManyReinforcementsCanBuy(
 	const CCreatureSet * targetArmy,
 	const CCreatureSet * targetArmy,
 	const CGDwelling * dwelling,
 	const CGDwelling * dwelling,
-	const TResources & availableResources) const
+	const TResources & availableResources,
+	uint8_t turn) const
 {
 {
 	ui64 aivalue = 0;
 	ui64 aivalue = 0;
 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
 std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 	const CCreatureSet * hero,
 	const CCreatureSet * hero,
 	const CGDwelling * dwelling,
 	const CGDwelling * dwelling,
-	TResources availableRes) const
+	TResources availableRes,
+	uint8_t turn) const
 {
 {
 	std::vector<creInfo> creaturesInDwellings;
 	std::vector<creInfo> creaturesInDwellings;
 	int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
 	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--)
 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 	{
 	{
 		auto ci = infoFromDC(dwelling->creatures[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);
 		SlotID dst = hero->getSlotFor(ci.creID);
 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
 		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
 		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
 		ci.level = i; //this is important for Dungeon Summoning Portal
 		creaturesInDwellings.push_back(ci);
 		creaturesInDwellings.push_back(ci);
@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 	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;
 	return creature->getAIValue() * count;
 }
 }

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

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

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

@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
 	logAi->trace("Checking other buildings");
 	logAi->trace("Checking other buildings");
 
 
 	std::vector<std::vector<BuildingID>> otherBuildings = {
 	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)
 	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::CITADEL, BuildingID::CASTLE});
+		otherBuildings.push_back({BuildingID::HORDE_1});
+		otherBuildings.push_back({BuildingID::HORDE_2});
 	}
 	}
 
 
 	for(auto & buildingSet : otherBuildings)
 	for(auto & buildingSet : otherBuildings)
 	{
 	{
 		for(auto & buildingID : buildingSet)
 		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));
 				developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
 
 
@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
 	}
 	}
 	else
 	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);
 	logAi->trace("Gold preasure: %f", goldPreasure);
@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
 	const CCreature * creature = nullptr;
 	const CCreature * creature = nullptr;
 	CreatureID baseCreatureID;
 	CreatureID baseCreatureID;
 
 
+	int creatureLevel = -1;
+	int creatureUpgrade = 0;
+
 	if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
 	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();
 			: creatures.front();
 
 
 		baseCreatureID = creatures.front();
 		baseCreatureID = creatures.front();
@@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
 		}
 		}
 		else
 		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);
 		armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);

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

@@ -17,20 +17,29 @@ namespace NKAI
 
 
 HitMapInfo HitMapInfo::NoTreat;
 HitMapInfo HitMapInfo::NoTreat;
 
 
+double HitMapInfo::value() const
+{
+	return danger / std::sqrt(turn / 3.0f + 1);
+}
+
 void DangerHitMapAnalyzer::updateHitMap()
 void DangerHitMapAnalyzer::updateHitMap()
 {
 {
-	if(upToDate)
+	if(hitMapUpToDate)
 		return;
 		return;
 
 
 	logAi->trace("Update danger hitmap");
 	logAi->trace("Update danger hitmap");
 
 
-	upToDate = true;
+	hitMapUpToDate = true;
 	auto start = std::chrono::high_resolution_clock::now();
 	auto start = std::chrono::high_resolution_clock::now();
 
 
 	auto cb = ai->cb.get();
 	auto cb = ai->cb.get();
 	auto mapSize = ai->cb->getMapSize();
 	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();
 	enemyHeroAccessibleObjects.clear();
+	townTreats.clear();
 
 
 	std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
 	std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
 
 
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 				if(path.getFirstBlockedAction())
 				if(path.getFirstBlockedAction())
 					continue;
 					continue;
 
 
-				auto tileDanger = path.getHeroStrength();
-				auto turn = path.turn();
 				auto & node = hitMap[pos.x][pos.y][pos.z];
 				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);
 					auto objects = cb->getVisitableObjs(pos, false);
 					
 					
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 					{
 					{
 						if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
 						if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
 							enemyHeroAccessibleObjects[path.targetHero].insert(obj);
 							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));
 	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
 uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
 {
 {
 	int3 tile = path.targetTile();
 	int3 tile = path.targetTile();
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
 
 
 void DangerHitMapAnalyzer::reset()
 void DangerHitMapAnalyzer::reset()
 {
 {
-	upToDate = false;
+	hitMapUpToDate = false;
 }
 }
 
 
 }
 }

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

@@ -35,6 +35,8 @@ struct HitMapInfo
 		turn = 255;
 		turn = 255;
 		hero = HeroPtr();
 		hero = HeroPtr();
 	}
 	}
+
+	double value() const;
 };
 };
 
 
 struct HitMapNode
 struct HitMapNode
@@ -42,6 +44,8 @@ struct HitMapNode
 	HitMapInfo maximumDanger;
 	HitMapInfo maximumDanger;
 	HitMapInfo fastestDanger;
 	HitMapInfo fastestDanger;
 
 
+	const CGTownInstance * closestTown = nullptr;
+
 	HitMapNode() = default;
 	HitMapNode() = default;
 
 
 	void reset()
 	void reset()
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
 private:
 private:
 	boost::multi_array<HitMapNode, 3> hitMap;
 	boost::multi_array<HitMapNode, 3> hitMap;
 	std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
 	std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
-	bool upToDate;
+	bool hitMapUpToDate = false;
+	bool tileOwnersUpToDate = false;
 	const Nullkiller * ai;
 	const Nullkiller * ai;
+	std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
 
 
 public:
 public:
 	DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
 	DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
 
 
 	void updateHitMap();
 	void updateHitMap();
+	void calculateTileOwners();
 	uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
 	uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
 	const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
 	const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
 	const HitMapNode & getTileTreat(const int3 & tile) const;
 	const HitMapNode & getTileTreat(const int3 & tile) const;
 	const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
 	const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
 	void reset();
 	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);
 	std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
+	heroRoles.clear();
 
 
 	for(auto hero : myHeroes)
 	for(auto hero : myHeroes)
 	{
 	{
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
 	return evaluateFightingStrength(hero);
 	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
 bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 {
 {
 	if(!town)
 	if(!town)
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 	if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
 	if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
 		return false;
 		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;
 		return false;
 
 
 	if(!cb->getAvailableHeroes(town).size())
 	if(!cb->getAvailableHeroes(town).size())
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
 	return nullptr;
 	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)
 SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
 	:scoreMap(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 evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
 	virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
 	virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
 	virtual bool canRecruitHero(const CGTownInstance * t = nullptr) 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 * findHeroWithGrail() const = 0;
+	virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
 };
 };
 
 
 class DLL_EXPORT ISecondarySkillRule
 class DLL_EXPORT ISecondarySkillRule
@@ -71,7 +73,9 @@ public:
 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
 	float evaluateHero(const CGHeroInstance * hero) const override;
 	float evaluateHero(const CGHeroInstance * hero) const override;
 	bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
 	bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
+	bool heroCapReached() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
+	const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
 
 
 private:
 private:
 	float evaluateFightingStrength(const CGHeroInstance * hero) const;
 	float evaluateFightingStrength(const CGHeroInstance * hero) const;

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

@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
 			auto obj = objs[i];
 			auto obj = objs[i];
 
 
 			if(!shouldVisitObject(obj))
 			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
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
 			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());
 	tasks.reserve(paths.size());
 
 
-	const AIPath * closestWay = nullptr;
+	std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
 	std::vector<ExecuteHeroChain *> waysToVisitObj;
 	std::vector<ExecuteHeroChain *> waysToVisitObj;
 
 
 	for(auto & path : paths)
 	for(auto & path : paths)
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 
 			auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
 			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;
 				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
 			way->closestWayRatio
 				= closestWay->movementCost() / way->getPath().movementCost();
 				= closestWay->movementCost() / way->getPath().movementCost();
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
 	{
 	{
 		captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
 		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());
 			captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
 	}
 	}
 
 

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

@@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
 	return tasks;
 	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);
 	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(
 				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(
 		logAi->trace(
 			"Hero %s in garrison of town %s is suposed to defend the town",
 			"Hero %s in garrison of town %s is suposed to defend the town",
 			town->garrisonHero->getNameTranslated(),
 			town->garrisonHero->getNameTranslated(),
 			town->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;
 		return;
 	}
 	}
 
 
@@ -109,103 +191,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 			std::to_string(treat.turn),
 			std::to_string(treat.turn),
 			treat.hero->getNameTranslated());
 			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;
 			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())
 		if(paths.empty())
 		{
 		{
 			logAi->trace("No ways to defend town %s", town->getNameTranslated());
 			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.movementCost(),
 				path.toString());
 				path.toString());
 #endif
 #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(path.turn() <= treat.turn - 2)
 			{
 			{
 #if NKAI_TRACE_LEVEL >= 1
 #if NKAI_TRACE_LEVEL >= 1
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				tasks.push_back(
 				tasks.push_back(
 					Goals::sptr(Composition()
 					Goals::sptr(Composition()
 						.addNext(DefendTown(town, treat, path))
 						.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;
 				continue;
 			}
 			}
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 					continue;
 					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
 #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
 #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();
 			auto firstBlockedAction = path.getFirstBlockedAction();
 			if(firstBlockedAction)
 			if(firstBlockedAction)
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 	logAi->debug("Found %d tasks", tasks.size());
 	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
 namespace NKAI
 {
 {
+
+struct HitMapInfo;
+
 namespace Goals
 namespace Goals
 {
 {
+
 	class DefenceBehavior : public CGoal<DefenceBehavior>
 	class DefenceBehavior : public CGoal<DefenceBehavior>
 	{
 	{
 	public:
 	public:
@@ -35,6 +39,7 @@ namespace Goals
 
 
 	private:
 	private:
 		void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
 		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 "../Engine/Nullkiller.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/Composition.h"
 #include "../Goals/Composition.h"
+#include "../Goals/RecruitHero.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
 #include "../Markers/ArmyUpgrade.h"
 #include "GatherArmyBehavior.h"
 #include "GatherArmyBehavior.h"
+#include "CaptureObjectsBehavior.h"
 #include "../AIUtility.h"
 #include "../AIUtility.h"
+#include "../Goals/ExchangeSwapTownHeroes.h"
 
 
 namespace NKAI
 namespace NKAI
 {
 {
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 	for(const AIPath & path : paths)
 	for(const AIPath & path : paths)
 	{
 	{
 #if NKAI_TRACE_LEVEL >= 2
 #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
 #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(path.turn() == 0 && hero->inTownGarrison)
 		{
 		{
 #if NKAI_TRACE_LEVEL >= 1
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
+			garrisoned = true;
 #endif
 #endif
-			continue;
 		}
 		}
 
 
-		if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
+		if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
 		{
 		{
 #if NKAI_TRACE_LEVEL >= 2
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
 			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);
 		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
 		// 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
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Army value is too small.");
 			logAi->trace("Army value is too small.");
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 			exchangePath.closestWayRatio = 1;
 			exchangePath.closestWayRatio = 1;
 
 
 			composition.addNext(heroExchange);
 			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();
 			auto blockedAction = path.getFirstBlockedAction();
 
 
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 #endif
 #endif
 	
 	
 	auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
 	auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
+	auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
+
 	std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
 	std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
 
 
 #if NKAI_TRACE_LEVEL >= 1
 #if NKAI_TRACE_LEVEL >= 1
 	logAi->trace("Found %d paths", paths.size());
 	logAi->trace("Found %d paths", paths.size());
 #endif
 #endif
 
 
+	bool hasMainAround = false;
+
 	for(const AIPath & path : paths)
 	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
 #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
 #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
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Town has visiting hero.");
 			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);
 		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.targetHero,
 					path.heroArmy,
 					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();
 		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
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
 			logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 
 		if(isSafe)
 		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
 			if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
 				|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
 				|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
 					&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
 					&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))

+ 2 - 0
AI/Nullkiller/CMakeLists.txt

@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
+		Helpers/ArmyFormation.cpp
 		AIGateway.cpp
 		AIGateway.cpp
 )
 )
 
 
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
 		Behaviors/BuildingBehavior.h
 		Behaviors/BuildingBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/ClusterBehavior.h
 		Behaviors/ClusterBehavior.h
+		Helpers/ArmyFormation.h
 		AIGateway.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::MINE:
 	case Obj::ABANDONED_MINE:
 	case Obj::ABANDONED_MINE:
 	case Obj::PANDORAS_BOX:
 	case Obj::PANDORAS_BOX:
-	{
-		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
-		return a->getArmyStrength();
-	}
 	case Obj::CRYPT: //crypt
 	case Obj::CRYPT: //crypt
 	case Obj::CREATURE_BANK: //crebank
 	case Obj::CREATURE_BANK: //crebank
 	case Obj::DRAGON_UTOPIA:
 	case Obj::DRAGON_UTOPIA:
 	case Obj::SHIPWRECK: //shipwreck
 	case Obj::SHIPWRECK: //shipwreck
 	case Obj::DERELICT_SHIP: //derelict ship
 	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:
 	case Obj::PYRAMID:
 	{
 	{
 		if(obj->subID == 0)
 		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));
 	armyManager.reset(new ArmyManager(cb.get(), this));
 	heroManager.reset(new HeroManager(cb.get(), this));
 	heroManager.reset(new HeroManager(cb.get(), this));
 	decomposer.reset(new DeepDecomposer());
 	decomposer.reset(new DeepDecomposer());
+	armyFormation.reset(new ArmyFormation(cb, this));
 }
 }
 
 
 Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
 Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
 void Nullkiller::resetAiState()
 void Nullkiller::resetAiState()
 {
 {
 	lockedResources = TResources();
 	lockedResources = TResources();
-	scanDepth = ScanDepth::FULL;
+	scanDepth = ScanDepth::MAIN_FULL;
 	playerID = ai->playerID;
 	playerID = ai->playerID;
 	lockedHeroes.clear();
 	lockedHeroes.clear();
 	dangerHitMap->reset();
 	dangerHitMap->reset();
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	activeHero = nullptr;
 	activeHero = nullptr;
 	setTargetObject(-1);
 	setTargetObject(-1);
 
 
+	decomposer->reset();
+	buildAnalyzer->update();
+
 	if(!fast)
 	if(!fast)
 	{
 	{
 		memory->removeInvisibleObjects(cb.get());
 		memory->removeInvisibleObjects(cb.get());
 
 
+		dangerHitMap->calculateTileOwners();
 		dangerHitMap->updateHitMap();
 		dangerHitMap->updateHitMap();
 
 
 		boost::this_thread::interruption_point();
 		boost::this_thread::interruption_point();
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
 
 
 		PathfinderSettings cfg;
 		PathfinderSettings cfg;
 		cfg.useHeroChain = useHeroChain;
 		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();
 		boost::this_thread::interruption_point();
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	}
 	}
 
 
 	armyManager->update();
 	armyManager->update();
-	buildAnalyzer->update();
-	decomposer->reset();
 
 
 	logAi->debug("AI state updated in %ld", timeElapsed(start));
 	logAi->debug("AI state updated in %ld", timeElapsed(start));
 }
 }
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
 	boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
 	boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
 
 
 	const int MAX_DEPTH = 10;
 	const int MAX_DEPTH = 10;
-	const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
+	const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
 
 
 	resetAiState();
 	resetAiState();
 
 
@@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
 		updateAiState(i);
 		updateAiState(i);
 
 
 		Goals::TTask bestTask = taskptr(Goals::Invalid());
 		Goals::TTask bestTask = taskptr(Goals::Invalid());
-		
-		do
+
+		for(;i <= MAXPASS; i++)
 		{
 		{
 			Goals::TTaskVec fastTasks = {
 			Goals::TTaskVec fastTasks = {
 				choseBestTask(sptr(BuyArmyBehavior()), 1),
 				choseBestTask(sptr(BuyArmyBehavior()), 1),
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
 				executeTask(bestTask);
 				executeTask(bestTask);
 				updateAiState(i, true);
 				updateAiState(i, true);
 			}
 			}
-		} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
+			else
+			{
+				break;
+			}
+		}
 
 
 		Goals::TTaskVec bestTasks = {
 		Goals::TTaskVec bestTasks = {
 			bestTask,
 			bestTask,
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
 		bestTask = choseBestTask(bestTasks);
 		bestTask = choseBestTask(bestTasks);
 
 
 		HeroPtr hero = bestTask->getHero();
 		HeroPtr hero = bestTask->getHero();
-
 		HeroRole heroRole = HeroRole::MAIN;
 		HeroRole heroRole = HeroRole::MAIN;
 
 
 		if(hero.validAndSet())
 		if(hero.validAndSet())
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
 		if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
 		if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
 			useHeroChain = false;
 			useHeroChain = false;
 
 
+		// TODO: better to check turn distance here instead of priority
 		if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
 		if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
-			&& scanDepth == ScanDepth::FULL)
+			&& scanDepth == ScanDepth::MAIN_FULL)
 		{
 		{
 			useHeroChain = false;
 			useHeroChain = false;
 			scanDepth = ScanDepth::SMALL;
 			scanDepth = ScanDepth::SMALL;
 
 
 			logAi->trace(
 			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->toString(),
 				bestTask->priority);
 				bestTask->priority);
 		}
 		}
 
 
 		if(bestTask->priority < MIN_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());
 			logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
 
 
 			return;
 			return;

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

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

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

@@ -23,6 +23,7 @@
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/BuildThis.h"
 #include "../Goals/BuildThis.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
+#include "../Goals/DismissHero.h"
 #include "../Markers/UnlockCluster.h"
 #include "../Markers/UnlockCluster.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
 #include "../Markers/ArmyUpgrade.h"
@@ -33,6 +34,7 @@ namespace NKAI
 
 
 #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 #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
 #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)
 EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	: movementCost(0.0),
 	: movementCost(0.0),
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	turn(0),
 	turn(0),
 	strategicalValue(0),
 	strategicalValue(0),
 	evaluator(ai),
 	evaluator(ai),
-	enemyHeroDangerRatio(0)
+	enemyHeroDangerRatio(0),
+	armyGrowth(0)
 {
 {
 }
 }
 
 
+void EvaluationContext::addNonCriticalStrategicalValue(float value)
+{
+	vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
+}
+
 PriorityEvaluator::~PriorityEvaluator()
 PriorityEvaluator::~PriorityEvaluator()
 {
 {
 	delete engine;
 	delete engine;
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
 	std::string str = std::string((char *)file.first.get(), file.second);
 	std::string str = std::string((char *)file.first.get(), file.second);
 	engine = fl::FllImporter().fromString(str);
 	engine = fl::FllImporter().fromString(str);
 	armyLossPersentageVariable = engine->getInputVariable("armyLoss");
 	armyLossPersentageVariable = engine->getInputVariable("armyLoss");
+	armyGrowthVariable = engine->getInputVariable("armyGrowth");
 	heroRoleVariable = engine->getInputVariable("heroRole");
 	heroRoleVariable = engine->getInputVariable("heroRole");
 	dangerVariable = engine->getInputVariable("danger");
 	dangerVariable = engine->getInputVariable("danger");
 	turnVariable = engine->getInputVariable("turn");
 	turnVariable = engine->getInputVariable("turn");
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
 	auto town = cb->getTown(target->id);
 	auto town = cb->getTown(target->id);
 	auto fortLevel = town->fortLevel();
 	auto fortLevel = town->fortLevel();
 
 
-	if(town->hasCapitol()) return booster * 2000;
+	if(town->hasCapitol())
+		return booster * 2000;
 
 
 	// probably well developed town will have city hall
 	// probably well developed town will have city hall
 	if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
 	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;
 			result += (c.data.type->getAIValue() * c.data.count) * c.chance;
 		}
 		}
-		else
+		/*else
 		{
 		{
 			//we will need to discard the weakest stack
 			//we will need to discard the weakest stack
 			result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
 			result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
-		}
+		}*/
 	}
 	}
 	result /= 100; //divide by total chance
 	result /= 100; //divide by total chance
 
 
 	return result;
 	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);
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
 	uint64_t score = 0;
 	uint64_t score = 0;
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
 	return score;
 	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)
 int getDwellingArmyCost(const CGObjectInstance * target)
 {
 {
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
 {
 {
 	const float enemyArmyEliminationRewardRatio = 0.5f;
 	const float enemyArmyEliminationRewardRatio = 0.5f;
 
 
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
+
 	if(!target)
 	if(!target)
 		return 0;
 		return 0;
 
 
 	switch(target->ID)
 	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:
 	case Obj::HILL_FORT:
 		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
 		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
 	case Obj::CREATURE_BANK:
 	case Obj::CREATURE_BANK:
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::CREATURE_GENERATOR2:
 	case Obj::CREATURE_GENERATOR2:
 	case Obj::CREATURE_GENERATOR3:
 	case Obj::CREATURE_GENERATOR3:
 	case Obj::CREATURE_GENERATOR4:
 	case Obj::CREATURE_GENERATOR4:
-		return getDwellingScore(ai->cb.get(), target, checkGold);
+		return getDwellingArmyValue(ai->cb.get(), target, checkGold);
 	case Obj::CRYPT:
 	case Obj::CRYPT:
 	case Obj::SHIPWRECK:
 	case Obj::SHIPWRECK:
 	case Obj::SHIPWRECK_SURVIVOR:
 	case Obj::SHIPWRECK_SURVIVOR:
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::DRAGON_UTOPIA:
 	case Obj::DRAGON_UTOPIA:
 		return 10000;
 		return 10000;
 	case Obj::HERO:
 	case Obj::HERO:
-		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
+		return  relations == PlayerRelations::ENEMIES
 			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
 			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
 			: 0;
 			: 0;
 	case Obj::PANDORAS_BOX:
 	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
 int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
 {
 {
 	if(!target)
 	if(!target)
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
 	  2. The formula quickly approaches 1.0 as hero level increases,
 	  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
 	  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
 float RewardEvaluator::getResourceRequirementStrength(int resType) const
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
 		return 0;
 		return 0;
 
 
 	float ratio = dailyIncome[resType] == 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
 float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
 	case Obj::TOWN:
 	case Obj::TOWN:
 	{
 	{
 		if(ai->buildAnalyzer->getDevelopmentInfo().empty())
 		if(ai->buildAnalyzer->getDevelopmentInfo().empty())
-			return 1;
+			return 10.0f;
 
 
 		auto town = dynamic_cast<const CGTownInstance *>(target);
 		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 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)
 		if(fortLevel < CGTownInstance::CITADEL)
-			return booster * (town->hasFort() ? 0.6 : 0.4);
+			return booster * (town->hasFort() ? 1.0 : 0.8);
 		else
 		else
-			return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
+			return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
 	}
 	}
 
 
 	case Obj::HERO:
 	case Obj::HERO:
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
 	case Obj::GARDEN_OF_REVELATION:
 	case Obj::GARDEN_OF_REVELATION:
 	case Obj::MARLETTO_TOWER:
 	case Obj::MARLETTO_TOWER:
 	case Obj::MERCENARY_CAMP:
 	case Obj::MERCENARY_CAMP:
-	case Obj::SHRINE_OF_MAGIC_GESTURE:
-	case Obj::SHRINE_OF_MAGIC_INCANTATION:
 	case Obj::TREE_OF_KNOWLEDGE:
 	case Obj::TREE_OF_KNOWLEDGE:
 		return 1;
 		return 1;
 	case Obj::LEARNING_STONE:
 	case Obj::LEARNING_STONE:
 		return 1.0f / std::sqrt(hero->level);
 		return 1.0f / std::sqrt(hero->level);
 	case Obj::ARENA:
 	case Obj::ARENA:
-	case Obj::SHRINE_OF_MAGIC_THOUGHT:
 		return 2;
 		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:
 	case Obj::LIBRARY_OF_ENLIGHTENMENT:
 		return 8;
 		return 8;
 	case Obj::WITCH_HUT:
 	case Obj::WITCH_HUT:
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
 	return value;
 	return value;
 }
 }
 
 
-/// Gets aproximated reward in gold. Daily income is multiplied by 5
 int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
 int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
 {
 {
 	if(!target)
 	if(!target)
 		return 0;
 		return 0;
 
 
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
+
 	const int dailyIncomeMultiplier = 5;
 	const int dailyIncomeMultiplier = 5;
 	const float enemyArmyEliminationGoldRewardRatio = 0.2f;
 	const float enemyArmyEliminationGoldRewardRatio = 0.2f;
 	const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
 	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
 		//Objectively saves us 2500 to hire hero
 		return GameConstants::HERO_GOLD_COST;
 		return GameConstants::HERO_GOLD_COST;
 	case Obj::HERO:
 	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))
 			? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
 			: 0;
 			: 0;
 	default:
 	default:
@@ -579,7 +671,8 @@ public:
 
 
 		uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
 		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();
 		uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
 
 
 		evaluationContext.armyReward += upgradeValue;
 		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
 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:
 public:
 	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
 	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
 	{
 	{
@@ -648,22 +724,34 @@ public:
 		const CGTownInstance * town = defendTown.town;
 		const CGTownInstance * town = defendTown.town;
 		auto & treat = defendTown.getTreat();
 		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;
 		float multiplier = 1;
 
 
 		if(treat.turn < defendTown.getTurn())
 		if(treat.turn < defendTown.getTurn())
 			multiplier /= 1 + (defendTown.getTurn() - treat.turn);
 			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.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);
 		vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
 		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
 		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
 	}
 	}
@@ -709,18 +797,22 @@ public:
 		auto army = path.heroArmy;
 		auto army = path.heroArmy;
 
 
 		const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
 		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.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
 			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);
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
 		}
 		}
 
 
 		vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
 		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());
 		addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
 		vstd::amax(evaluationContext.turn, path.turn());
 		vstd::amax(evaluationContext.turn, path.turn());
 	}
 	}
@@ -760,7 +852,7 @@ public:
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
 			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / 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.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
 			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
 			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
 			evaluationContext.movementCost += 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
 class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
 {
 {
 public:
 public:
@@ -813,39 +930,47 @@ public:
 		evaluationContext.heroRole = HeroRole::MAIN;
 		evaluationContext.heroRole = HeroRole::MAIN;
 		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
 		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
 		evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
 		evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
+		evaluationContext.closestWayRatio = 1;
 
 
 		if(bi.creatureID != CreatureID::NONE)
 		if(bi.creatureID != CreatureID::NONE)
 		{
 		{
-			evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
 
 
 			if(bi.baseCreatureID == bi.creatureID)
 			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;
 				evaluationContext.armyReward += bi.armyStrength;
 			}
 			}
 			else
 			else
 			{
 			{
 				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
 				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;
 				evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
 			}
 			}
 		}
 		}
 		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
 		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;
 			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();
 			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)
 		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<ArmyUpgradeEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
 	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
+	evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
 }
 }
 
 
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
@@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		+ (evaluationContext.armyReward > 0 ? 1 : 0)
 		+ (evaluationContext.armyReward > 0 ? 1 : 0)
 		+ (evaluationContext.skillReward > 0 ? 1 : 0)
 		+ (evaluationContext.skillReward > 0 ? 1 : 0)
 		+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
 		+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
+
+	float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
 	
 	
 	double result = 0;
 	double result = 0;
 
 
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		heroRoleVariable->setValue(evaluationContext.heroRole);
 		heroRoleVariable->setValue(evaluationContext.heroRole);
 		mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
 		mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
 		scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
 		scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
-		goldRewardVariable->setValue(evaluationContext.goldReward);
+		goldRewardVariable->setValue(goldRewardPerTurn);
 		armyRewardVariable->setValue(evaluationContext.armyReward);
 		armyRewardVariable->setValue(evaluationContext.armyReward);
+		armyGrowthVariable->setValue(evaluationContext.armyGrowth);
 		skillRewardVariable->setValue(evaluationContext.skillReward);
 		skillRewardVariable->setValue(evaluationContext.skillReward);
 		dangerVariable->setValue(evaluationContext.danger);
 		dangerVariable->setValue(evaluationContext.danger);
 		rewardTypeVariable->setValue(rewardType);
 		rewardTypeVariable->setValue(rewardType);
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 	}
 	}
 
 
 #if NKAI_TRACE_LEVEL >= 2
 #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(),
 		task->toString(),
 		evaluationContext.armyLossPersentage,
 		evaluationContext.armyLossPersentage,
 		(int)evaluationContext.turn,
 		(int)evaluationContext.turn,
 		evaluationContext.movementCostByRole[HeroRole::MAIN],
 		evaluationContext.movementCostByRole[HeroRole::MAIN],
 		evaluationContext.movementCostByRole[HeroRole::SCOUT],
 		evaluationContext.movementCostByRole[HeroRole::SCOUT],
-		evaluationContext.goldReward,
+		goldRewardPerTurn,
 		evaluationContext.goldCost,
 		evaluationContext.goldCost,
 		evaluationContext.armyReward,
 		evaluationContext.armyReward,
 		evaluationContext.danger,
 		evaluationContext.danger,

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

@@ -33,6 +33,7 @@ public:
 	RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
 	RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
 
 
 	uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
 	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;
 	int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
 	float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
 	float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
 	float getResourceRequirementStrength(int resType) const;
 	float getResourceRequirementStrength(int resType) const;
@@ -43,6 +44,7 @@ public:
 	int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
 	int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
 	uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
 	uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
 	const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
 	const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
+	uint64_t townArmyGrowth(const CGTownInstance * town) const;
 };
 };
 
 
 struct DLL_EXPORT EvaluationContext
 struct DLL_EXPORT EvaluationContext
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
 	float closestWayRatio;
 	float closestWayRatio;
 	float armyLossPersentage;
 	float armyLossPersentage;
 	float armyReward;
 	float armyReward;
+	uint64_t armyGrowth;
 	int32_t goldReward;
 	int32_t goldReward;
 	int32_t goldCost;
 	int32_t goldCost;
 	float skillReward;
 	float skillReward;
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
 	float enemyHeroDangerRatio;
 	float enemyHeroDangerRatio;
 
 
 	EvaluationContext(const Nullkiller * ai);
 	EvaluationContext(const Nullkiller * ai);
+
+	void addNonCriticalStrategicalValue(float value);
 };
 };
 
 
 class IEvaluationContextBuilder
 class IEvaluationContextBuilder
@@ -95,6 +100,7 @@ private:
 	fl::InputVariable * turnVariable;
 	fl::InputVariable * turnVariable;
 	fl::InputVariable * goldRewardVariable;
 	fl::InputVariable * goldRewardVariable;
 	fl::InputVariable * armyRewardVariable;
 	fl::InputVariable * armyRewardVariable;
+	fl::InputVariable * armyGrowthVariable;
 	fl::InputVariable * dangerVariable;
 	fl::InputVariable * dangerVariable;
 	fl::InputVariable * skillRewardVariable;
 	fl::InputVariable * skillRewardVariable;
 	fl::InputVariable * strategicalValueVariable;
 	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.");
 		throw cannotFulfillGoalException("No creatures to buy.");
 	}
 	}
 
 
-	if(town->visitingHero)
+	if(town->visitingHero && !town->garrisonHero)
 	{
 	{
 		ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
 		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";
 	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;
 	return result;
@@ -41,17 +49,34 @@ std::string Composition::toString() const
 
 
 void Composition::accept(AIGateway * ai)
 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
 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)
 Composition & Composition::addNext(TSubgoal goal)
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
 	}
 	}
 	else
 	else
 	{
 	{
-		subtasks.push_back(goal);
+		subtasks.push_back({goal});
 	}
 	}
 
 
 	return *this;
 	return *this;
 }
 }
 
 
+Composition & Composition::addNext(const AbstractGoal & goal)
+{
+	return addNext(sptr(goal));
+}
+
 bool Composition::isElementar() const
 bool Composition::isElementar() const
 {
 {
-	return subtasks.back()->isElementar();
+	return subtasks.back().front()->isElementar();
 }
 }
 
 
 int Composition::getHeroExchangeCount() const
 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>
 	class DLL_EXPORT Composition : public ElementarGoal<Composition>
 	{
 	{
 	private:
 	private:
-		TGoalVec subtasks;
+		std::vector<TGoalVec> subtasks; // things we want to do now
 
 
 	public:
 	public:
 		Composition()
 		Composition()
@@ -26,16 +26,12 @@ namespace Goals
 		{
 		{
 		}
 		}
 
 
-		Composition(TGoalVec subtasks)
-			: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
-		{
-		}
-
 		virtual bool operator==(const Composition & other) const override;
 		virtual bool operator==(const Composition & other) const override;
 		virtual std::string toString() const override;
 		virtual std::string toString() const override;
 		void accept(AIGateway * ai) override;
 		void accept(AIGateway * ai) override;
 		Composition & addNext(const AbstractGoal & goal);
 		Composition & addNext(const AbstractGoal & goal);
 		Composition & addNext(TSubgoal goal);
 		Composition & addNext(TSubgoal goal);
+		Composition & addNextSequence(const TGoalVec & taskSequence);
 		virtual TGoalVec decompose() const override;
 		virtual TGoalVec decompose() const override;
 		virtual bool isElementar() const override;
 		virtual bool isElementar() const override;
 		virtual int getHeroExchangeCount() 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->setActive(chainPath.targetHero, tile);
 	ai->nullkiller->setTargetObject(objid);
 	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;
 	std::set<int> blockedIndexes;
 
 
 	for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
 	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
 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)
 void RecruitHero::accept(AIGateway * ai)
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 		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)
 	if(t->visitingHero)
 	{
 	{
 		cb->swapGarrisonHero(t);
 		cb->swapGarrisonHero(t);

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

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

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

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

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

@@ -18,8 +18,8 @@ namespace NKAI
 
 
 using namespace Goals;
 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);
 	settown(town);
 	sethero(defencePath.targetHero);
 	sethero(defencePath.targetHero);

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

@@ -24,9 +24,10 @@ namespace Goals
 		uint64_t defenceArmyStrength;
 		uint64_t defenceArmyStrength;
 		HitMapInfo treat;
 		HitMapInfo treat;
 		uint8_t turn;
 		uint8_t turn;
+		bool counterattack;
 
 
 	public:
 	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);
 		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
 
 
 		virtual bool operator==(const DefendTown & other) const override;
 		virtual bool operator==(const DefendTown & other) const override;
@@ -37,6 +38,8 @@ namespace Goals
 		uint64_t getDefenceStrength() const { return defenceArmyStrength; }
 		uint64_t getDefenceStrength() const { return defenceArmyStrength; }
 
 
 		uint8_t getTurn() const { return turn; }
 		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
 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
 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)
 	for(auto & hero : heroes)
 	{
 	{
 		// do not allow our own heroes in garrison to act on map
 		// 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;
 			continue;
+		}
 
 
 		uint64_t mask = FirstActorMask << actors.size();
 		uint64_t mask = FirstActorMask << actors.size();
 		auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
 		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
 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
 namespace AIPathfinding
 {
 {
@@ -258,7 +258,7 @@ public:
 	{
 	{
 		double ratio = (double)danger / (armyValue * hero->getFightingStrength());
 		double ratio = (double)danger / (armyValue * hero->getFightingStrength());
 
 
-		return (uint64_t)(armyValue * ratio * ratio * ratio);
+		return (uint64_t)(armyValue * ratio * ratio);
 	}
 	}
 
 
 	STRONG_INLINE
 	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->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
 	storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
 	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)
 	if(pathfinderSettings.useHeroChain)
 	{
 	{
 		storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
 		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;
 	armyCost = base->armyCost;
 	actorAction = base->actorAction;
 	actorAction = base->actorAction;
 	tiCache = base->tiCache;
 	tiCache = base->tiCache;
+	actorExchangeCount = base->actorExchangeCount;
 }
 }
 
 
 void HeroActor::setupSpecialActors()
 void HeroActor::setupSpecialActors()

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

@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
   enabled: true
   enabled: true
   range: 0.000 10.000
   range: 0.000 10.000
   lock-range: true
   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
 InputVariable: scoutTurnDistance
   description: distance to tile in turns
   description: distance to tile in turns
   enabled: true
   enabled: true
@@ -23,11 +23,11 @@ InputVariable: goldReward
   enabled: true
   enabled: true
   range: 0.000 5000.000
   range: 0.000 5000.000
   lock-range: true
   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
 InputVariable: armyReward
   enabled: true
   enabled: true
   range: 0.000 10000.000
   range: 0.000 10000.000
@@ -43,6 +43,7 @@ InputVariable: armyLoss
   term: LOW Ramp 0.200 0.000
   term: LOW Ramp 0.200 0.000
   term: MEDIUM Triangle 0.000 0.200 0.500
   term: MEDIUM Triangle 0.000 0.200 0.500
   term: HIGH Ramp 0.200 0.500
   term: HIGH Ramp 0.200 0.500
+  term: ALL Ramp 0.700 1.000
 InputVariable: heroRole
 InputVariable: heroRole
   enabled: true
   enabled: true
   range: -0.100 1.100
   range: -0.100 1.100
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
 InputVariable: strategicalValue
 InputVariable: strategicalValue
   description: Some abstract long term benefit non gold or army or skill
   description: Some abstract long term benefit non gold or army or skill
   enabled: true
   enabled: true
-  range: 0.000 1.000
+  range: 0.000 3.000
   lock-range: false
   lock-range: false
   term: NONE Ramp 0.200 0.000
   term: NONE Ramp 0.200 0.000
   term: LOWEST Triangle 0.000 0.010 0.250
   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
 InputVariable: goldPreasure
   description: Ratio between weekly army cost and gold income
   description: Ratio between weekly army cost and gold income
   enabled: true
   enabled: true
   range: 0.000 1.000
   range: 0.000 1.000
   lock-range: false
   lock-range: false
   term: LOW Ramp 0.300 0.000
   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
 InputVariable: goldCost
   description: Action cost in gold
   description: Action cost in gold
   enabled: true
   enabled: true
@@ -121,106 +123,154 @@ InputVariable: fear
   term: LOW Triangle 0.000 0.500 1.000
   term: LOW Triangle 0.000 0.500 1.000
   term: MEDIUM Triangle 0.500 1.000 1.500
   term: MEDIUM Triangle 0.500 1.000 1.500
   term: HIGH Ramp 1.000 1.800
   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
 OutputVariable: Value
   enabled: true
   enabled: true
-  range: -0.500 1.500
+  range: -1.500 2.500
   lock-range: false
   lock-range: false
   aggregation: AlgebraicSum
   aggregation: AlgebraicSum
   defuzzifier: Centroid 100
   defuzzifier: Centroid 100
   default: 0.500
   default: 0.500
   lock-previous: false
   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
   enabled: true
   conjunction: AlgebraicProduct
   conjunction: AlgebraicProduct
   disjunction: AlgebraicSum
   disjunction: AlgebraicSum
   implication: AlgebraicProduct
   implication: AlgebraicProduct
   activation: General
   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