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NKAI: mana recovery

Andrii Danylchenko 2 년 전
부모
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ebe155fa95

+ 35 - 0
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -190,6 +190,41 @@ bool HeroManager::heroCapReached() const
 		|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
 }
 
+float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
+{
+	auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
+	auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
+	auto manaLimit = hero->manaLimit();
+	auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
+	auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
+
+	auto score = 0.0f;
+
+	for(auto spellId : hero->getSpellsInSpellbook())
+	{
+		auto spell = spellId.toSpell();
+		auto schoolLevel = hero->getSpellSchoolLevel(spell);
+
+		score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
+	}
+
+	vstd::amin(score, 1);
+
+	score *= std::min(1.0f, spellPower / 10.0f);
+
+	if(hasFly)
+		score += 0.3f;
+
+	if(hasTownPortal && hasEarth)
+		score += 0.6f;
+
+	vstd::amin(score, 1);
+
+	score *= std::min(1.0f, manaLimit / 100.0f);
+
+	return std::min(score, 1.0f);
+}
+
 bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 {
 	if(!town)

+ 2 - 0
AI/Nullkiller/Analyzers/HeroManager.h

@@ -34,6 +34,7 @@ public:
 	virtual bool heroCapReached() const = 0;
 	virtual const CGHeroInstance * findHeroWithGrail() const = 0;
 	virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
+	virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
 };
 
 class DLL_EXPORT ISecondarySkillRule
@@ -76,6 +77,7 @@ public:
 	bool heroCapReached() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
 	const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
+	float getMagicStrength(const CGHeroInstance * hero) const override;
 
 private:
 	float evaluateFightingStrength(const CGHeroInstance * hero) const;

+ 13 - 7
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

@@ -94,16 +94,22 @@ const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) cons
 {
 	for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
 	{
-		auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
-		auto blockers = ai->cb->getVisitableObjs(node->coord);
-		
-		if(guardPos.valid())
+		std::vector<const CGObjectInstance *> blockers = {};
+
+		if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
 		{
-			auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
+			auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
+			
+			blockers = ai->cb->getVisitableObjs(node->coord);
 
-			if(guard)
+			if(guardPos.valid())
 			{
-				blockers.insert(blockers.begin(), guard);
+				auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
+
+				if(guard)
+				{
+					blockers.insert(blockers.begin(), guard);
+				}
 			}
 		}
 

+ 70 - 0
AI/Nullkiller/Behaviors/StayAtTownBehavior.cpp

@@ -0,0 +1,70 @@
+/*
+* StartupBehavior.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 "StayAtTownBehavior.h"
+#include "../AIGateway.h"
+#include "../AIUtility.h"
+#include "../Goals/StayAtTown.h"
+#include "../Goals/Composition.h"
+#include "../Goals/ExecuteHeroChain.h"
+#include "lib/mapObjects/MapObjects.h" //for victory conditions
+#include "../Engine/Nullkiller.h"
+
+namespace NKAI
+{
+
+using namespace Goals;
+
+std::string StayAtTownBehavior::toString() const
+{
+	return "StayAtTownBehavior";
+}
+
+Goals::TGoalVec StayAtTownBehavior::decompose() const
+{
+	Goals::TGoalVec tasks;
+	auto towns = cb->getTownsInfo();
+
+	if(!towns.size())
+		return tasks;
+
+	for(auto town : towns)
+	{
+		if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
+			continue;
+
+		auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
+
+		for(auto & path : paths)
+		{
+			if(town->visitingHero && town->visitingHero.get() != path.targetHero)
+				continue;
+
+			if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
+			{
+				if(path.targetHero->mana == path.targetHero->manaLimit())
+					continue;
+
+				Composition stayAtTown;
+
+				stayAtTown.addNextSequence({
+						sptr(ExecuteHeroChain(path)),
+						sptr(StayAtTown(town, path))
+					});
+
+				tasks.push_back(sptr(stayAtTown));
+			}
+		}
+	}
+
+	return tasks;
+}
+
+}

+ 39 - 0
AI/Nullkiller/Behaviors/StayAtTownBehavior.h

@@ -0,0 +1,39 @@
+/*
+* StayAtTownBehavior.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 "lib/VCMI_Lib.h"
+#include "../Goals/CGoal.h"
+#include "../AIUtility.h"
+
+namespace NKAI
+{
+namespace Goals
+{
+	class StayAtTownBehavior : public CGoal<StayAtTownBehavior>
+	{
+	public:
+		StayAtTownBehavior()
+			:CGoal(STAY_AT_TOWN_BEHAVIOR)
+		{
+		}
+
+		virtual TGoalVec decompose() const override;
+		virtual std::string toString() const override;
+
+		virtual bool operator==(const StayAtTownBehavior & other) const override
+		{
+			return true;
+		}
+	};
+}
+
+
+}

+ 4 - 0
AI/Nullkiller/CMakeLists.txt

@@ -35,6 +35,7 @@ set(Nullkiller_SRCS
 		Goals/ExecuteHeroChain.cpp
 		Goals/ExchangeSwapTownHeroes.cpp
 		Goals/CompleteQuest.cpp
+		Goals/StayAtTown.cpp
 		Markers/ArmyUpgrade.cpp
 		Markers/HeroExchange.cpp
 		Markers/UnlockCluster.cpp
@@ -53,6 +54,7 @@ set(Nullkiller_SRCS
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
+		Behaviors/StayAtTownBehavior.cpp
 		Helpers/ArmyFormation.cpp
 		AIGateway.cpp
 )
@@ -99,6 +101,7 @@ set(Nullkiller_HEADERS
 		Goals/ExchangeSwapTownHeroes.h
 		Goals/CompleteQuest.h
 		Goals/Goals.h
+		Goals/StayAtTown.h
 		Markers/ArmyUpgrade.h
 		Markers/HeroExchange.h
 		Markers/UnlockCluster.h
@@ -117,6 +120,7 @@ set(Nullkiller_HEADERS
 		Behaviors/BuildingBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/ClusterBehavior.h
+		Behaviors/StayAtTownBehavior.h
 		Helpers/ArmyFormation.h
 		AIGateway.h
 )

+ 3 - 1
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -18,6 +18,7 @@
 #include "../Behaviors/BuildingBehavior.h"
 #include "../Behaviors/GatherArmyBehavior.h"
 #include "../Behaviors/ClusterBehavior.h"
+#include "../Behaviors/StayAtTownBehavior.h"
 #include "../Goals/Invalid.h"
 #include "../Goals/Composition.h"
 
@@ -262,7 +263,8 @@ void Nullkiller::makeTurn()
 			choseBestTask(sptr(CaptureObjectsBehavior()), 1),
 			choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
 			choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
-			choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
+			choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
+			choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
 		};
 
 		if(cb->getDate(Date::DAY) == 1)

+ 26 - 0
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -22,6 +22,7 @@
 #include "../../../lib/filesystem/Filesystem.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/BuildThis.h"
+#include "../Goals/StayAtTown.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
 #include "../Goals/DismissHero.h"
 #include "../Markers/UnlockCluster.h"
@@ -309,6 +310,9 @@ uint64_t RewardEvaluator::getArmyReward(
 			: 0;
 	case Obj::PANDORAS_BOX:
 		return 5000;
+	case Obj::MAGIC_WELL:
+	case Obj::MAGIC_SPRING:
+		return getManaRecoveryArmyReward(hero);
 	default:
 		return 0;
 	}
@@ -450,6 +454,11 @@ uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
 	return result;
 }
 
+uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
+{
+	return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
+}
+
 float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
 {
 	if(!target)
@@ -693,6 +702,22 @@ public:
 	}
 };
 
+class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
+{
+public:
+	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
+	{
+		if(task->goalType != Goals::STAY_AT_TOWN)
+			return;
+
+		Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
+
+		evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero().get());
+		evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
+		evaluationContext.movementCost += stayAtTown.getMovementWasted();
+	}
+};
+
 void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
 {
 	HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
@@ -998,6 +1023,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
 	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
 	evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
+	evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
 }
 
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

+ 1 - 0
AI/Nullkiller/Engine/PriorityEvaluator.h

@@ -49,6 +49,7 @@ public:
 	uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
 	const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
 	uint64_t townArmyGrowth(const CGTownInstance * town) const;
+	uint64_t getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
 };
 
 struct DLL_EXPORT EvaluationContext

+ 3 - 1
AI/Nullkiller/Goals/AbstractGoal.h

@@ -71,7 +71,9 @@ namespace Goals
 		ARMY_UPGRADE,
 		DEFEND_TOWN,
 		CAPTURE_OBJECT,
-		SAVE_RESOURCES
+		SAVE_RESOURCES,
+		STAY_AT_TOWN_BEHAVIOR,
+		STAY_AT_TOWN
 	};
 
 	class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>

+ 52 - 0
AI/Nullkiller/Goals/StayAtTown.cpp

@@ -0,0 +1,52 @@
+/*
+* ArmyUpgrade.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 "StayAtTown.h"
+#include "../AIGateway.h"
+#include "../Engine/Nullkiller.h"
+#include "../AIUtility.h"
+
+namespace NKAI
+{
+
+using namespace Goals;
+
+StayAtTown::StayAtTown(const CGTownInstance * town, AIPath & path)
+	: ElementarGoal(Goals::STAY_AT_TOWN)
+{
+	sethero(path.targetHero);
+	settown(town);
+	movementWasted = static_cast<float>(hero->movementPointsRemaining()) / hero->movementPointsLimit(!hero->boat) - path.movementCost();
+	vstd::amax(movementWasted, 0);
+}
+
+bool StayAtTown::operator==(const StayAtTown & other) const
+{
+	return hero == other.hero && town == other.town;
+}
+
+std::string StayAtTown::toString() const
+{
+	return "Stay at town " + town->getNameTranslated()
+		+ " hero " + hero->getNameTranslated()
+		+ ", mana: " + std::to_string(hero->mana);
+}
+
+void StayAtTown::accept(AIGateway * ai)
+{
+	if(hero->visitedTown != town)
+	{
+		logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
+	}
+
+	ai->nullkiller->lockHero(hero.get(), HeroLockedReason::DEFENCE);
+}
+
+}

+ 36 - 0
AI/Nullkiller/Goals/StayAtTown.h

@@ -0,0 +1,36 @@
+/*
+* ArmyUpgrade.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 "../Goals/CGoal.h"
+#include "../Pathfinding/AINodeStorage.h"
+#include "../Analyzers/ArmyManager.h"
+#include "../Analyzers/DangerHitMapAnalyzer.h"
+
+namespace NKAI
+{
+namespace Goals
+{
+	class DLL_EXPORT StayAtTown : public ElementarGoal<StayAtTown>
+	{
+	private:
+		float movementWasted;
+
+	public:
+		StayAtTown(const CGTownInstance * town, AIPath & path);
+
+		virtual bool operator==(const StayAtTown & other) const override;
+		virtual std::string toString() const override;
+		void accept(AIGateway * ai) override;
+		float getMovementWasted() const { return movementWasted; }
+	};
+}
+
+}

+ 3 - 1
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -279,9 +279,10 @@ void AINodeStorage::commit(
 
 #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 	logAi->trace(
-		"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
+		"Commited %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
 		source->coord.toString(),
 		destination->coord.toString(),
+		destination->layer,
 		destination->getCost(),
 		std::to_string(destination->turns),
 		destination->moveRemains,
@@ -1343,6 +1344,7 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
 			pathNode.coord = node->coord;
 			pathNode.parentIndex = parentIndex;
 			pathNode.actionIsBlocked = false;
+			pathNode.layer = node->layer;
 
 			if(pathNode.specialAction)
 			{

+ 1 - 0
AI/Nullkiller/Pathfinding/AINodeStorage.h

@@ -65,6 +65,7 @@ struct AIPathNodeInfo
 	float cost;
 	uint8_t turns;
 	int3 coord;
+	EPathfindingLayer layer;
 	uint64_t danger;
 	const CGHeroInstance * targetHero;
 	int parentIndex;