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@@ -162,11 +162,11 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
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{
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result += (c.data.type->getAIValue() * c.data.count) * c.chance;
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}
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- else
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+ /*else
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{
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//we will need to discard the weakest stack
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result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
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- }
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+ }*/
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}
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result /= 100; //divide by total chance
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@@ -277,6 +277,8 @@ uint64_t RewardEvaluator::getArmyReward(
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{
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const float enemyArmyEliminationRewardRatio = 0.5f;
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+ auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
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+
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if(!target)
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return 0;
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@@ -301,7 +303,7 @@ uint64_t RewardEvaluator::getArmyReward(
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case Obj::DRAGON_UTOPIA:
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return 10000;
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case Obj::HERO:
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- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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+ return relations == PlayerRelations::ENEMIES
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? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
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: 0;
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case Obj::PANDORAS_BOX:
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@@ -319,6 +321,11 @@ uint64_t RewardEvaluator::getArmyGrowth(
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if(!target)
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return 0;
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+ auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
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+
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+ if(relations != PlayerRelations::ENEMIES)
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+ return 0;
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+
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switch(target->ID)
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{
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case Obj::TOWN:
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@@ -542,15 +549,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
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case Obj::GARDEN_OF_REVELATION:
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case Obj::MARLETTO_TOWER:
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case Obj::MERCENARY_CAMP:
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- case Obj::SHRINE_OF_MAGIC_GESTURE:
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- case Obj::SHRINE_OF_MAGIC_INCANTATION:
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case Obj::TREE_OF_KNOWLEDGE:
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return 1;
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case Obj::LEARNING_STONE:
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return 1.0f / std::sqrt(hero->level);
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case Obj::ARENA:
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- case Obj::SHRINE_OF_MAGIC_THOUGHT:
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return 2;
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+ case Obj::SHRINE_OF_MAGIC_INCANTATION:
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+ return 0.2f;
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+ case Obj::SHRINE_OF_MAGIC_GESTURE:
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+ return 0.3f;
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+ case Obj::SHRINE_OF_MAGIC_THOUGHT:
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+ return 0.5f;
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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return 8;
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case Obj::WITCH_HUT:
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@@ -597,6 +607,8 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
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if(!target)
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return 0;
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+ auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
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+
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const int dailyIncomeMultiplier = 5;
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const float enemyArmyEliminationGoldRewardRatio = 0.2f;
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const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
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@@ -637,7 +649,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
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//Objectively saves us 2500 to hire hero
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return GameConstants::HERO_GOLD_COST;
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case Obj::HERO:
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- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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+ return relations == PlayerRelations::ENEMIES
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? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
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: 0;
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default:
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@@ -788,7 +800,7 @@ public:
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if(heroRole == HeroRole::MAIN)
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evaluationContext.heroRole = heroRole;
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- if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
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+ if (target)
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{
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evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
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evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
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@@ -1022,7 +1034,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
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+ (evaluationContext.skillReward > 0 ? 1 : 0)
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+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
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- auto goldRewardPerTurn = evaluationContext.goldReward / std::log2f(evaluationContext.movementCost * 10);
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+ float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
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double result = 0;
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@@ -1055,13 +1067,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
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}
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#if NKAI_TRACE_LEVEL >= 2
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- 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",
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+ 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",
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task->toString(),
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evaluationContext.armyLossPersentage,
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(int)evaluationContext.turn,
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evaluationContext.movementCostByRole[HeroRole::MAIN],
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evaluationContext.movementCostByRole[HeroRole::SCOUT],
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- evaluationContext.goldReward,
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+ goldRewardPerTurn,
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evaluationContext.goldCost,
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evaluationContext.armyReward,
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evaluationContext.danger,
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