PriorityEvaluator.cpp 37 KB

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  1. /*
  2. * PriorityEvaluator.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <limits>
  12. #include "Nullkiller.h"
  13. #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
  14. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "../../../lib/CCreatureHandler.h"
  18. #include "../../../lib/VCMI_Lib.h"
  19. #include "../../../lib/StartInfo.h"
  20. #include "../../../CCallback.h"
  21. #include "../../../lib/filesystem/Filesystem.h"
  22. #include "../Goals/ExecuteHeroChain.h"
  23. #include "../Goals/BuildThis.h"
  24. #include "../Goals/StayAtTown.h"
  25. #include "../Goals/ExchangeSwapTownHeroes.h"
  26. #include "../Goals/DismissHero.h"
  27. #include "../Markers/UnlockCluster.h"
  28. #include "../Markers/HeroExchange.h"
  29. #include "../Markers/ArmyUpgrade.h"
  30. #include "../Markers/DefendTown.h"
  31. namespace NKAI
  32. {
  33. #define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
  34. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  35. const float MIN_CRITICAL_VALUE = 2.0f;
  36. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  37. : movementCost(0.0),
  38. manaCost(0),
  39. danger(0),
  40. closestWayRatio(1),
  41. movementCostByRole(),
  42. skillReward(0),
  43. goldReward(0),
  44. goldCost(0),
  45. armyReward(0),
  46. armyLossPersentage(0),
  47. heroRole(HeroRole::SCOUT),
  48. turn(0),
  49. strategicalValue(0),
  50. evaluator(ai),
  51. enemyHeroDangerRatio(0),
  52. armyGrowth(0)
  53. {
  54. }
  55. void EvaluationContext::addNonCriticalStrategicalValue(float value)
  56. {
  57. vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
  58. }
  59. PriorityEvaluator::~PriorityEvaluator()
  60. {
  61. delete engine;
  62. }
  63. void PriorityEvaluator::initVisitTile()
  64. {
  65. auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nkai/object-priorities.txt"))->readAll();
  66. std::string str = std::string((char *)file.first.get(), file.second);
  67. engine = fl::FllImporter().fromString(str);
  68. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  69. armyGrowthVariable = engine->getInputVariable("armyGrowth");
  70. heroRoleVariable = engine->getInputVariable("heroRole");
  71. dangerVariable = engine->getInputVariable("danger");
  72. turnVariable = engine->getInputVariable("turn");
  73. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  74. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  75. goldRewardVariable = engine->getInputVariable("goldReward");
  76. armyRewardVariable = engine->getInputVariable("armyReward");
  77. skillRewardVariable = engine->getInputVariable("skillReward");
  78. rewardTypeVariable = engine->getInputVariable("rewardType");
  79. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  80. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  81. goldPressureVariable = engine->getInputVariable("goldPressure");
  82. goldCostVariable = engine->getInputVariable("goldCost");
  83. fearVariable = engine->getInputVariable("fear");
  84. value = engine->getOutputVariable("Value");
  85. }
  86. bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
  87. {
  88. return obj->getOwner().isValidPlayer()
  89. && cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
  90. }
  91. int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
  92. {
  93. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  94. if(relations != PlayerRelations::ENEMIES)
  95. return 0; // if we already own it, no additional reward will be received by just visiting it
  96. auto booster = isAnotherAi(target, *cb) ? 1 : 2;
  97. auto town = cb->getTown(target->id);
  98. auto fortLevel = town->fortLevel();
  99. if(town->hasCapitol())
  100. return booster * 2000;
  101. // probably well developed town will have city hall
  102. if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
  103. return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
  104. }
  105. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  106. {
  107. //Fixme: unused variable hero
  108. auto objectInfo = target->getObjectHandler()->getObjectInfo(target->appearance);
  109. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  110. auto resources = bankInfo->getPossibleResourcesReward();
  111. TResources result = TResources();
  112. int sum = 0;
  113. for(auto & reward : resources)
  114. {
  115. result += reward.data * reward.chance;
  116. sum += reward.chance;
  117. }
  118. return sum > 1 ? result / sum : result;
  119. }
  120. uint64_t getResourcesGoldReward(const TResources & res)
  121. {
  122. int nonGoldResources = res[EGameResID::GEMS]
  123. + res[EGameResID::SULFUR]
  124. + res[EGameResID::WOOD]
  125. + res[EGameResID::ORE]
  126. + res[EGameResID::CRYSTAL]
  127. + res[EGameResID::MERCURY];
  128. return res[EGameResID::GOLD] + 100 * nonGoldResources;
  129. }
  130. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  131. {
  132. auto objectInfo = target->getObjectHandler()->getObjectInfo(target->appearance);
  133. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  134. auto creatures = bankInfo->getPossibleCreaturesReward(target->cb);
  135. uint64_t result = 0;
  136. const auto& slots = hero->Slots();
  137. ui64 weakestStackPower = 0;
  138. int duplicatingSlots = getDuplicatingSlots(hero);
  139. if (slots.size() >= GameConstants::ARMY_SIZE)
  140. {
  141. //No free slot, we might discard our weakest stack
  142. weakestStackPower = std::numeric_limits<ui64>().max();
  143. for (const auto & stack : slots)
  144. {
  145. vstd::amin(weakestStackPower, stack.second->getPower());
  146. }
  147. }
  148. for (auto c : creatures)
  149. {
  150. //Only if hero has slot for this creature in the army
  151. auto ccre = dynamic_cast<const CCreature*>(c.data.type);
  152. if (hero->getSlotFor(ccre).validSlot() || duplicatingSlots > 0)
  153. {
  154. result += (c.data.type->getAIValue() * c.data.count) * c.chance;
  155. }
  156. /*else
  157. {
  158. //we will need to discard the weakest stack
  159. result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
  160. }*/
  161. }
  162. result /= 100; //divide by total chance
  163. return result;
  164. }
  165. uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  166. {
  167. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  168. uint64_t score = 0;
  169. for(auto & creLevel : dwelling->creatures)
  170. {
  171. if(creLevel.first && creLevel.second.size())
  172. {
  173. auto creature = creLevel.second.back().toCreature();
  174. auto creaturesAreFree = creature->getLevel() == 1;
  175. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
  176. continue;
  177. score += creature->getAIValue() * creLevel.first;
  178. }
  179. }
  180. return score;
  181. }
  182. uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
  183. {
  184. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  185. uint64_t score = 0;
  186. if(dwelling->getOwner() == myColor)
  187. return 0;
  188. for(auto & creLevel : dwelling->creatures)
  189. {
  190. if(creLevel.second.size())
  191. {
  192. auto creature = creLevel.second.back().toCreature();
  193. score += creature->getAIValue() * creature->getGrowth();
  194. }
  195. }
  196. return score;
  197. }
  198. int getDwellingArmyCost(const CGObjectInstance * target)
  199. {
  200. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  201. int cost = 0;
  202. for(auto & creLevel : dwelling->creatures)
  203. {
  204. if(creLevel.first && creLevel.second.size())
  205. {
  206. auto creature = creLevel.second.back().toCreature();
  207. auto creaturesAreFree = creature->getLevel() == 1;
  208. if(!creaturesAreFree)
  209. cost += creature->getRecruitCost(EGameResID::GOLD) * creLevel.first;
  210. }
  211. }
  212. return cost;
  213. }
  214. static uint64_t evaluateArtifactArmyValue(const CArtifactInstance * art)
  215. {
  216. if(art->artType->getId() == ArtifactID::SPELL_SCROLL)
  217. return 1500;
  218. auto statsValue =
  219. 10 * art->valOfBonuses(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementLand)
  220. + 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
  221. + 700 * art->valOfBonuses(BonusType::MORALE)
  222. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK))
  223. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE))
  224. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::KNOWLEDGE))
  225. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::SPELL_POWER))
  226. + 500 * art->valOfBonuses(BonusType::LUCK);
  227. auto classValue = 0;
  228. switch(art->artType->aClass)
  229. {
  230. case CArtifact::EartClass::ART_MINOR:
  231. classValue = 1000;
  232. break;
  233. case CArtifact::EartClass::ART_MAJOR:
  234. classValue = 3000;
  235. break;
  236. case CArtifact::EartClass::ART_RELIC:
  237. case CArtifact::EartClass::ART_SPECIAL:
  238. classValue = 8000;
  239. break;
  240. }
  241. return statsValue > classValue ? statsValue : classValue;
  242. }
  243. uint64_t RewardEvaluator::getArmyReward(
  244. const CGObjectInstance * target,
  245. const CGHeroInstance * hero,
  246. const CCreatureSet * army,
  247. bool checkGold) const
  248. {
  249. const float enemyArmyEliminationRewardRatio = 0.5f;
  250. auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
  251. if(!target)
  252. return 0;
  253. switch(target->ID)
  254. {
  255. case Obj::HILL_FORT:
  256. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  257. case Obj::CREATURE_BANK:
  258. return getCreatureBankArmyReward(target, hero);
  259. case Obj::CREATURE_GENERATOR1:
  260. case Obj::CREATURE_GENERATOR2:
  261. case Obj::CREATURE_GENERATOR3:
  262. case Obj::CREATURE_GENERATOR4:
  263. return getDwellingArmyValue(ai->cb.get(), target, checkGold);
  264. case Obj::CRYPT:
  265. case Obj::SHIPWRECK:
  266. case Obj::SHIPWRECK_SURVIVOR:
  267. case Obj::WARRIORS_TOMB:
  268. return 1000;
  269. case Obj::ARTIFACT:
  270. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  271. case Obj::DRAGON_UTOPIA:
  272. return 10000;
  273. case Obj::HERO:
  274. return relations == PlayerRelations::ENEMIES
  275. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  276. : 0;
  277. case Obj::PANDORAS_BOX:
  278. return 5000;
  279. case Obj::MAGIC_WELL:
  280. case Obj::MAGIC_SPRING:
  281. return getManaRecoveryArmyReward(hero);
  282. default:
  283. return 0;
  284. }
  285. }
  286. uint64_t RewardEvaluator::getArmyGrowth(
  287. const CGObjectInstance * target,
  288. const CGHeroInstance * hero,
  289. const CCreatureSet * army) const
  290. {
  291. if(!target)
  292. return 0;
  293. auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
  294. if(relations != PlayerRelations::ENEMIES)
  295. return 0;
  296. switch(target->ID)
  297. {
  298. case Obj::TOWN:
  299. {
  300. auto town = dynamic_cast<const CGTownInstance *>(target);
  301. auto fortLevel = town->fortLevel();
  302. auto neutral = !town->getOwner().isValidPlayer();
  303. auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
  304. if(fortLevel < CGTownInstance::CITADEL)
  305. return town->hasFort() ? booster * 500 : 0;
  306. else
  307. return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
  308. }
  309. case Obj::CREATURE_GENERATOR1:
  310. case Obj::CREATURE_GENERATOR2:
  311. case Obj::CREATURE_GENERATOR3:
  312. case Obj::CREATURE_GENERATOR4:
  313. return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
  314. case Obj::ARTIFACT:
  315. // 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.
  316. return 0;
  317. default:
  318. return 0;
  319. }
  320. }
  321. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  322. {
  323. if(!target)
  324. return 0;
  325. if(auto * m = dynamic_cast<const IMarket *>(target))
  326. {
  327. if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
  328. return 2000;
  329. }
  330. switch(target->ID)
  331. {
  332. case Obj::HILL_FORT:
  333. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
  334. case Obj::SCHOOL_OF_MAGIC:
  335. case Obj::SCHOOL_OF_WAR:
  336. return 1000;
  337. case Obj::CREATURE_GENERATOR1:
  338. case Obj::CREATURE_GENERATOR2:
  339. case Obj::CREATURE_GENERATOR3:
  340. case Obj::CREATURE_GENERATOR4:
  341. return getDwellingArmyCost(target);
  342. default:
  343. return 0;
  344. }
  345. }
  346. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  347. {
  348. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  349. float objectValue = 0;
  350. for(auto obj : objectsUnderTreat)
  351. {
  352. vstd::amax(objectValue, getStrategicalValue(obj));
  353. }
  354. /*
  355. 1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
  356. Killing the hero is almost as important (0.9) as capturing the object itself.
  357. 2. The formula quickly approaches 1.0 as hero level increases,
  358. but higher level always means higher value and the minimal value for level 1 hero is 0.5
  359. */
  360. return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
  361. }
  362. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  363. {
  364. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  365. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  366. if(requiredResources[resType] == 0)
  367. return 0;
  368. if(dailyIncome[resType] == 0)
  369. return 1.0f;
  370. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  371. return std::min(ratio, 1.0f);
  372. }
  373. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  374. {
  375. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  376. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  377. if(requiredResources[resType] == 0)
  378. return 0;
  379. float ratio = dailyIncome[resType] == 0
  380. ? (float)requiredResources[resType] / 10.0f
  381. : (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
  382. return std::min(ratio, 2.0f);
  383. }
  384. uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
  385. {
  386. uint64_t result = 0;
  387. for(auto creatureInfo : town->creatures)
  388. {
  389. if(creatureInfo.second.empty())
  390. continue;
  391. auto creature = creatureInfo.second.back().toCreature();
  392. result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
  393. }
  394. return result;
  395. }
  396. uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
  397. {
  398. return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
  399. }
  400. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  401. {
  402. if(!target)
  403. return 0;
  404. switch(target->ID)
  405. {
  406. case Obj::MINE:
  407. {
  408. auto mine = dynamic_cast<const CGMine *>(target);
  409. return mine->producedResource == EGameResID::GOLD
  410. ? 0.5f
  411. : 0.4f * getTotalResourceRequirementStrength(mine->producedResource) + 0.1f * getResourceRequirementStrength(mine->producedResource);
  412. }
  413. case Obj::RESOURCE:
  414. {
  415. auto resource = dynamic_cast<const CGResource *>(target);
  416. return resource->resourceID() == EGameResID::GOLD
  417. ? 0
  418. : 0.2f * getTotalResourceRequirementStrength(resource->resourceID()) + 0.4f * getResourceRequirementStrength(resource->resourceID());
  419. }
  420. case Obj::CREATURE_BANK:
  421. {
  422. auto resourceReward = getCreatureBankResources(target, nullptr);
  423. float sum = 0.0f;
  424. for (TResources::nziterator it (resourceReward); it.valid(); it++)
  425. {
  426. //Evaluate resources used for construction. Gold is evaluated separately.
  427. if (it->resType != EGameResID::GOLD)
  428. {
  429. sum += 0.1f * it->resVal * getResourceRequirementStrength(it->resType);
  430. }
  431. }
  432. return sum;
  433. }
  434. case Obj::TOWN:
  435. {
  436. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  437. return 10.0f;
  438. auto town = dynamic_cast<const CGTownInstance *>(target);
  439. if(town->getOwner() == ai->playerID)
  440. {
  441. auto armyIncome = townArmyGrowth(town);
  442. auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
  443. return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
  444. }
  445. auto fortLevel = town->fortLevel();
  446. auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
  447. if(town->hasCapitol())
  448. return booster * 1.5;
  449. if(fortLevel < CGTownInstance::CITADEL)
  450. return booster * (town->hasFort() ? 1.0 : 0.8);
  451. else
  452. return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
  453. }
  454. case Obj::HERO:
  455. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  456. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  457. : 0;
  458. case Obj::KEYMASTER:
  459. return 0.6f;
  460. default:
  461. return 0;
  462. }
  463. }
  464. float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
  465. {
  466. auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
  467. assert(rewardable);
  468. auto skill = SecondarySkill(*rewardable->configuration.getVariable("secondarySkill", "gainedSkill"));
  469. if(!hut->wasVisited(hero->tempOwner))
  470. return role == HeroRole::SCOUT ? 2 : 0;
  471. if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
  472. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  473. return 0;
  474. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  475. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  476. }
  477. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  478. {
  479. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  480. if(!target)
  481. return 0;
  482. switch(target->ID)
  483. {
  484. case Obj::STAR_AXIS:
  485. case Obj::SCHOLAR:
  486. case Obj::SCHOOL_OF_MAGIC:
  487. case Obj::SCHOOL_OF_WAR:
  488. case Obj::GARDEN_OF_REVELATION:
  489. case Obj::MARLETTO_TOWER:
  490. case Obj::MERCENARY_CAMP:
  491. case Obj::TREE_OF_KNOWLEDGE:
  492. return 1;
  493. case Obj::LEARNING_STONE:
  494. return 1.0f / std::sqrt(hero->level);
  495. case Obj::ARENA:
  496. return 2;
  497. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  498. return 0.2f;
  499. case Obj::SHRINE_OF_MAGIC_GESTURE:
  500. return 0.3f;
  501. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  502. return 0.5f;
  503. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  504. return 8;
  505. case Obj::WITCH_HUT:
  506. return evaluateWitchHutSkillScore(target, hero, role);
  507. case Obj::PANDORAS_BOX:
  508. //Can contains experience, spells, or skills (only on custom maps)
  509. return 2.5f;
  510. case Obj::PYRAMID:
  511. return 3.0f;
  512. case Obj::HERO:
  513. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  514. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  515. : 0;
  516. default:
  517. return 0;
  518. }
  519. }
  520. const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  521. {
  522. auto & treatNode = ai->dangerHitMap->getTileThreat(tile);
  523. if(treatNode.maximumDanger.danger == 0)
  524. return HitMapInfo::NoThreat;
  525. if(treatNode.maximumDanger.turn <= turn)
  526. return treatNode.maximumDanger;
  527. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoThreat;
  528. }
  529. int32_t getArmyCost(const CArmedInstance * army)
  530. {
  531. int32_t value = 0;
  532. for(auto stack : army->Slots())
  533. {
  534. value += stack.second->getCreatureID().toCreature()->getRecruitCost(EGameResID::GOLD) * stack.second->count;
  535. }
  536. return value;
  537. }
  538. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  539. {
  540. if(!target)
  541. return 0;
  542. auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
  543. const int dailyIncomeMultiplier = 5;
  544. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  545. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  546. switch(target->ID)
  547. {
  548. case Obj::RESOURCE:
  549. {
  550. auto * res = dynamic_cast<const CGResource*>(target);
  551. return res && res->resourceID() == GameResID::GOLD ? 600 : 100;
  552. }
  553. case Obj::TREASURE_CHEST:
  554. return 1500;
  555. case Obj::WATER_WHEEL:
  556. return 1000;
  557. case Obj::TOWN:
  558. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  559. case Obj::MINE:
  560. case Obj::ABANDONED_MINE:
  561. {
  562. auto * mine = dynamic_cast<const CGMine*>(target);
  563. return dailyIncomeMultiplier * (mine->producedResource == GameResID::GOLD ? 1000 : 75);
  564. }
  565. case Obj::MYSTICAL_GARDEN:
  566. case Obj::WINDMILL:
  567. return 100;
  568. case Obj::CAMPFIRE:
  569. return 800;
  570. case Obj::WAGON:
  571. return 100;
  572. case Obj::CREATURE_BANK:
  573. return getResourcesGoldReward(getCreatureBankResources(target, hero));
  574. case Obj::CRYPT:
  575. case Obj::DERELICT_SHIP:
  576. return 3000;
  577. case Obj::DRAGON_UTOPIA:
  578. return 10000;
  579. case Obj::SEA_CHEST:
  580. return 1500;
  581. case Obj::PANDORAS_BOX:
  582. return 2500;
  583. case Obj::PRISON:
  584. //Objectively saves us 2500 to hire hero
  585. return GameConstants::HERO_GOLD_COST;
  586. case Obj::HERO:
  587. return relations == PlayerRelations::ENEMIES
  588. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  589. : 0;
  590. default:
  591. return 0;
  592. }
  593. }
  594. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  595. {
  596. public:
  597. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  598. {
  599. if(task->goalType != Goals::HERO_EXCHANGE)
  600. return;
  601. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  602. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
  603. evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
  604. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
  605. }
  606. };
  607. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  608. {
  609. public:
  610. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  611. {
  612. if(task->goalType != Goals::ARMY_UPGRADE)
  613. return;
  614. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  615. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  616. evaluationContext.armyReward += upgradeValue;
  617. evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
  618. }
  619. };
  620. class ExplorePointEvaluator : public IEvaluationContextBuilder
  621. {
  622. public:
  623. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  624. {
  625. if(task->goalType != Goals::EXPLORATION_POINT)
  626. return;
  627. int tilesDiscovered = task->value;
  628. evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
  629. }
  630. };
  631. class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
  632. {
  633. public:
  634. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  635. {
  636. if(task->goalType != Goals::STAY_AT_TOWN)
  637. return;
  638. Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
  639. evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
  640. evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
  641. evaluationContext.movementCost += stayAtTown.getMovementWasted();
  642. }
  643. };
  644. void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
  645. {
  646. HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
  647. if(enemyDanger.danger)
  648. {
  649. auto dangerRatio = enemyDanger.danger / (double)ourStrength;
  650. auto enemyHero = evaluationContext.evaluator.ai->cb->getObj(enemyDanger.hero.hid, false);
  651. bool isAI = enemyHero && isAnotherAi(enemyHero, *evaluationContext.evaluator.ai->cb);
  652. if(isAI)
  653. {
  654. dangerRatio *= 1.5; // lets make AI bit more afraid of other AI.
  655. }
  656. vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
  657. }
  658. }
  659. class DefendTownEvaluator : public IEvaluationContextBuilder
  660. {
  661. public:
  662. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  663. {
  664. if(task->goalType != Goals::DEFEND_TOWN)
  665. return;
  666. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  667. const CGTownInstance * town = defendTown.town;
  668. auto & treat = defendTown.getTreat();
  669. auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
  670. float multiplier = 1;
  671. if(treat.turn < defendTown.getTurn())
  672. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  673. multiplier /= 1.0f + treat.turn / 5.0f;
  674. if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
  675. {
  676. auto ourSpeed = defendTown.hero->movementPointsLimit(true);
  677. auto enemySpeed = treat.hero.get(evaluationContext.evaluator.ai->cb.get())->movementPointsLimit(true);
  678. if(enemySpeed > ourSpeed) multiplier *= 0.7f;
  679. }
  680. auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
  681. auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
  682. evaluationContext.armyGrowth += armyGrowth * multiplier;
  683. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  684. if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
  685. vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
  686. else
  687. evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
  688. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  689. addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
  690. }
  691. };
  692. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  693. {
  694. private:
  695. const Nullkiller * ai;
  696. public:
  697. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  698. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  699. {
  700. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  701. return;
  702. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  703. const AIPath & path = chain.getPath();
  704. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  705. evaluationContext.movementCost += path.movementCost();
  706. evaluationContext.closestWayRatio = chain.closestWayRatio;
  707. std::map<const CGHeroInstance *, float> costsPerHero;
  708. for(auto & node : path.nodes)
  709. {
  710. vstd::amax(costsPerHero[node.targetHero], node.cost);
  711. }
  712. for(auto pair : costsPerHero)
  713. {
  714. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  715. evaluationContext.movementCostByRole[role] += pair.second;
  716. }
  717. auto hero = task->hero;
  718. bool checkGold = evaluationContext.danger == 0;
  719. auto army = path.heroArmy;
  720. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  721. auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
  722. if(heroRole == HeroRole::MAIN)
  723. evaluationContext.heroRole = heroRole;
  724. if (target)
  725. {
  726. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  727. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  728. evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
  729. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
  730. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
  731. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  732. }
  733. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  734. addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
  735. vstd::amax(evaluationContext.turn, path.turn());
  736. }
  737. };
  738. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  739. {
  740. public:
  741. ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
  742. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  743. {
  744. if(task->goalType != Goals::UNLOCK_CLUSTER)
  745. return;
  746. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  747. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  748. auto hero = clusterGoal.hero;
  749. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
  750. std::vector<std::pair<ObjectInstanceID, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  751. std::sort(objects.begin(), objects.end(), [](std::pair<ObjectInstanceID, ClusterObjectInfo> o1, std::pair<ObjectInstanceID, ClusterObjectInfo> o2) -> bool
  752. {
  753. return o1.second.priority > o2.second.priority;
  754. });
  755. int boost = 1;
  756. for(auto & objInfo : objects)
  757. {
  758. auto target = evaluationContext.evaluator.ai->cb->getObj(objInfo.first);
  759. bool checkGold = objInfo.second.danger == 0;
  760. auto army = hero;
  761. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  762. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  763. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  764. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
  765. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  766. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  767. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  768. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  769. boost <<= 1;
  770. if(boost > 8)
  771. break;
  772. }
  773. }
  774. };
  775. class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
  776. {
  777. public:
  778. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  779. {
  780. if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
  781. return;
  782. Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
  783. const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
  784. if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
  785. {
  786. auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
  787. auto mpLeft = garrisonHero->movementPointsRemaining() / (float)garrisonHero->movementPointsLimit(true);
  788. evaluationContext.movementCost += mpLeft;
  789. evaluationContext.movementCostByRole[defenderRole] += mpLeft;
  790. evaluationContext.heroRole = defenderRole;
  791. }
  792. }
  793. };
  794. class DismissHeroContextBuilder : public IEvaluationContextBuilder
  795. {
  796. private:
  797. const Nullkiller * ai;
  798. public:
  799. DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
  800. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  801. {
  802. if(task->goalType != Goals::DISMISS_HERO)
  803. return;
  804. Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
  805. const CGHeroInstance * dismissedHero = dismissCommand.getHero();
  806. auto role = ai->heroManager->getHeroRole(dismissedHero);
  807. auto mpLeft = dismissedHero->movementPointsRemaining();
  808. evaluationContext.movementCost += mpLeft;
  809. evaluationContext.movementCostByRole[role] += mpLeft;
  810. evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
  811. }
  812. };
  813. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  814. {
  815. public:
  816. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  817. {
  818. if(task->goalType != Goals::BUILD_STRUCTURE)
  819. return;
  820. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  821. auto & bi = buildThis.buildingInfo;
  822. evaluationContext.goldReward += 7 * bi.dailyIncome[EGameResID::GOLD] / 2; // 7 day income but half we already have
  823. evaluationContext.heroRole = HeroRole::MAIN;
  824. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  825. evaluationContext.goldCost += bi.buildCostWithPrerequisites[EGameResID::GOLD];
  826. evaluationContext.closestWayRatio = 1;
  827. if(bi.creatureID != CreatureID::NONE)
  828. {
  829. evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
  830. if(bi.baseCreatureID == bi.creatureID)
  831. {
  832. evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
  833. evaluationContext.armyReward += bi.armyStrength;
  834. }
  835. else
  836. {
  837. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  838. evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
  839. evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
  840. }
  841. }
  842. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  843. {
  844. evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
  845. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  846. }
  847. else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
  848. {
  849. evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
  850. }
  851. if(evaluationContext.goldReward)
  852. {
  853. auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();
  854. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
  855. }
  856. if(bi.notEnoughRes && bi.prerequisitesCount == 1)
  857. {
  858. evaluationContext.strategicalValue /= 3;
  859. evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
  860. evaluationContext.turn += 5;
  861. }
  862. }
  863. };
  864. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  865. {
  866. if(ai->buildAnalyzer->hasAnyBuilding(town->getFaction(), bi.id))
  867. return 0;
  868. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  869. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  870. return upgradedPower - creaturesToUpgrade.power;
  871. }
  872. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  873. :ai(ai)
  874. {
  875. initVisitTile();
  876. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  877. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  878. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  879. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  880. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  881. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  882. evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
  883. evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
  884. evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
  885. evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
  886. }
  887. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  888. {
  889. Goals::TGoalVec parts;
  890. EvaluationContext context(ai);
  891. if(goal->goalType == Goals::COMPOSITION)
  892. {
  893. parts = goal->decompose(ai);
  894. }
  895. else
  896. {
  897. parts.push_back(goal);
  898. }
  899. for(auto subgoal : parts)
  900. {
  901. context.goldCost += subgoal->goldCost;
  902. for(auto builder : evaluationContextBuilders)
  903. {
  904. builder->buildEvaluationContext(context, subgoal);
  905. }
  906. }
  907. return context;
  908. }
  909. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  910. {
  911. auto evaluationContext = buildEvaluationContext(task);
  912. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  913. + (evaluationContext.armyReward > 0 ? 1 : 0)
  914. + (evaluationContext.skillReward > 0 ? 1 : 0)
  915. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  916. float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
  917. double result = 0;
  918. try
  919. {
  920. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  921. heroRoleVariable->setValue(evaluationContext.heroRole);
  922. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  923. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  924. goldRewardVariable->setValue(goldRewardPerTurn);
  925. armyRewardVariable->setValue(evaluationContext.armyReward);
  926. armyGrowthVariable->setValue(evaluationContext.armyGrowth);
  927. skillRewardVariable->setValue(evaluationContext.skillReward);
  928. dangerVariable->setValue(evaluationContext.danger);
  929. rewardTypeVariable->setValue(rewardType);
  930. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  931. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  932. goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
  933. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
  934. turnVariable->setValue(evaluationContext.turn);
  935. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  936. engine->process();
  937. result = value->getValue();
  938. }
  939. catch(fl::Exception & fe)
  940. {
  941. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  942. }
  943. #if NKAI_TRACE_LEVEL >= 2
  944. logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
  945. task->toString(),
  946. evaluationContext.armyLossPersentage,
  947. (int)evaluationContext.turn,
  948. evaluationContext.movementCostByRole[HeroRole::MAIN],
  949. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  950. goldRewardPerTurn,
  951. evaluationContext.goldCost,
  952. evaluationContext.armyReward,
  953. evaluationContext.danger,
  954. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  955. evaluationContext.strategicalValue,
  956. evaluationContext.closestWayRatio,
  957. evaluationContext.enemyHeroDangerRatio,
  958. result);
  959. #endif
  960. return result;
  961. }
  962. }