HeroManager.cpp 9.7 KB

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  1. /*
  2. * HeroManager.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 "../Engine/Nullkiller.h"
  12. #include "../../../lib/mapObjects/MapObjects.h"
  13. #include "../../../lib/CHeroHandler.h"
  14. #include "../../../lib/GameSettings.h"
  15. namespace NKAI
  16. {
  17. const SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  18. {
  19. std::make_shared<SecondarySkillScoreMap>(
  20. std::map<SecondarySkill, float>
  21. {
  22. {SecondarySkill::DIPLOMACY, 2},
  23. {SecondarySkill::LOGISTICS, 2},
  24. {SecondarySkill::EARTH_MAGIC, 2},
  25. {SecondarySkill::ARMORER, 2},
  26. {SecondarySkill::OFFENCE, 2},
  27. {SecondarySkill::AIR_MAGIC, 1},
  28. {SecondarySkill::WISDOM, 1},
  29. {SecondarySkill::LEADERSHIP, 1},
  30. {SecondarySkill::INTELLIGENCE, 1},
  31. {SecondarySkill::RESISTANCE, 1},
  32. {SecondarySkill::MYSTICISM, -1},
  33. {SecondarySkill::SORCERY, -1},
  34. {SecondarySkill::ESTATES, -1},
  35. {SecondarySkill::FIRST_AID, -1},
  36. {SecondarySkill::LEARNING, -1},
  37. {SecondarySkill::SCHOLAR, -1},
  38. {SecondarySkill::EAGLE_EYE, -1},
  39. {SecondarySkill::NAVIGATION, -1}
  40. }),
  41. std::make_shared<ExistingSkillRule>(),
  42. std::make_shared<WisdomRule>(),
  43. std::make_shared<AtLeastOneMagicRule>()
  44. });
  45. const SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  46. {
  47. std::make_shared<SecondarySkillScoreMap>(
  48. std::map<SecondarySkill, float>
  49. {
  50. {SecondarySkill::LOGISTICS, 2},
  51. {SecondarySkill::ESTATES, 2},
  52. {SecondarySkill::PATHFINDING, 1},
  53. {SecondarySkill::SCHOLAR, 1}
  54. }),
  55. std::make_shared<ExistingSkillRule>()
  56. });
  57. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  58. {
  59. auto role = getHeroRole(hero);
  60. if(role == HeroRole::MAIN)
  61. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  62. return scountSkillsScores.evaluateSecSkill(hero, skill);
  63. }
  64. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  65. {
  66. auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->type->getId()));
  67. auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
  68. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  69. auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
  70. float specialityScore = 0.0f;
  71. for(auto bonus : *secondarySkillBonuses)
  72. {
  73. auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
  74. if(hasBonus)
  75. {
  76. SecondarySkill bonusSkill = bonus->sid.as<SecondarySkill>();
  77. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  78. if(bonusScore > 0)
  79. specialityScore += bonusScore * bonusScore * bonusScore;
  80. }
  81. }
  82. return specialityScore;
  83. }
  84. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  85. {
  86. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
  87. }
  88. void HeroManager::update()
  89. {
  90. logAi->trace("Start analysing our heroes");
  91. std::map<const CGHeroInstance *, float> scores;
  92. auto myHeroes = cb->getHeroesInfo();
  93. for(auto & hero : myHeroes)
  94. {
  95. scores[hero] = evaluateFightingStrength(hero);
  96. }
  97. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  98. {
  99. return scores.at(h1) > scores.at(h2);
  100. };
  101. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  102. //vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
  103. if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
  104. {
  105. globalMainCount = 2;
  106. }
  107. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  108. heroRoles.clear();
  109. for(auto hero : myHeroes)
  110. {
  111. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  112. }
  113. for(auto hero : myHeroes)
  114. {
  115. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  116. }
  117. }
  118. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  119. {
  120. return heroRoles.at(hero);
  121. }
  122. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  123. {
  124. return heroRoles;
  125. }
  126. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  127. {
  128. auto role = getHeroRole(hero);
  129. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  130. int result = 0;
  131. float resultScore = -100;
  132. for(int i = 0; i < skills.size(); i++)
  133. {
  134. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  135. if(score > resultScore)
  136. {
  137. resultScore = score;
  138. result = i;
  139. }
  140. logAi->trace(
  141. "Hero %s is proposed to learn %d with score %f",
  142. hero.name,
  143. skills[i].toEnum(),
  144. score);
  145. }
  146. return result;
  147. }
  148. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  149. {
  150. return evaluateFightingStrength(hero);
  151. }
  152. bool HeroManager::heroCapReached() const
  153. {
  154. const bool includeGarnisoned = true;
  155. int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
  156. return heroCount >= ALLOWED_ROAMING_HEROES
  157. || heroCount >= ai->settings->getMaxRoamingHeroes()
  158. || heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
  159. || heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
  160. }
  161. float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
  162. {
  163. auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
  164. auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
  165. auto manaLimit = hero->manaLimit();
  166. auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  167. auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
  168. auto score = 0.0f;
  169. for(auto spellId : hero->getSpellsInSpellbook())
  170. {
  171. auto spell = spellId.toSpell();
  172. auto schoolLevel = hero->getSpellSchoolLevel(spell);
  173. score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
  174. }
  175. vstd::amin(score, 1);
  176. score *= std::min(1.0f, spellPower / 10.0f);
  177. if(hasFly)
  178. score += 0.3f;
  179. if(hasTownPortal && hasEarth)
  180. score += 0.6f;
  181. vstd::amin(score, 1);
  182. score *= std::min(1.0f, manaLimit / 100.0f);
  183. return std::min(score, 1.0f);
  184. }
  185. bool HeroManager::canRecruitHero(const CGTownInstance * town) const
  186. {
  187. if(!town)
  188. town = findTownWithTavern();
  189. if(!town || !townHasFreeTavern(town))
  190. return false;
  191. if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
  192. return false;
  193. if(heroCapReached())
  194. return false;
  195. if(!cb->getAvailableHeroes(town).size())
  196. return false;
  197. return true;
  198. }
  199. const CGTownInstance * HeroManager::findTownWithTavern() const
  200. {
  201. for(const CGTownInstance * t : cb->getTownsInfo())
  202. if(townHasFreeTavern(t))
  203. return t;
  204. return nullptr;
  205. }
  206. const CGHeroInstance * HeroManager::findHeroWithGrail() const
  207. {
  208. for(const CGHeroInstance * h : cb->getHeroesInfo())
  209. {
  210. if(h->hasArt(ArtifactID::GRAIL))
  211. return h;
  212. }
  213. return nullptr;
  214. }
  215. const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
  216. {
  217. const CGHeroInstance * weakestHero = nullptr;
  218. auto myHeroes = ai->cb->getHeroesInfo();
  219. for(auto existingHero : myHeroes)
  220. {
  221. if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
  222. || existingHero->getArmyStrength() >armyLimit
  223. || getHeroRole(existingHero) == HeroRole::MAIN
  224. || existingHero->movementPointsRemaining()
  225. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  226. {
  227. continue;
  228. }
  229. if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
  230. {
  231. weakestHero = existingHero;
  232. }
  233. }
  234. return weakestHero;
  235. }
  236. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  237. :scoreMap(scoreMap)
  238. {
  239. }
  240. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  241. {
  242. auto it = scoreMap.find(skill);
  243. if(it != scoreMap.end())
  244. {
  245. score = it->second;
  246. }
  247. }
  248. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  249. {
  250. int upgradesLeft = 0;
  251. for(auto & heroSkill : hero->secSkills)
  252. {
  253. if(heroSkill.first == skill)
  254. return;
  255. upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
  256. }
  257. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  258. score += 1.5;
  259. }
  260. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  261. {
  262. if(skill != SecondarySkill::WISDOM)
  263. return;
  264. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  265. if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
  266. score += 1.5;
  267. }
  268. const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  269. SecondarySkill::AIR_MAGIC,
  270. SecondarySkill::EARTH_MAGIC,
  271. SecondarySkill::FIRE_MAGIC,
  272. SecondarySkill::WATER_MAGIC
  273. };
  274. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  275. {
  276. if(!vstd::contains(magicSchools, skill))
  277. return;
  278. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  279. {
  280. return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
  281. });
  282. if(!heroHasAnyMagic)
  283. score += 1;
  284. }
  285. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  286. : evaluationRules(evaluationRules)
  287. {
  288. }
  289. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  290. {
  291. float totalScore = 0;
  292. for(auto skill : hero->secSkills)
  293. {
  294. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  295. }
  296. return totalScore;
  297. }
  298. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  299. {
  300. float score = 0;
  301. for(auto rule : evaluationRules)
  302. rule->evaluateScore(hero, skill, score);
  303. return score;
  304. }
  305. }