HeroManager.cpp 8.0 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. #include "../../../lib/CGameState.h"
  16. namespace NKAI
  17. {
  18. SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  19. {
  20. std::make_shared<SecondarySkillScoreMap>(
  21. std::map<SecondarySkill, float>
  22. {
  23. {SecondarySkill::DIPLOMACY, 2},
  24. {SecondarySkill::LOGISTICS, 2},
  25. {SecondarySkill::EARTH_MAGIC, 2},
  26. {SecondarySkill::ARMORER, 2},
  27. {SecondarySkill::OFFENCE, 2},
  28. {SecondarySkill::AIR_MAGIC, 1},
  29. {SecondarySkill::WISDOM, 1},
  30. {SecondarySkill::LEADERSHIP, 1},
  31. {SecondarySkill::INTELLIGENCE, 1},
  32. {SecondarySkill::RESISTANCE, 1},
  33. {SecondarySkill::MYSTICISM, -1},
  34. {SecondarySkill::SORCERY, -1},
  35. {SecondarySkill::ESTATES, -1},
  36. {SecondarySkill::FIRST_AID, -1},
  37. {SecondarySkill::LEARNING, -1},
  38. {SecondarySkill::SCHOLAR, -1},
  39. {SecondarySkill::EAGLE_EYE, -1},
  40. {SecondarySkill::NAVIGATION, -1}
  41. }),
  42. std::make_shared<ExistingSkillRule>(),
  43. std::make_shared<WisdomRule>(),
  44. std::make_shared<AtLeastOneMagicRule>()
  45. });
  46. SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  47. {
  48. std::make_shared<SecondarySkillScoreMap>(
  49. std::map<SecondarySkill, float>
  50. {
  51. {SecondarySkill::LOGISTICS, 2},
  52. {SecondarySkill::ESTATES, 2},
  53. {SecondarySkill::PATHFINDING, 1},
  54. {SecondarySkill::SCHOLAR, 1}
  55. }),
  56. std::make_shared<ExistingSkillRule>()
  57. });
  58. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  59. {
  60. auto role = getHeroRole(hero);
  61. if(role == HeroRole::MAIN)
  62. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  63. return scountSkillsScores.evaluateSecSkill(hero, skill);
  64. }
  65. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  66. {
  67. auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, hero->type->getIndex());
  68. auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
  69. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  70. auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
  71. float specialityScore = 0.0f;
  72. for(auto bonus : *secondarySkillBonuses)
  73. {
  74. auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
  75. if(hasBonus)
  76. {
  77. SecondarySkill bonusSkill = SecondarySkill(bonus->sid);
  78. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  79. if(bonusScore > 0)
  80. specialityScore += bonusScore * bonusScore * bonusScore;
  81. }
  82. }
  83. return specialityScore;
  84. }
  85. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  86. {
  87. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
  88. }
  89. void HeroManager::update()
  90. {
  91. logAi->trace("Start analysing our heroes");
  92. std::map<const CGHeroInstance *, float> scores;
  93. auto myHeroes = cb->getHeroesInfo();
  94. for(auto & hero : myHeroes)
  95. {
  96. scores[hero] = evaluateFightingStrength(hero);
  97. }
  98. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  99. {
  100. return scores.at(h1) > scores.at(h2);
  101. };
  102. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  103. //vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
  104. if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
  105. {
  106. globalMainCount = 2;
  107. }
  108. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  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::canRecruitHero(const CGTownInstance * town) const
  153. {
  154. if(!town)
  155. town = findTownWithTavern();
  156. if(!town || !townHasFreeTavern(town))
  157. return false;
  158. if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
  159. return false;
  160. const bool includeGarnisoned = true;
  161. int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
  162. if(heroCount >= ALLOWED_ROAMING_HEROES)
  163. return false;
  164. if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
  165. return false;
  166. if(!cb->getAvailableHeroes(town).size())
  167. return false;
  168. return true;
  169. }
  170. const CGTownInstance * HeroManager::findTownWithTavern() const
  171. {
  172. for(const CGTownInstance * t : cb->getTownsInfo())
  173. if(townHasFreeTavern(t))
  174. return t;
  175. return nullptr;
  176. }
  177. const CGHeroInstance * HeroManager::findHeroWithGrail() const
  178. {
  179. for(const CGHeroInstance * h : cb->getHeroesInfo())
  180. {
  181. if(h->hasArt(ArtifactID::GRAIL))
  182. return h;
  183. }
  184. return nullptr;
  185. }
  186. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  187. :scoreMap(scoreMap)
  188. {
  189. }
  190. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  191. {
  192. auto it = scoreMap.find(skill);
  193. if(it != scoreMap.end())
  194. {
  195. score = it->second;
  196. }
  197. }
  198. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  199. {
  200. int upgradesLeft = 0;
  201. for(auto & heroSkill : hero->secSkills)
  202. {
  203. if(heroSkill.first == skill)
  204. return;
  205. upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
  206. }
  207. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  208. score += 1.5;
  209. }
  210. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  211. {
  212. if(skill != SecondarySkill::WISDOM)
  213. return;
  214. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  215. if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
  216. score += 1.5;
  217. }
  218. std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  219. SecondarySkill::AIR_MAGIC,
  220. SecondarySkill::EARTH_MAGIC,
  221. SecondarySkill::FIRE_MAGIC,
  222. SecondarySkill::WATER_MAGIC
  223. };
  224. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  225. {
  226. if(!vstd::contains(magicSchools, skill))
  227. return;
  228. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  229. {
  230. return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
  231. });
  232. if(!heroHasAnyMagic)
  233. score += 1;
  234. }
  235. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  236. : evaluationRules(evaluationRules)
  237. {
  238. }
  239. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  240. {
  241. float totalScore = 0;
  242. for(auto skill : hero->secSkills)
  243. {
  244. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  245. }
  246. return totalScore;
  247. }
  248. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  249. {
  250. float score = 0;
  251. for(auto rule : evaluationRules)
  252. rule->evaluateScore(hero, skill, score);
  253. return score;
  254. }
  255. }