HeroManager.cpp 10 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. knownFightingStrength[hero->id] = hero->getFightingStrength();
  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. heroRoles.clear();
  110. for(auto hero : myHeroes)
  111. {
  112. if(hero->patrol.patrolling)
  113. {
  114. heroRoles[hero] = HeroRole::MAIN;
  115. }
  116. else
  117. {
  118. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  119. }
  120. }
  121. for(auto hero : myHeroes)
  122. {
  123. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  124. }
  125. }
  126. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  127. {
  128. return heroRoles.at(hero);
  129. }
  130. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  131. {
  132. return heroRoles;
  133. }
  134. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  135. {
  136. auto role = getHeroRole(hero);
  137. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  138. int result = 0;
  139. float resultScore = -100;
  140. for(int i = 0; i < skills.size(); i++)
  141. {
  142. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  143. if(score > resultScore)
  144. {
  145. resultScore = score;
  146. result = i;
  147. }
  148. logAi->trace(
  149. "Hero %s is proposed to learn %d with score %f",
  150. hero.name(),
  151. skills[i].toEnum(),
  152. score);
  153. }
  154. return result;
  155. }
  156. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  157. {
  158. return evaluateFightingStrength(hero);
  159. }
  160. bool HeroManager::heroCapReached() const
  161. {
  162. const bool includeGarnisoned = true;
  163. int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
  164. return heroCount >= ALLOWED_ROAMING_HEROES
  165. || heroCount >= ai->settings->getMaxRoamingHeroes()
  166. || heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
  167. || heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
  168. }
  169. float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
  170. {
  171. auto cached = knownFightingStrength.find(hero->id);
  172. //FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
  173. return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
  174. }
  175. float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
  176. {
  177. auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
  178. auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
  179. auto manaLimit = hero->manaLimit();
  180. auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  181. auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
  182. auto score = 0.0f;
  183. for(auto spellId : hero->getSpellsInSpellbook())
  184. {
  185. auto spell = spellId.toSpell();
  186. auto schoolLevel = hero->getSpellSchoolLevel(spell);
  187. score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
  188. }
  189. vstd::amin(score, 1);
  190. score *= std::min(1.0f, spellPower / 10.0f);
  191. if(hasFly)
  192. score += 0.3f;
  193. if(hasTownPortal && hasEarth)
  194. score += 0.6f;
  195. vstd::amin(score, 1);
  196. score *= std::min(1.0f, manaLimit / 100.0f);
  197. return std::min(score, 1.0f);
  198. }
  199. bool HeroManager::canRecruitHero(const CGTownInstance * town) const
  200. {
  201. if(!town)
  202. town = findTownWithTavern();
  203. if(!town || !townHasFreeTavern(town))
  204. return false;
  205. if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
  206. return false;
  207. if(heroCapReached())
  208. return false;
  209. if(!cb->getAvailableHeroes(town).size())
  210. return false;
  211. return true;
  212. }
  213. const CGTownInstance * HeroManager::findTownWithTavern() const
  214. {
  215. for(const CGTownInstance * t : cb->getTownsInfo())
  216. if(townHasFreeTavern(t))
  217. return t;
  218. return nullptr;
  219. }
  220. const CGHeroInstance * HeroManager::findHeroWithGrail() const
  221. {
  222. for(const CGHeroInstance * h : cb->getHeroesInfo())
  223. {
  224. if(h->hasArt(ArtifactID::GRAIL))
  225. return h;
  226. }
  227. return nullptr;
  228. }
  229. const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
  230. {
  231. const CGHeroInstance * weakestHero = nullptr;
  232. auto myHeroes = ai->cb->getHeroesInfo();
  233. for(auto existingHero : myHeroes)
  234. {
  235. if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
  236. || existingHero->getArmyStrength() >armyLimit
  237. || getHeroRole(existingHero) == HeroRole::MAIN
  238. || existingHero->movementPointsRemaining()
  239. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  240. {
  241. continue;
  242. }
  243. if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
  244. {
  245. weakestHero = existingHero;
  246. }
  247. }
  248. return weakestHero;
  249. }
  250. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  251. :scoreMap(scoreMap)
  252. {
  253. }
  254. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  255. {
  256. auto it = scoreMap.find(skill);
  257. if(it != scoreMap.end())
  258. {
  259. score = it->second;
  260. }
  261. }
  262. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  263. {
  264. int upgradesLeft = 0;
  265. for(auto & heroSkill : hero->secSkills)
  266. {
  267. if(heroSkill.first == skill)
  268. return;
  269. upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
  270. }
  271. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  272. score += 1.5;
  273. }
  274. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  275. {
  276. if(skill != SecondarySkill::WISDOM)
  277. return;
  278. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  279. if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
  280. score += 1.5;
  281. }
  282. const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  283. SecondarySkill::AIR_MAGIC,
  284. SecondarySkill::EARTH_MAGIC,
  285. SecondarySkill::FIRE_MAGIC,
  286. SecondarySkill::WATER_MAGIC
  287. };
  288. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  289. {
  290. if(!vstd::contains(magicSchools, skill))
  291. return;
  292. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  293. {
  294. return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
  295. });
  296. if(!heroHasAnyMagic)
  297. score += 1;
  298. }
  299. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  300. : evaluationRules(evaluationRules)
  301. {
  302. }
  303. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  304. {
  305. float totalScore = 0;
  306. for(auto skill : hero->secSkills)
  307. {
  308. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  309. }
  310. return totalScore;
  311. }
  312. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  313. {
  314. float score = 0;
  315. for(auto rule : evaluationRules)
  316. rule->evaluateScore(hero, skill, score);
  317. return score;
  318. }
  319. }