HeroManager.cpp 6.5 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. namespace NKAI
  15. {
  16. SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  17. {
  18. std::make_shared<SecondarySkillScoreMap>(
  19. std::map<SecondarySkill, float>
  20. {
  21. {SecondarySkill::DIPLOMACY, 2},
  22. {SecondarySkill::LOGISTICS, 2},
  23. {SecondarySkill::EARTH_MAGIC, 2},
  24. {SecondarySkill::ARMORER, 2},
  25. {SecondarySkill::OFFENCE, 2},
  26. {SecondarySkill::AIR_MAGIC, 1},
  27. {SecondarySkill::WISDOM, 1},
  28. {SecondarySkill::LEADERSHIP, 1},
  29. {SecondarySkill::INTELLIGENCE, 1},
  30. {SecondarySkill::RESISTANCE, 1},
  31. {SecondarySkill::MYSTICISM, -1},
  32. {SecondarySkill::SORCERY, -1},
  33. {SecondarySkill::ESTATES, -1},
  34. {SecondarySkill::FIRST_AID, -1},
  35. {SecondarySkill::LEARNING, -1},
  36. {SecondarySkill::SCHOLAR, -1},
  37. {SecondarySkill::EAGLE_EYE, -1},
  38. {SecondarySkill::NAVIGATION, -1}
  39. }),
  40. std::make_shared<ExistingSkillRule>(),
  41. std::make_shared<WisdomRule>(),
  42. std::make_shared<AtLeastOneMagicRule>()
  43. });
  44. SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  45. {
  46. std::make_shared<SecondarySkillScoreMap>(
  47. std::map<SecondarySkill, float>
  48. {
  49. {SecondarySkill::LOGISTICS, 2},
  50. {SecondarySkill::ESTATES, 2},
  51. {SecondarySkill::PATHFINDING, 1},
  52. {SecondarySkill::SCHOLAR, 1}
  53. }),
  54. std::make_shared<ExistingSkillRule>()
  55. });
  56. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  57. {
  58. auto role = getHeroRole(hero);
  59. if(role == HeroRole::MAIN)
  60. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  61. return scountSkillsScores.evaluateSecSkill(hero, skill);
  62. }
  63. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  64. {
  65. auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->getIndex());
  66. auto secondarySkillBonus = Selector::type()(Bonus::SECONDARY_SKILL_PREMY);
  67. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  68. float specialityScore = 0.0f;
  69. for(auto bonus : *specialSecondarySkillBonuses)
  70. {
  71. SecondarySkill bonusSkill = SecondarySkill(bonus->subtype);
  72. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  73. if(bonusScore > 0)
  74. specialityScore += bonusScore * bonusScore * bonusScore;
  75. }
  76. return specialityScore;
  77. }
  78. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  79. {
  80. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
  81. }
  82. void HeroManager::update()
  83. {
  84. logAi->trace("Start analysing our heroes");
  85. std::map<const CGHeroInstance *, float> scores;
  86. auto myHeroes = cb->getHeroesInfo();
  87. for(auto & hero : myHeroes)
  88. {
  89. scores[hero] = evaluateFightingStrength(hero);
  90. }
  91. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  92. {
  93. return scores.at(h1) > scores.at(h2);
  94. };
  95. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  96. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  97. for(auto hero : myHeroes)
  98. {
  99. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  100. }
  101. for(auto hero : myHeroes)
  102. {
  103. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  104. }
  105. }
  106. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  107. {
  108. return heroRoles.at(hero);
  109. }
  110. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  111. {
  112. return heroRoles;
  113. }
  114. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  115. {
  116. auto role = getHeroRole(hero);
  117. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  118. int result = 0;
  119. float resultScore = -100;
  120. for(int i = 0; i < skills.size(); i++)
  121. {
  122. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  123. if(score > resultScore)
  124. {
  125. resultScore = score;
  126. result = i;
  127. }
  128. logAi->trace(
  129. "Hero %s is proposed to learn %d with score %f",
  130. hero.name,
  131. skills[i].toEnum(),
  132. score);
  133. }
  134. return result;
  135. }
  136. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  137. {
  138. return evaluateFightingStrength(hero);
  139. }
  140. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  141. :scoreMap(scoreMap)
  142. {
  143. }
  144. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  145. {
  146. auto it = scoreMap.find(skill);
  147. if(it != scoreMap.end())
  148. {
  149. score = it->second;
  150. }
  151. }
  152. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  153. {
  154. int upgradesLeft = 0;
  155. for(auto & heroSkill : hero->secSkills)
  156. {
  157. if(heroSkill.first == skill)
  158. return;
  159. upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
  160. }
  161. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  162. score += 1.5;
  163. }
  164. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  165. {
  166. if(skill != SecondarySkill::WISDOM)
  167. return;
  168. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  169. if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
  170. score += 1.5;
  171. }
  172. std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  173. SecondarySkill::AIR_MAGIC,
  174. SecondarySkill::EARTH_MAGIC,
  175. SecondarySkill::FIRE_MAGIC,
  176. SecondarySkill::WATER_MAGIC
  177. };
  178. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  179. {
  180. if(!vstd::contains(magicSchools, skill))
  181. return;
  182. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  183. {
  184. return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
  185. });
  186. if(!heroHasAnyMagic)
  187. score += 1;
  188. }
  189. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  190. : evaluationRules(evaluationRules)
  191. {
  192. }
  193. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  194. {
  195. float totalScore = 0;
  196. for(auto skill : hero->secSkills)
  197. {
  198. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  199. }
  200. return totalScore;
  201. }
  202. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  203. {
  204. float score = 0;
  205. for(auto rule : evaluationRules)
  206. rule->evaluateScore(hero, skill, score);
  207. return score;
  208. }
  209. }