PriorityEvaluator.cpp 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871
  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/mapObjects/MapObjects.h"
  14. #include "../../../lib/mapObjects/CommonConstructors.h"
  15. #include "../../../lib/CCreatureHandler.h"
  16. #include "../../../lib/CPathfinder.h"
  17. #include "../../../lib/CGameStateFwd.h"
  18. #include "../../../lib/VCMI_Lib.h"
  19. #include "../../../CCallback.h"
  20. #include "../../../lib/filesystem/Filesystem.h"
  21. #include "../Goals/ExecuteHeroChain.h"
  22. #include "../Goals/BuildThis.h"
  23. #include "../Markers/UnlockCluster.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #include "../Markers/DefendTown.h"
  27. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  28. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  29. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  30. : movementCost(0.0),
  31. manaCost(0),
  32. danger(0),
  33. closestWayRatio(1),
  34. movementCostByRole(),
  35. skillReward(0),
  36. goldReward(0),
  37. goldCost(0),
  38. armyReward(0),
  39. armyLossPersentage(0),
  40. heroRole(HeroRole::SCOUT),
  41. turn(0),
  42. strategicalValue(0),
  43. evaluator(ai),
  44. enemyHeroDangerRatio(0)
  45. {
  46. }
  47. PriorityEvaluator::~PriorityEvaluator()
  48. {
  49. delete engine;
  50. }
  51. void PriorityEvaluator::initVisitTile()
  52. {
  53. auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
  54. std::string str = std::string((char *)file.first.get(), file.second);
  55. engine = fl::FllImporter().fromString(str);
  56. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  57. heroRoleVariable = engine->getInputVariable("heroRole");
  58. dangerVariable = engine->getInputVariable("danger");
  59. turnVariable = engine->getInputVariable("turn");
  60. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  61. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  62. goldRewardVariable = engine->getInputVariable("goldReward");
  63. armyRewardVariable = engine->getInputVariable("armyReward");
  64. skillRewardVariable = engine->getInputVariable("skillReward");
  65. rewardTypeVariable = engine->getInputVariable("rewardType");
  66. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  67. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  68. goldPreasureVariable = engine->getInputVariable("goldPreasure");
  69. goldCostVariable = engine->getInputVariable("goldCost");
  70. fearVariable = engine->getInputVariable("fear");
  71. value = engine->getOutputVariable("Value");
  72. }
  73. int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
  74. {
  75. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  76. if(relations != PlayerRelations::ENEMIES)
  77. return 0; // if we already own it, no additional reward will be received by just visiting it
  78. auto town = cb->getTown(target->id);
  79. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  80. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  81. return isProbablyDeveloped ? 1500 : 500;
  82. }
  83. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  84. {
  85. //Fixme: unused variable hero
  86. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  87. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  88. auto resources = bankInfo->getPossibleResourcesReward();
  89. TResources result = TResources();
  90. int sum = 0;
  91. for(auto & reward : resources)
  92. {
  93. result += reward.data * reward.chance;
  94. sum += reward.chance;
  95. }
  96. return sum > 1 ? result / sum : result;
  97. }
  98. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  99. {
  100. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  101. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  102. auto creatures = bankInfo->getPossibleCreaturesReward();
  103. uint64_t result = 0;
  104. const auto& slots = hero->Slots();
  105. ui64 weakestStackPower = 0;
  106. if (slots.size() >= GameConstants::ARMY_SIZE)
  107. {
  108. //No free slot, we might discard our weakest stack
  109. weakestStackPower = std::numeric_limits<ui64>().max();
  110. for (const auto stack : slots)
  111. {
  112. vstd::amin(weakestStackPower, stack.second->getPower());
  113. }
  114. }
  115. for (auto c : creatures)
  116. {
  117. //Only if hero has slot for this creature in the army
  118. if (hero->getSlotFor(c.data.type).validSlot())
  119. {
  120. result += (c.data.type->AIValue * c.data.count) * c.chance;
  121. }
  122. else
  123. {
  124. //we will need to discard the weakest stack
  125. result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
  126. }
  127. }
  128. result /= 100; //divide by total chance
  129. return result;
  130. }
  131. uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  132. {
  133. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  134. uint64_t score = 0;
  135. for(auto & creLevel : dwelling->creatures)
  136. {
  137. if(creLevel.first && creLevel.second.size())
  138. {
  139. auto creature = creLevel.second.back().toCreature();
  140. auto creaturesAreFree = creature->level == 1;
  141. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  142. continue;
  143. score += creature->AIValue * creLevel.first;
  144. }
  145. }
  146. return score;
  147. }
  148. int getDwellingArmyCost(const CGObjectInstance * target)
  149. {
  150. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  151. int cost = 0;
  152. for(auto & creLevel : dwelling->creatures)
  153. {
  154. if(creLevel.first && creLevel.second.size())
  155. {
  156. auto creature = creLevel.second.back().toCreature();
  157. auto creaturesAreFree = creature->level == 1;
  158. if(!creaturesAreFree)
  159. cost += creature->cost[Res::GOLD] * creLevel.first;
  160. }
  161. }
  162. return cost;
  163. }
  164. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  165. {
  166. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  167. return 1500;
  168. auto statsValue =
  169. 10 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  170. + 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
  171. + 700 * art->valOfBonuses(Bonus::MORALE)
  172. + 700 * art->getAttack(false)
  173. + 700 * art->getDefense(false)
  174. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  175. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  176. + 500 * art->valOfBonuses(Bonus::LUCK);
  177. auto classValue = 0;
  178. switch(art->artType->aClass)
  179. {
  180. case CArtifact::EartClass::ART_MINOR:
  181. classValue = 1000;
  182. break;
  183. case CArtifact::EartClass::ART_MAJOR:
  184. classValue = 3000;
  185. break;
  186. case CArtifact::EartClass::ART_RELIC:
  187. case CArtifact::EartClass::ART_SPECIAL:
  188. classValue = 8000;
  189. break;
  190. }
  191. return statsValue > classValue ? statsValue : classValue;
  192. }
  193. uint64_t RewardEvaluator::getArmyReward(
  194. const CGObjectInstance * target,
  195. const CGHeroInstance * hero,
  196. const CCreatureSet * army,
  197. bool checkGold) const
  198. {
  199. const float enemyArmyEliminationRewardRatio = 0.5f;
  200. if(!target)
  201. return 0;
  202. switch(target->ID)
  203. {
  204. case Obj::TOWN:
  205. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  206. case Obj::HILL_FORT:
  207. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  208. case Obj::CREATURE_BANK:
  209. return getCreatureBankArmyReward(target, hero);
  210. case Obj::CREATURE_GENERATOR1:
  211. case Obj::CREATURE_GENERATOR2:
  212. case Obj::CREATURE_GENERATOR3:
  213. case Obj::CREATURE_GENERATOR4:
  214. return getDwellingScore(ai->cb.get(), target, checkGold);
  215. case Obj::CRYPT:
  216. case Obj::SHIPWRECK:
  217. case Obj::SHIPWRECK_SURVIVOR:
  218. case Obj::WARRIORS_TOMB:
  219. return 1000;
  220. case Obj::ARTIFACT:
  221. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  222. case Obj::DRAGON_UTOPIA:
  223. return 10000;
  224. case Obj::HERO:
  225. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  226. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  227. : 0;
  228. case Obj::PANDORAS_BOX:
  229. return 5000;
  230. default:
  231. return 0;
  232. }
  233. }
  234. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  235. {
  236. if(!target)
  237. return 0;
  238. switch(target->ID)
  239. {
  240. case Obj::HILL_FORT:
  241. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
  242. case Obj::SCHOOL_OF_MAGIC:
  243. case Obj::SCHOOL_OF_WAR:
  244. return 1000;
  245. case Obj::UNIVERSITY:
  246. return 2000;
  247. case Obj::CREATURE_GENERATOR1:
  248. case Obj::CREATURE_GENERATOR2:
  249. case Obj::CREATURE_GENERATOR3:
  250. case Obj::CREATURE_GENERATOR4:
  251. return getDwellingArmyCost(target);
  252. default:
  253. return 0;
  254. }
  255. }
  256. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  257. {
  258. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  259. float objectValue = 0;
  260. for(auto obj : objectsUnderTreat)
  261. {
  262. vstd::amax(objectValue, getStrategicalValue(obj));
  263. }
  264. //AI should absolutely prioritize killing enemy heroes, even scouts
  265. return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
  266. }
  267. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  268. {
  269. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  270. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  271. if(requiredResources[resType] == 0)
  272. return 0;
  273. if(dailyIncome[resType] == 0)
  274. return 1.0f;
  275. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  276. return std::min(ratio, 1.0f);
  277. }
  278. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  279. {
  280. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  281. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  282. if(requiredResources[resType] == 0)
  283. return 0;
  284. float ratio = dailyIncome[resType] == 0
  285. ? requiredResources[resType] / 50
  286. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  287. return std::min(ratio, 1.0f);
  288. }
  289. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  290. {
  291. if(!target)
  292. return 0;
  293. switch(target->ID)
  294. {
  295. case Obj::MINE:
  296. return target->subID == Res::GOLD
  297. ? 0.5f
  298. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  299. case Obj::RESOURCE:
  300. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  301. case Obj::CREATURE_BANK:
  302. {
  303. auto resourceReward = getCreatureBankResources(target, nullptr);
  304. float sum = 0.0f;
  305. for (TResources::nziterator it (resourceReward); it.valid(); it++)
  306. {
  307. //Evaluate resources used for construction. Gold is evaluated separately.
  308. if (it->resType != Res::GOLD)
  309. {
  310. sum += 0.1f * getResourceRequirementStrength(it->resType);
  311. }
  312. }
  313. return sum;
  314. }
  315. case Obj::TOWN:
  316. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  317. return 1;
  318. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  319. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  320. : 0.7f;
  321. case Obj::HERO:
  322. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  323. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  324. : 0;
  325. default:
  326. return 0;
  327. }
  328. }
  329. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  330. {
  331. if(!hut->wasVisited(hero->tempOwner))
  332. return role == HeroRole::SCOUT ? 2 : 0;
  333. auto skill = SecondarySkill(hut->ability);
  334. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  335. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  336. return 0;
  337. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  338. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  339. }
  340. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  341. {
  342. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  343. if(!target)
  344. return 0;
  345. switch(target->ID)
  346. {
  347. case Obj::STAR_AXIS:
  348. case Obj::SCHOLAR:
  349. case Obj::SCHOOL_OF_MAGIC:
  350. case Obj::SCHOOL_OF_WAR:
  351. case Obj::GARDEN_OF_REVELATION:
  352. case Obj::MARLETTO_TOWER:
  353. case Obj::MERCENARY_CAMP:
  354. case Obj::SHRINE_OF_MAGIC_GESTURE:
  355. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  356. case Obj::TREE_OF_KNOWLEDGE:
  357. return 1;
  358. case Obj::LEARNING_STONE:
  359. return 1.0f / std::sqrt(hero->level);
  360. case Obj::ARENA:
  361. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  362. return 2;
  363. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  364. return 8;
  365. case Obj::WITCH_HUT:
  366. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  367. case Obj::PANDORAS_BOX:
  368. //Can contains experience, spells, or skills (only on custom maps)
  369. return 2.5f;
  370. case Obj::HERO:
  371. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  372. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  373. : 0;
  374. default:
  375. return 0;
  376. }
  377. }
  378. uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  379. {
  380. auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
  381. if(treatNode.maximumDanger.danger == 0)
  382. return 0;
  383. if(treatNode.maximumDanger.turn <= turn)
  384. return treatNode.maximumDanger.danger;
  385. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
  386. }
  387. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  388. {
  389. return getEnemyHeroDanger(path.targetTile(), path.turn());
  390. }
  391. int32_t getArmyCost(const CArmedInstance * army)
  392. {
  393. int32_t value = 0;
  394. for(auto stack : army->Slots())
  395. {
  396. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  397. }
  398. return value;
  399. }
  400. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  401. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  402. {
  403. if(!target)
  404. return 0;
  405. const int dailyIncomeMultiplier = 5;
  406. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  407. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  408. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  409. switch(target->ID)
  410. {
  411. case Obj::RESOURCE:
  412. return isGold ? 600 : 100;
  413. case Obj::TREASURE_CHEST:
  414. return 1500;
  415. case Obj::WATER_WHEEL:
  416. return 1000;
  417. case Obj::TOWN:
  418. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  419. case Obj::MINE:
  420. case Obj::ABANDONED_MINE:
  421. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  422. case Obj::MYSTICAL_GARDEN:
  423. case Obj::WINDMILL:
  424. return 100;
  425. case Obj::CAMPFIRE:
  426. return 800;
  427. case Obj::WAGON:
  428. return 100;
  429. case Obj::CREATURE_BANK:
  430. return getCreatureBankResources(target, hero)[Res::GOLD];
  431. case Obj::CRYPT:
  432. case Obj::DERELICT_SHIP:
  433. return 3000;
  434. case Obj::DRAGON_UTOPIA:
  435. return 10000;
  436. case Obj::SEA_CHEST:
  437. return 1500;
  438. case Obj::PANDORAS_BOX:
  439. return 5000;
  440. case Obj::PRISON:
  441. //Objectively saves us 2500 to hire hero
  442. return GameConstants::HERO_GOLD_COST;
  443. case Obj::HERO:
  444. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  445. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  446. : 0;
  447. default:
  448. return 0;
  449. }
  450. }
  451. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  452. {
  453. public:
  454. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  455. {
  456. if(task->goalType != Goals::HERO_EXCHANGE)
  457. return;
  458. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  459. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  460. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  461. }
  462. };
  463. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  464. {
  465. public:
  466. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  467. {
  468. if(task->goalType != Goals::ARMY_UPGRADE)
  469. return;
  470. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  471. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  472. evaluationContext.armyReward += upgradeValue;
  473. }
  474. };
  475. class DefendTownEvaluator : public IEvaluationContextBuilder
  476. {
  477. private:
  478. uint64_t townArmyIncome(const CGTownInstance * town) const
  479. {
  480. uint64_t result = 0;
  481. for(auto creatureInfo : town->creatures)
  482. {
  483. if(creatureInfo.second.empty())
  484. continue;
  485. auto creature = creatureInfo.second.back().toCreature();
  486. result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
  487. }
  488. return result;
  489. }
  490. public:
  491. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  492. {
  493. if(task->goalType != Goals::DEFEND_TOWN)
  494. return;
  495. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  496. const CGTownInstance * town = defendTown.town;
  497. auto & treat = defendTown.getTreat();
  498. auto armyIncome = townArmyIncome(town);
  499. auto dailyIncome = town->dailyIncome()[Res::GOLD];
  500. auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
  501. float multiplier = 1;
  502. if(treat.turn < defendTown.getTurn())
  503. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  504. evaluationContext.armyReward += armyIncome * multiplier;
  505. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  506. evaluationContext.strategicalValue += strategicalValue * multiplier;
  507. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  508. auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
  509. vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
  510. }
  511. };
  512. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  513. {
  514. private:
  515. const Nullkiller * ai;
  516. public:
  517. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  518. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  519. {
  520. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  521. return;
  522. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  523. const AIPath & path = chain.getPath();
  524. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  525. evaluationContext.movementCost += path.movementCost();
  526. evaluationContext.closestWayRatio = chain.closestWayRatio;
  527. std::map<const CGHeroInstance *, float> costsPerHero;
  528. for(auto & node : path.nodes)
  529. {
  530. vstd::amax(costsPerHero[node.targetHero], node.cost);
  531. }
  532. for(auto pair : costsPerHero)
  533. {
  534. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  535. evaluationContext.movementCostByRole[role] += pair.second;
  536. }
  537. auto heroPtr = task->hero;
  538. auto day = ai->cb->getDate(Date::DAY);
  539. auto hero = heroPtr.get(ai->cb.get());
  540. bool checkGold = evaluationContext.danger == 0;
  541. auto army = path.heroArmy;
  542. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  543. if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
  544. {
  545. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  546. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  547. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  548. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  549. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  550. }
  551. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  552. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  553. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  554. vstd::amax(evaluationContext.turn, path.turn());
  555. }
  556. };
  557. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  558. {
  559. private:
  560. const Nullkiller * ai;
  561. public:
  562. ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  563. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  564. {
  565. if(task->goalType != Goals::UNLOCK_CLUSTER)
  566. return;
  567. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  568. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  569. auto hero = clusterGoal.hero.get();
  570. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  571. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  572. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  573. {
  574. return o1.second.priority > o2.second.priority;
  575. });
  576. int boost = 1;
  577. for(auto objInfo : objects)
  578. {
  579. auto target = objInfo.first;
  580. auto day = ai->cb->getDate(Date::DAY);
  581. bool checkGold = objInfo.second.danger == 0;
  582. auto army = hero;
  583. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  584. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  585. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  586. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  587. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  588. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  589. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  590. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  591. boost <<= 1;
  592. if(boost > 8)
  593. break;
  594. }
  595. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  596. }
  597. };
  598. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  599. {
  600. public:
  601. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  602. {
  603. if(task->goalType != Goals::BUILD_STRUCTURE)
  604. return;
  605. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  606. auto & bi = buildThis.buildingInfo;
  607. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  608. evaluationContext.heroRole = HeroRole::MAIN;
  609. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  610. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  611. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  612. if(bi.creatureID != CreatureID::NONE)
  613. {
  614. if(bi.baseCreatureID == bi.creatureID)
  615. {
  616. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  617. evaluationContext.armyReward += bi.armyStrength;
  618. }
  619. else
  620. {
  621. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  622. //evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  623. evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
  624. }
  625. }
  626. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  627. {
  628. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  629. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  630. }
  631. else
  632. {
  633. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  634. }
  635. }
  636. };
  637. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  638. {
  639. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  640. return 0;
  641. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  642. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  643. return upgradedPower - creaturesToUpgrade.power;
  644. }
  645. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  646. :ai(ai)
  647. {
  648. initVisitTile();
  649. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  650. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  651. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  652. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  653. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  654. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  655. }
  656. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  657. {
  658. Goals::TGoalVec parts;
  659. EvaluationContext context(ai);
  660. if(goal->goalType == Goals::COMPOSITION)
  661. {
  662. parts = goal->decompose();
  663. }
  664. else
  665. {
  666. parts.push_back(goal);
  667. }
  668. for(auto subgoal : parts)
  669. {
  670. context.goldCost += subgoal->goldCost;
  671. for(auto builder : evaluationContextBuilders)
  672. {
  673. builder->buildEvaluationContext(context, subgoal);
  674. }
  675. }
  676. return context;
  677. }
  678. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  679. {
  680. auto evaluationContext = buildEvaluationContext(task);
  681. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  682. + (evaluationContext.armyReward > 0 ? 1 : 0)
  683. + (evaluationContext.skillReward > 0 ? 1 : 0)
  684. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  685. double result = 0;
  686. try
  687. {
  688. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  689. heroRoleVariable->setValue(evaluationContext.heroRole);
  690. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  691. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  692. goldRewardVariable->setValue(evaluationContext.goldReward);
  693. armyRewardVariable->setValue(evaluationContext.armyReward);
  694. skillRewardVariable->setValue(evaluationContext.skillReward);
  695. dangerVariable->setValue(evaluationContext.danger);
  696. rewardTypeVariable->setValue(rewardType);
  697. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  698. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  699. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  700. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  701. turnVariable->setValue(evaluationContext.turn);
  702. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  703. engine->process();
  704. result = value->getValue();
  705. }
  706. catch(fl::Exception & fe)
  707. {
  708. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  709. }
  710. #if AI_TRACE_LEVEL >= 2
  711. logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
  712. task->toString(),
  713. evaluationContext.armyLossPersentage,
  714. (int)evaluationContext.turn,
  715. evaluationContext.movementCostByRole[HeroRole::MAIN],
  716. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  717. evaluationContext.goldReward,
  718. evaluationContext.goldCost,
  719. evaluationContext.armyReward,
  720. evaluationContext.danger,
  721. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  722. evaluationContext.strategicalValue,
  723. evaluationContext.closestWayRatio,
  724. evaluationContext.enemyHeroDangerRatio,
  725. result);
  726. #endif
  727. return result;
  728. }