| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579 | /** PriorityEvaluator.cpp, part of VCMI engine** Authors: listed in file AUTHORS in main folder** License: GNU General Public License v2.0 or later* Full text of license available in license.txt file, in main folder**/#include "StdInc.h"#include "PriorityEvaluator.h"#include <limits>#include "../../../lib/mapObjects/MapObjects.h"#include "../../../lib/mapObjects/CommonConstructors.h"#include "../../../lib/CCreatureHandler.h"#include "../../../lib/CPathfinder.h"#include "../../../lib/CGameStateFwd.h"#include "../../../lib/VCMI_Lib.h"#include "../../../CCallback.h"#include "../../../lib/filesystem/Filesystem.h"#include "../VCAI.h"#include "../AIhelper.h"#include "../Engine/Nullkiller.h"#include "../Goals/ExecuteHeroChain.h"#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than usstruct BankConfig;class CBankInfo;class Engine;class InputVariable;class CGTownInstance;extern boost::thread_specific_ptr<CCallback> cb;extern boost::thread_specific_ptr<VCAI> ai;PriorityEvaluator::~PriorityEvaluator(){	delete engine;}void PriorityEvaluator::initVisitTile(){	auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();	std::string str = std::string((char *)file.first.get(), file.second);	engine = fl::FllImporter().fromString(str);	armyLossPersentageVariable = engine->getInputVariable("armyLoss");	heroRoleVariable = engine->getInputVariable("heroRole");	dangerVariable = engine->getInputVariable("danger");	turnVariable = engine->getInputVariable("turn");	mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");	scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");	goldRewardVariable = engine->getInputVariable("goldReward");	armyRewardVariable = engine->getInputVariable("armyReward");	skillRewardVariable = engine->getInputVariable("skillReward");	rewardTypeVariable = engine->getInputVariable("rewardType");	closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");	strategicalValueVariable = engine->getInputVariable("strategicalValue");	goldPreasureVariable = engine->getInputVariable("goldPreasure");	goldCostVariable = engine->getInputVariable("goldCost");	value = engine->getOutputVariable("Value");}int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero){	auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);	if(relations != PlayerRelations::ENEMIES)		return 0; // if we already own it, no additional reward will be received by just visiting it	auto town = cb->getTown(target->id);	auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;	auto isProbablyDeveloped = !isNeutral && town->hasFort();	return isProbablyDeveloped ? 1500 : 500;}TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero){	auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());	auto resources = bankInfo->getPossibleResourcesReward();	return resources;}uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero){	auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());	auto creatures = bankInfo->getPossibleCreaturesReward();	uint64_t result = 0;	for(auto c : creatures)	{		result += c.type->AIValue * c.count;	}	return result;}uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold){	auto dwelling = dynamic_cast<const CGDwelling *>(target);	uint64_t score = 0;		for(auto & creLevel : dwelling->creatures)	{		if(creLevel.first && creLevel.second.size())		{			auto creature = creLevel.second.back().toCreature();			auto creaturesAreFree = creature->level == 1;			if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))				continue;			score += creature->AIValue * creLevel.first;		}	}	return score;}int getDwellingArmyCost(const CGObjectInstance * target){	auto dwelling = dynamic_cast<const CGDwelling *>(target);	int cost = 0;	for(auto & creLevel : dwelling->creatures)	{		if(creLevel.first && creLevel.second.size())		{			auto creature = creLevel.second.back().toCreature();			auto creaturesAreFree = creature->level == 1;			if(!creaturesAreFree)				cost += creature->cost[Res::GOLD] * creLevel.first;		}	}	return cost;}uint64_t evaluateArtifactArmyValue(CArtifactInstance * art){	if(art->artType->id == ArtifactID::SPELL_SCROLL)		return 1500;	auto statsValue =		4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)		+ 700 * art->valOfBonuses(Bonus::MORALE)		+ 700 * art->getAttack(false)		+ 700 * art->getDefence(false)		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)		+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)		+ 700 * art->getDefence(false)		+ 500 * art->valOfBonuses(Bonus::LUCK);	auto classValue = 0;	switch(art->artType->aClass)	{	case CArtifact::EartClass::ART_MINOR:		classValue = 1000;		break;	case CArtifact::EartClass::ART_MAJOR:		classValue = 3000;		break;	case CArtifact::EartClass::ART_RELIC:	case CArtifact::EartClass::ART_SPECIAL:		classValue = 8000;		break;	}	return statsValue > classValue ? statsValue : classValue;}uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold){	const float enemyArmyEliminationRewardRatio = 0.5f;	if(!target)		return 0;	switch(target->ID)	{	case Obj::TOWN:		return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;	case Obj::HILL_FORT:		return ai->ah->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;	case Obj::CREATURE_BANK:		return getCreatureBankArmyReward(target, hero);	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR2:	case Obj::CREATURE_GENERATOR3:	case Obj::CREATURE_GENERATOR4:		return getDwellingScore(target, checkGold);	case Obj::CRYPT:	case Obj::SHIPWRECK:	case Obj::SHIPWRECK_SURVIVOR:	case Obj::WARRIORS_TOMB:		return 1000;	case Obj::ARTIFACT:		return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);	case Obj::DRAGON_UTOPIA:		return 10000;	case Obj::HERO:		return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()			: 0;	default:		return 0;	}}int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army){	if(!target)		return 0;	switch(target->ID)	{	case Obj::HILL_FORT:		return ai->ah->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];	case Obj::SCHOOL_OF_MAGIC:	case Obj::SCHOOL_OF_WAR:		return 1000;	case Obj::UNIVERSITY:		return 2000;	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR2:	case Obj::CREATURE_GENERATOR3:	case Obj::CREATURE_GENERATOR4:		return getDwellingArmyCost(target);	default:		return 0;	}}float getStrategicalValue(const CGObjectInstance * target);float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy){	auto objectsUnderTreat = ai->nullkiller->dangerHitMap->getOneTurnAccessibleObjects(enemy);	float objectValue = 0;	for(auto obj : objectsUnderTreat)	{		vstd::amax(objectValue, getStrategicalValue(obj));	}	return objectValue / 2.0f + enemy->level / 15.0f;}float getResourceRequirementStrength(int resType){	TResources requiredResources = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();	TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();	if(requiredResources[resType] == 0)		return 0;	if(dailyIncome[resType] == 0)		return 1.0f;	float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;	return std::min(ratio, 1.0f);}float getTotalResourceRequirementStrength(int resType){	TResources requiredResources = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();	TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();	if(requiredResources[resType] == 0)		return 0;	float ratio = dailyIncome[resType] == 0		? requiredResources[resType] / 50		: (float)requiredResources[resType] / dailyIncome[resType] / 50;	return std::min(ratio, 1.0f);}float getStrategicalValue(const CGObjectInstance * target){	if(!target)		return 0;	switch(target->ID)	{	case Obj::MINE:		return target->subID == Res::GOLD ? 0.5f : 0.05f * getTotalResourceRequirementStrength(target->subID) + 0.05f * getResourceRequirementStrength(target->subID);	case Obj::RESOURCE:		return target->subID == Res::GOLD ? 0 : 0.3f * getResourceRequirementStrength(target->subID);	case Obj::TOWN:		return dynamic_cast<const CGTownInstance *>(target)->hasFort()			? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)			: 0.4f;	case Obj::HERO:		return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES			? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))			: 0;	default:		return 0;	}}float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role){	if(!hut->wasVisited(hero->tempOwner))		return role == HeroRole::SCOUT ? 2 : 0;	auto skill = SecondarySkill(hut->ability);	if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE		|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)		return 0;	auto score = ai->ah->evaluateSecSkill(skill, hero);	return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;}float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role){	const float enemyHeroEliminationSkillRewardRatio = 0.5f;	if(!target)		return 0;	switch(target->ID)	{	case Obj::STAR_AXIS:	case Obj::SCHOLAR:	case Obj::SCHOOL_OF_MAGIC:	case Obj::SCHOOL_OF_WAR:	case Obj::GARDEN_OF_REVELATION:	case Obj::MARLETTO_TOWER:	case Obj::MERCENARY_CAMP:	case Obj::SHRINE_OF_MAGIC_GESTURE:	case Obj::SHRINE_OF_MAGIC_INCANTATION:	case Obj::TREE_OF_KNOWLEDGE:		return 1;	case Obj::LEARNING_STONE:		return 1.0f / std::sqrtf(hero->level);	case Obj::ARENA:	case Obj::SHRINE_OF_MAGIC_THOUGHT:		return 2;	case Obj::LIBRARY_OF_ENLIGHTENMENT:		return 8;	case Obj::WITCH_HUT:		return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);	case Obj::HERO:		return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES			? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level			: 0;	default:		return 0;	}}int32_t getArmyCost(const CArmedInstance * army){	int32_t value = 0;	for(auto stack : army->Slots())	{		value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;	}	return value;}/// Gets aproximated reward in gold. Daily income is multiplied by 5int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero){	if(!target)		return 0;	const int dailyIncomeMultiplier = 5;	const float enemyArmyEliminationGoldRewardRatio = 0.2f;	const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;	auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power	switch(target->ID)	{	case Obj::RESOURCE:		return isGold ? 600 : 100;	case Obj::TREASURE_CHEST:		return 1500;	case Obj::WATER_WHEEL:		return 1000;	case Obj::TOWN:		return dailyIncomeMultiplier * estimateTownIncome(target, hero);	case Obj::MINE:	case Obj::ABANDONED_MINE:		return dailyIncomeMultiplier * (isGold ? 1000 : 75);	case Obj::MYSTICAL_GARDEN:	case Obj::WINDMILL:		return 100;	case Obj::CAMPFIRE:		return 800;	case Obj::WAGON:		return 100;	case Obj::CREATURE_BANK:		return getCreatureBankResources(target, hero)[Res::GOLD];	case Obj::CRYPT:	case Obj::DERELICT_SHIP:		return 3000;	case Obj::DRAGON_UTOPIA:		return 10000;	case Obj::SEA_CHEST:		return 1500;	case Obj::HERO:		return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES			? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))			: 0;	default:		return 0;	}}class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder{public:	virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override	{		Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);		auto evaluationContext = task->evaluationContext;		auto heroPtr = task->hero;		const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);		auto day = cb->getDate(Date::DAY);		auto hero = heroPtr.get();		bool checkGold = evaluationContext.danger == 0;		auto army = chain.getPath().heroArmy;		evaluationContext.armyLossPersentage = task->evaluationContext.armyLoss / (double)task->evaluationContext.heroStrength;		evaluationContext.heroRole = ai->ah->getHeroRole(heroPtr);		evaluationContext.goldReward = getGoldReward(target, hero);		evaluationContext.armyReward = getArmyReward(target, hero, army, checkGold);		evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);		evaluationContext.strategicalValue = getStrategicalValue(target);		evaluationContext.goldCost = getGoldCost(target, hero, army);		evaluationContext.turn = chain.getPath().turn();		return evaluationContext;	}};class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder{public:	virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override	{		Goals::EvaluationContext evaluationContext;		Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);		auto & bi = buildThis.buildingInfo;				evaluationContext.goldReward = 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have		evaluationContext.heroRole = HeroRole::MAIN;		evaluationContext.movementCostByRole[evaluationContext.heroRole] = bi.prerequisitesCount;		evaluationContext.armyReward = 0;		evaluationContext.strategicalValue = buildThis.townInfo.armyScore / 50000.0;		evaluationContext.goldCost = bi.buildCostWithPrerequisits[Res::GOLD];		if(bi.creatureID != CreatureID::NONE)		{			evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;			if(bi.baseCreatureID == bi.creatureID)			{				evaluationContext.armyReward = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);			}						auto creaturesToUpgrade = ai->ah->getTotalCreaturesAvailable(bi.baseCreatureID);			auto upgradedPower = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);			evaluationContext.armyReward = upgradedPower - creaturesToUpgrade.power;		}		else		{			evaluationContext.strategicalValue = ai->nullkiller->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 300.0f;		}		return evaluationContext;	}};PriorityEvaluator::PriorityEvaluator(){	initVisitTile();	evaluationContextBuilders[Goals::EXECUTE_HERO_CHAIN] = std::make_shared<ExecuteHeroChainEvaluationContextBuilder>();	evaluationContextBuilders[Goals::BUILD_STRUCTURE] = std::make_shared<BuildThisEvaluationContextBuilder>();}Goals::EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const{	auto builder = evaluationContextBuilders.find(goal->goalType);	if(builder == evaluationContextBuilders.end())		return goal->evaluationContext;	return builder->second->buildEvaluationContext(goal);}/// distance/// nearest hero?/// gold income/// army income/// hero strength - hero skills/// danger/// importancefloat PriorityEvaluator::evaluate(Goals::TSubgoal task){	if(task->priority > 0)		return task->priority;	auto evaluationContext = buildEvaluationContext(task);	int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0) 		+ (evaluationContext.armyReward > 0 ? 1 : 0)		+ (evaluationContext.skillReward > 0 ? 1 : 0)		+ (evaluationContext.strategicalValue > 0 ? 1 : 0);		double result = 0;	try	{		armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);		heroRoleVariable->setValue(evaluationContext.heroRole);		mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);		scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);		goldRewardVariable->setValue(evaluationContext.goldReward);		armyRewardVariable->setValue(evaluationContext.armyReward);		skillRewardVariable->setValue(evaluationContext.skillReward);		dangerVariable->setValue(evaluationContext.danger);		rewardTypeVariable->setValue(rewardType);		closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);		strategicalValueVariable->setValue(evaluationContext.strategicalValue);		goldPreasureVariable->setValue(ai->nullkiller->buildAnalyzer->getGoldPreasure());		goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->nullkiller->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));		turnVariable->setValue(evaluationContext.turn);		engine->process();		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile		result = value->getValue();	}	catch(fl::Exception & fe)	{		logAi->error("evaluate VisitTile: %s", fe.getWhat());	}	assert(result >= 0);#ifdef VCMI_TRACE_PATHFINDER	logAi->trace("Evaluated %s, loss: %f, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, result %f",		task->name(),		evaluationContext.armyLossPersentage,		evaluationContext.movementCostByRole[HeroRole::MAIN],		evaluationContext.movementCostByRole[HeroRole::SCOUT],		evaluationContext.goldReward,		evaluationContext.goldCost,		evaluationContext.armyReward,		evaluationContext.danger,		evaluationContext.heroRole ? "scout" : "main",		evaluationContext.strategicalValue,		evaluationContext.closestWayRatio,		result);#endif	return result;}
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