PriorityEvaluator.cpp 22 KB

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  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 "PriorityEvaluator.h"
  12. #include <limits>
  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 "../Engine/Nullkiller.h"
  22. #include "../Goals/ExecuteHeroChain.h"
  23. #include "../Goals/UnlockCluster.h"
  24. #include "../Goals/BuildThis.h"
  25. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  26. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  27. extern boost::thread_specific_ptr<CCallback> cb;
  28. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  29. : movementCost(0.0),
  30. manaCost(0),
  31. danger(0),
  32. closestWayRatio(1),
  33. movementCostByRole(),
  34. skillReward(0),
  35. goldReward(0),
  36. goldCost(0),
  37. armyReward(0),
  38. armyLossPersentage(0),
  39. heroRole(HeroRole::SCOUT),
  40. turn(0),
  41. strategicalValue(0),
  42. evaluator(ai),
  43. enemyHeroDangerRatio(0)
  44. {
  45. }
  46. PriorityEvaluator::~PriorityEvaluator()
  47. {
  48. delete engine;
  49. }
  50. void PriorityEvaluator::initVisitTile()
  51. {
  52. auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
  53. std::string str = std::string((char *)file.first.get(), file.second);
  54. engine = fl::FllImporter().fromString(str);
  55. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  56. heroRoleVariable = engine->getInputVariable("heroRole");
  57. dangerVariable = engine->getInputVariable("danger");
  58. turnVariable = engine->getInputVariable("turn");
  59. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  60. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  61. goldRewardVariable = engine->getInputVariable("goldReward");
  62. armyRewardVariable = engine->getInputVariable("armyReward");
  63. skillRewardVariable = engine->getInputVariable("skillReward");
  64. rewardTypeVariable = engine->getInputVariable("rewardType");
  65. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  66. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  67. goldPreasureVariable = engine->getInputVariable("goldPreasure");
  68. goldCostVariable = engine->getInputVariable("goldCost");
  69. fearVariable = engine->getInputVariable("fear");
  70. value = engine->getOutputVariable("Value");
  71. }
  72. int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
  73. {
  74. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  75. if(relations != PlayerRelations::ENEMIES)
  76. return 0; // if we already own it, no additional reward will be received by just visiting it
  77. auto town = cb->getTown(target->id);
  78. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  79. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  80. return isProbablyDeveloped ? 1500 : 500;
  81. }
  82. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  83. {
  84. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  85. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  86. auto resources = bankInfo->getPossibleResourcesReward();
  87. return resources;
  88. }
  89. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  90. {
  91. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  92. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  93. auto creatures = bankInfo->getPossibleCreaturesReward();
  94. uint64_t result = 0;
  95. for(auto c : creatures)
  96. {
  97. result += c.type->AIValue * c.count;
  98. }
  99. return result;
  100. }
  101. uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
  102. {
  103. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  104. uint64_t score = 0;
  105. for(auto & creLevel : dwelling->creatures)
  106. {
  107. if(creLevel.first && creLevel.second.size())
  108. {
  109. auto creature = creLevel.second.back().toCreature();
  110. auto creaturesAreFree = creature->level == 1;
  111. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  112. continue;
  113. score += creature->AIValue * creLevel.first;
  114. }
  115. }
  116. return score;
  117. }
  118. int getDwellingArmyCost(const CGObjectInstance * target)
  119. {
  120. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  121. int cost = 0;
  122. for(auto & creLevel : dwelling->creatures)
  123. {
  124. if(creLevel.first && creLevel.second.size())
  125. {
  126. auto creature = creLevel.second.back().toCreature();
  127. auto creaturesAreFree = creature->level == 1;
  128. if(!creaturesAreFree)
  129. cost += creature->cost[Res::GOLD] * creLevel.first;
  130. }
  131. }
  132. return cost;
  133. }
  134. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  135. {
  136. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  137. return 1500;
  138. auto statsValue =
  139. 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  140. + 700 * art->valOfBonuses(Bonus::MORALE)
  141. + 700 * art->getAttack(false)
  142. + 700 * art->getDefence(false)
  143. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  144. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  145. + 700 * art->getDefence(false)
  146. + 500 * art->valOfBonuses(Bonus::LUCK);
  147. auto classValue = 0;
  148. switch(art->artType->aClass)
  149. {
  150. case CArtifact::EartClass::ART_MINOR:
  151. classValue = 1000;
  152. break;
  153. case CArtifact::EartClass::ART_MAJOR:
  154. classValue = 3000;
  155. break;
  156. case CArtifact::EartClass::ART_RELIC:
  157. case CArtifact::EartClass::ART_SPECIAL:
  158. classValue = 8000;
  159. break;
  160. }
  161. return statsValue > classValue ? statsValue : classValue;
  162. }
  163. uint64_t RewardEvaluator::getArmyReward(
  164. const CGObjectInstance * target,
  165. const CGHeroInstance * hero,
  166. const CCreatureSet * army,
  167. bool checkGold) const
  168. {
  169. const float enemyArmyEliminationRewardRatio = 0.5f;
  170. if(!target)
  171. return 0;
  172. switch(target->ID)
  173. {
  174. case Obj::TOWN:
  175. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  176. case Obj::HILL_FORT:
  177. return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
  178. case Obj::CREATURE_BANK:
  179. return getCreatureBankArmyReward(target, hero);
  180. case Obj::CREATURE_GENERATOR1:
  181. case Obj::CREATURE_GENERATOR2:
  182. case Obj::CREATURE_GENERATOR3:
  183. case Obj::CREATURE_GENERATOR4:
  184. return getDwellingScore(target, checkGold);
  185. case Obj::CRYPT:
  186. case Obj::SHIPWRECK:
  187. case Obj::SHIPWRECK_SURVIVOR:
  188. case Obj::WARRIORS_TOMB:
  189. return 1000;
  190. case Obj::ARTIFACT:
  191. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  192. case Obj::DRAGON_UTOPIA:
  193. return 10000;
  194. case Obj::HERO:
  195. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  196. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  197. : 0;
  198. default:
  199. return 0;
  200. }
  201. }
  202. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  203. {
  204. if(!target)
  205. return 0;
  206. switch(target->ID)
  207. {
  208. case Obj::HILL_FORT:
  209. return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];
  210. case Obj::SCHOOL_OF_MAGIC:
  211. case Obj::SCHOOL_OF_WAR:
  212. return 1000;
  213. case Obj::UNIVERSITY:
  214. return 2000;
  215. case Obj::CREATURE_GENERATOR1:
  216. case Obj::CREATURE_GENERATOR2:
  217. case Obj::CREATURE_GENERATOR3:
  218. case Obj::CREATURE_GENERATOR4:
  219. return getDwellingArmyCost(target);
  220. default:
  221. return 0;
  222. }
  223. }
  224. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  225. {
  226. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  227. float objectValue = 0;
  228. for(auto obj : objectsUnderTreat)
  229. {
  230. vstd::amax(objectValue, getStrategicalValue(obj));
  231. }
  232. return objectValue / 2.0f + enemy->level / 15.0f;
  233. }
  234. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  235. {
  236. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  237. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  238. if(requiredResources[resType] == 0)
  239. return 0;
  240. if(dailyIncome[resType] == 0)
  241. return 1.0f;
  242. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  243. return std::min(ratio, 1.0f);
  244. }
  245. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  246. {
  247. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  248. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  249. if(requiredResources[resType] == 0)
  250. return 0;
  251. float ratio = dailyIncome[resType] == 0
  252. ? requiredResources[resType] / 50
  253. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  254. return std::min(ratio, 1.0f);
  255. }
  256. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  257. {
  258. if(!target)
  259. return 0;
  260. switch(target->ID)
  261. {
  262. case Obj::MINE:
  263. return target->subID == Res::GOLD
  264. ? 0.5f
  265. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  266. case Obj::RESOURCE:
  267. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  268. case Obj::TOWN:
  269. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  270. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  271. : 0.5f;
  272. case Obj::HERO:
  273. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  274. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  275. : 0;
  276. default:
  277. return 0;
  278. }
  279. }
  280. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  281. {
  282. if(!hut->wasVisited(hero->tempOwner))
  283. return role == HeroRole::SCOUT ? 2 : 0;
  284. auto skill = SecondarySkill(hut->ability);
  285. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  286. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  287. return 0;
  288. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  289. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  290. }
  291. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  292. {
  293. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  294. if(!target)
  295. return 0;
  296. switch(target->ID)
  297. {
  298. case Obj::STAR_AXIS:
  299. case Obj::SCHOLAR:
  300. case Obj::SCHOOL_OF_MAGIC:
  301. case Obj::SCHOOL_OF_WAR:
  302. case Obj::GARDEN_OF_REVELATION:
  303. case Obj::MARLETTO_TOWER:
  304. case Obj::MERCENARY_CAMP:
  305. case Obj::SHRINE_OF_MAGIC_GESTURE:
  306. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  307. case Obj::TREE_OF_KNOWLEDGE:
  308. return 1;
  309. case Obj::LEARNING_STONE:
  310. return 1.0f / std::sqrt(hero->level);
  311. case Obj::ARENA:
  312. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  313. return 2;
  314. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  315. return 8;
  316. case Obj::WITCH_HUT:
  317. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  318. case Obj::HERO:
  319. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  320. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  321. : 0;
  322. default:
  323. return 0;
  324. }
  325. }
  326. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  327. {
  328. auto & treatNode = ai->dangerHitMap->getTileTreat(path.targetTile());
  329. if(treatNode.maximumDanger.danger == 0)
  330. return 0;
  331. if(treatNode.maximumDanger.turn <= path.turn())
  332. return treatNode.maximumDanger.danger;
  333. return treatNode.fastestDanger.turn <= path.turn() ? treatNode.fastestDanger.danger : 0;
  334. }
  335. int32_t getArmyCost(const CArmedInstance * army)
  336. {
  337. int32_t value = 0;
  338. for(auto stack : army->Slots())
  339. {
  340. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  341. }
  342. return value;
  343. }
  344. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  345. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  346. {
  347. if(!target)
  348. return 0;
  349. const int dailyIncomeMultiplier = 5;
  350. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  351. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  352. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  353. switch(target->ID)
  354. {
  355. case Obj::RESOURCE:
  356. return isGold ? 600 : 100;
  357. case Obj::TREASURE_CHEST:
  358. return 1500;
  359. case Obj::WATER_WHEEL:
  360. return 1000;
  361. case Obj::TOWN:
  362. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  363. case Obj::MINE:
  364. case Obj::ABANDONED_MINE:
  365. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  366. case Obj::MYSTICAL_GARDEN:
  367. case Obj::WINDMILL:
  368. return 100;
  369. case Obj::CAMPFIRE:
  370. return 800;
  371. case Obj::WAGON:
  372. return 100;
  373. case Obj::CREATURE_BANK:
  374. return getCreatureBankResources(target, hero)[Res::GOLD];
  375. case Obj::CRYPT:
  376. case Obj::DERELICT_SHIP:
  377. return 3000;
  378. case Obj::DRAGON_UTOPIA:
  379. return 10000;
  380. case Obj::SEA_CHEST:
  381. return 1500;
  382. case Obj::HERO:
  383. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  384. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  385. : 0;
  386. default:
  387. return 0;
  388. }
  389. }
  390. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  391. {
  392. public:
  393. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  394. {
  395. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  396. return;
  397. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  398. const AIPath & path = chain.getPath();
  399. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  400. evaluationContext.movementCost += path.movementCost();
  401. evaluationContext.closestWayRatio = chain.closestWayRatio;
  402. std::map<const CGHeroInstance *, float> costsPerHero;
  403. for(auto & node : path.nodes)
  404. {
  405. vstd::amax(costsPerHero[node.targetHero], node.cost);
  406. }
  407. for(auto pair : costsPerHero)
  408. {
  409. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  410. evaluationContext.movementCostByRole[role] += pair.second;
  411. }
  412. auto heroPtr = task->hero;
  413. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);
  414. auto day = cb->getDate(Date::DAY);
  415. auto hero = heroPtr.get();
  416. bool checkGold = evaluationContext.danger == 0;
  417. auto army = path.heroArmy;
  418. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  419. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  420. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  421. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  422. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  423. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  424. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  425. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  426. vstd::amax(evaluationContext.turn, path.turn());
  427. }
  428. };
  429. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  430. {
  431. public:
  432. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  433. {
  434. if(task->goalType != Goals::UNLOCK_CLUSTER)
  435. return;
  436. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  437. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  438. auto hero = clusterGoal.hero.get();
  439. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  440. std::vector<std::pair<const CGObjectInstance *, ObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  441. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ObjectInfo> o1, std::pair<const CGObjectInstance *, ObjectInfo> o2) -> bool
  442. {
  443. return o1.second.priority > o2.second.priority;
  444. });
  445. int boost = 1;
  446. for(auto objInfo : objects)
  447. {
  448. auto target = objInfo.first;
  449. auto day = cb->getDate(Date::DAY);
  450. bool checkGold = objInfo.second.danger == 0;
  451. auto army = hero;
  452. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  453. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  454. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  455. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  456. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  457. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  458. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  459. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  460. boost <<= 1;
  461. if(boost > 8)
  462. break;
  463. }
  464. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  465. }
  466. };
  467. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  468. {
  469. public:
  470. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  471. {
  472. if(task->goalType != Goals::BUILD_STRUCTURE)
  473. return;
  474. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  475. auto & bi = buildThis.buildingInfo;
  476. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  477. evaluationContext.heroRole = HeroRole::MAIN;
  478. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  479. evaluationContext.strategicalValue += buildThis.townInfo.armyScore / 50000.0;
  480. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  481. if(bi.creatureID != CreatureID::NONE)
  482. {
  483. if(bi.baseCreatureID == bi.creatureID)
  484. {
  485. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  486. evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
  487. }
  488. else
  489. {
  490. evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  491. evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  492. }
  493. }
  494. else
  495. {
  496. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  497. }
  498. }
  499. };
  500. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  501. {
  502. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  503. return 0;
  504. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  505. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  506. return upgradedPower - creaturesToUpgrade.power;
  507. }
  508. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  509. :ai(ai)
  510. {
  511. initVisitTile();
  512. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>());
  513. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  514. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
  515. }
  516. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  517. {
  518. Goals::TGoalVec parts;
  519. EvaluationContext context(ai);
  520. if(goal->goalType == Goals::COMPOSITION)
  521. {
  522. parts = goal->decompose();
  523. }
  524. else
  525. {
  526. parts.push_back(goal);
  527. }
  528. for(auto subgoal : parts)
  529. {
  530. context.strategicalValue += subgoal->strategicalValue;
  531. context.goldCost += subgoal->goldCost;
  532. for(auto builder : evaluationContextBuilders)
  533. {
  534. builder->buildEvaluationContext(context, subgoal);
  535. }
  536. }
  537. return context;
  538. }
  539. /// distance
  540. /// nearest hero?
  541. /// gold income
  542. /// army income
  543. /// hero strength - hero skills
  544. /// danger
  545. /// importance
  546. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  547. {
  548. auto evaluationContext = buildEvaluationContext(task);
  549. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  550. + (evaluationContext.armyReward > 0 ? 1 : 0)
  551. + (evaluationContext.skillReward > 0 ? 1 : 0)
  552. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  553. double result = 0;
  554. try
  555. {
  556. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  557. heroRoleVariable->setValue(evaluationContext.heroRole);
  558. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  559. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  560. goldRewardVariable->setValue(evaluationContext.goldReward);
  561. armyRewardVariable->setValue(evaluationContext.armyReward);
  562. skillRewardVariable->setValue(evaluationContext.skillReward);
  563. dangerVariable->setValue(evaluationContext.danger);
  564. rewardTypeVariable->setValue(rewardType);
  565. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  566. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  567. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  568. goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  569. turnVariable->setValue(evaluationContext.turn);
  570. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  571. engine->process();
  572. //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
  573. result = value->getValue();
  574. }
  575. catch(fl::Exception & fe)
  576. {
  577. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  578. }
  579. assert(result >= 0);
  580. #ifdef AI_TRACE_LEVEL >= 1
  581. 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",
  582. task->toString(),
  583. evaluationContext.armyLossPersentage,
  584. (int)evaluationContext.turn,
  585. evaluationContext.movementCostByRole[HeroRole::MAIN],
  586. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  587. evaluationContext.goldReward,
  588. evaluationContext.goldCost,
  589. evaluationContext.armyReward,
  590. evaluationContext.danger,
  591. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  592. evaluationContext.strategicalValue,
  593. evaluationContext.closestWayRatio,
  594. evaluationContext.enemyHeroDangerRatio,
  595. result);
  596. #endif
  597. return result;
  598. }