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- /*
- * 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 <limits>
- #include "Nullkiller.h"
- #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
- #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
- #include "../../../lib/mapObjects/CGResource.h"
- #include "../../../lib/mapping/CMapDefines.h"
- #include "../../../lib/RoadHandler.h"
- #include "../../../lib/CCreatureHandler.h"
- #include "../../../lib/GameLibrary.h"
- #include "../../../lib/StartInfo.h"
- #include "../../../CCallback.h"
- #include "../../../lib/filesystem/Filesystem.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/BuildThis.h"
- #include "../Goals/StayAtTown.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- #include "../Goals/DismissHero.h"
- #include "../Markers/UnlockCluster.h"
- #include "../Markers/HeroExchange.h"
- #include "../Markers/ArmyUpgrade.h"
- #include "../Markers/DefendTown.h"
- namespace NKAI
- {
- constexpr float MIN_CRITICAL_VALUE = 2.0f;
- EvaluationContext::EvaluationContext(const Nullkiller* ai)
- : movementCost(0.0),
- manaCost(0),
- danger(0),
- closestWayRatio(1),
- movementCostByRole(),
- skillReward(0),
- goldReward(0),
- goldCost(0),
- armyReward(0),
- armyLossPersentage(0),
- heroRole(HeroRole::SCOUT),
- turn(0),
- strategicalValue(0),
- conquestValue(0),
- evaluator(ai),
- enemyHeroDangerRatio(0),
- threat(0),
- armyGrowth(0),
- armyInvolvement(0),
- defenseValue(0),
- isDefend(false),
- threatTurns(INT_MAX),
- involvesSailing(false),
- isTradeBuilding(false),
- isExchange(false),
- isArmyUpgrade(false),
- isHero(false),
- isEnemy(false),
- explorePriority(0),
- powerRatio(0)
- {
- }
- void EvaluationContext::addNonCriticalStrategicalValue(float value)
- {
- vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
- }
- PriorityEvaluator::~PriorityEvaluator()
- {
- delete engine;
- }
- void PriorityEvaluator::initVisitTile()
- {
- auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nkai/object-priorities.txt"))->readAll();
- std::string str = std::string((char *)file.first.get(), file.second);
- engine = fl::FllImporter().fromString(str);
- armyLossPersentageVariable = engine->getInputVariable("armyLoss");
- armyGrowthVariable = engine->getInputVariable("armyGrowth");
- 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");
- goldPressureVariable = engine->getInputVariable("goldPressure");
- goldCostVariable = engine->getInputVariable("goldCost");
- fearVariable = engine->getInputVariable("fear");
- value = engine->getOutputVariable("Value");
- }
- bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
- {
- return obj->getOwner().isValidPlayer()
- && cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
- }
- int32_t estimateTownIncome(CCallback * cb, 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 booster = isAnotherAi(target, *cb) ? 1 : 2;
- auto town = cb->getTown(target->id);
- auto fortLevel = town->fortLevel();
- if(town->hasCapitol())
- return booster * 2000;
- // probably well developed town will have city hall
- if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
-
- return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
- }
- int32_t getResourcesGoldReward(const TResources & res)
- {
- int32_t result = 0;
- for(auto r : GameResID::ALL_RESOURCES())
- {
- if(res[r] > 0)
- result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
- }
- return result;
- }
- uint64_t getDwellingArmyValue(CCallback * cb, 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->getLevel() == 1;
- if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
- continue;
- score += creature->getAIValue() * creLevel.first;
- }
- }
- return score;
- }
- uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
- {
- auto dwelling = dynamic_cast<const CGDwelling *>(target);
- uint64_t score = 0;
- if(dwelling->getOwner() == myColor)
- return 0;
- for(auto & creLevel : dwelling->creatures)
- {
- if(creLevel.second.size())
- {
- auto creature = creLevel.second.back().toCreature();
- score += creature->getAIValue() * creature->getGrowth();
- }
- }
- 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->getLevel() == 1;
- if(!creaturesAreFree)
- cost += creature->getFullRecruitCost().marketValue() * creLevel.first;
- }
- }
- return cost;
- }
- static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
- {
- if(art->getId() == ArtifactID::SPELL_SCROLL)
- return 1500;
- return getPotentialArtifactScore(art);
- }
- uint64_t RewardEvaluator::getArmyReward(
- const CGObjectInstance * target,
- const CGHeroInstance * hero,
- const CCreatureSet * army,
- bool checkGold) const
- {
- const float enemyArmyEliminationRewardRatio = 0.5f;
- auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
- if(!target)
- return 0;
- switch(target->ID)
- {
- case Obj::HILL_FORT:
- return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR2:
- case Obj::CREATURE_GENERATOR3:
- case Obj::CREATURE_GENERATOR4:
- return getDwellingArmyValue(ai->cb.get(), target, checkGold);
- case Obj::SPELL_SCROLL:
- //FALL_THROUGH
- case Obj::ARTIFACT:
- return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->getArtifactInstance()->getType());
- case Obj::HERO:
- return relations == PlayerRelations::ENEMIES
- ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
- : 0;
- case Obj::PANDORAS_BOX:
- return 5000;
- case Obj::MAGIC_WELL:
- case Obj::MAGIC_SPRING:
- return getManaRecoveryArmyReward(hero);
- default:
- break;
- }
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
- if(rewardable)
- {
- auto totalValue = 0;
-
- for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
- {
- auto & info = rewardable->configuration.info[index];
- auto rewardValue = 0;
- if(!info.reward.artifacts.empty())
- {
- for(auto artID : info.reward.artifacts)
- {
- const auto * art = dynamic_cast<const CArtifact *>(LIBRARY->artifacts()->getById(artID));
- rewardValue += evaluateArtifactArmyValue(art);
- }
- }
- if(!info.reward.creatures.empty())
- {
- for(const auto & stackInfo : info.reward.creatures)
- {
- rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
- }
- }
- totalValue += rewardValue > 0 ? rewardValue / (info.reward.artifacts.size() + info.reward.creatures.size()) : 0;
- }
- return totalValue;
- }
- return 0;
- }
- uint64_t RewardEvaluator::getArmyGrowth(
- const CGObjectInstance * target,
- const CGHeroInstance * hero,
- const CCreatureSet * army) const
- {
- if(!target)
- return 0;
- auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
- if(relations != PlayerRelations::ENEMIES)
- return 0;
- switch(target->ID)
- {
- case Obj::TOWN:
- {
- auto town = dynamic_cast<const CGTownInstance *>(target);
- auto fortLevel = town->fortLevel();
- auto neutral = !town->getOwner().isValidPlayer();
- auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
- if(fortLevel < CGTownInstance::CITADEL)
- return town->hasFort() ? booster * 500 : 0;
- else
- return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
- }
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR2:
- case Obj::CREATURE_GENERATOR3:
- case Obj::CREATURE_GENERATOR4:
- return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
- case Obj::ARTIFACT:
- // it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
- return 0;
- default:
- return 0;
- }
- }
- int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
- {
- if(!target)
- return 0;
-
- if(auto * m = dynamic_cast<const IMarket *>(target))
- {
- if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
- return 2000;
- }
- switch(target->ID)
- {
- case Obj::HILL_FORT:
- return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- return 1000;
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR2:
- case Obj::CREATURE_GENERATOR3:
- case Obj::CREATURE_GENERATOR4:
- return getDwellingArmyCost(target);
- default:
- return 0;
- }
- }
- float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
- {
- auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
- float objectValue = 0;
- for(auto obj : objectsUnderTreat)
- {
- vstd::amax(objectValue, getStrategicalValue(obj));
- }
- /*
- 1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
- Killing the hero is almost as important (0.9) as capturing the object itself.
- 2. The formula quickly approaches 1.0 as hero level increases,
- but higher level always means higher value and the minimal value for level 1 hero is 0.5
- */
- return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
- }
- float RewardEvaluator::getResourceRequirementStrength(GameResID resType) const
- {
- TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
- TResources dailyIncome = ai->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 RewardEvaluator::getTotalResourceRequirementStrength(GameResID resType) const
- {
- TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
- TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
- if(requiredResources[resType] == 0)
- return 0;
- float ratio = dailyIncome[resType] == 0
- ? (float)requiredResources[resType] / 10.0f
- : (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
- return std::min(ratio, 2.0f);
- }
- uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
- {
- uint64_t result = 0;
- for(auto creatureInfo : town->creatures)
- {
- if(creatureInfo.second.empty())
- continue;
- auto creature = creatureInfo.second.back().toCreature();
- result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
- }
- return result;
- }
- float RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
- {
- return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
- }
- float RewardEvaluator::getResourceRequirementStrength(const TResources & res) const
- {
- float sum = 0.0f;
- for(TResources::nziterator it(res); it.valid(); it++)
- {
- //Evaluate resources used for construction. Gold is evaluated separately.
- if(it->resType != EGameResID::GOLD)
- {
- sum += 0.1f * it->resVal * getResourceRequirementStrength(it->resType)
- + 0.05f * it->resVal * getTotalResourceRequirementStrength(it->resType);
- }
- }
- return sum;
- }
- float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero) const
- {
- if(!target)
- return 0;
- switch(target->ID)
- {
- case Obj::MINE:
- {
- auto mine = dynamic_cast<const CGMine *>(target);
- return mine->producedResource == EGameResID::GOLD
- ? 0.5f
- : 0.4f * getTotalResourceRequirementStrength(mine->producedResource) + 0.1f * getResourceRequirementStrength(mine->producedResource);
- }
- case Obj::RESOURCE:
- {
- auto resource = dynamic_cast<const CGResource *>(target);
- TResources res;
- res[resource->resourceID()] = resource->getAmount();
-
- return getResourceRequirementStrength(res);
- }
- case Obj::TOWN:
- {
- if(ai->buildAnalyzer->getDevelopmentInfo().empty())
- return 10.0f;
- auto town = dynamic_cast<const CGTownInstance *>(target);
- if(town->getOwner() == ai->playerID)
- {
- auto armyIncome = townArmyGrowth(town);
- auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
- return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
- }
- auto fortLevel = town->fortLevel();
- auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
- if(town->hasCapitol())
- return booster * 1.5;
- if(fortLevel < CGTownInstance::CITADEL)
- return booster * (town->hasFort() ? 1.0 : 0.8);
- else
- return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
- }
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
- : 0;
- case Obj::KEYMASTER:
- return 0.6f;
- default:
- break;
- }
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
- if(rewardable && hero)
- {
- auto resourceReward = 0.0f;
- for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
- {
- resourceReward += getResourceRequirementStrength(rewardable->configuration.info[index].reward.resources);
- }
- return resourceReward;
- }
- return 0;
- }
- float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
- {
- if (!target)
- return 0;
- if (target->getOwner() == ai->playerID)
- return 0;
- switch (target->ID)
- {
- case Obj::TOWN:
- {
- if (ai->buildAnalyzer->getDevelopmentInfo().empty())
- return 10.0f;
- auto town = dynamic_cast<const CGTownInstance*>(target);
- if (town->getOwner() == ai->playerID)
- {
- auto armyIncome = townArmyGrowth(town);
- auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
- return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
- }
- auto fortLevel = town->fortLevel();
- auto booster = 1.0f;
- if (town->hasCapitol())
- return booster * 1.5;
- if (fortLevel < CGTownInstance::CITADEL)
- return booster * (town->hasFort() ? 1.0 : 0.8);
- else
- return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
- }
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
- : 0;
- default:
- return 0;
- }
- }
- float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
- {
- auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
- assert(rewardable);
- auto skill = SecondarySkill(*rewardable->configuration.getVariable("secondarySkill", "gainedSkill"));
- if(!hut->wasVisited(hero->tempOwner))
- return role == HeroRole::SCOUT ? 2 : 0;
- if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
- || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
- return 0;
- auto score = ai->heroManager->evaluateSecSkill(skill, hero);
- return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
- }
- float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
- {
- 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::TREE_OF_KNOWLEDGE:
- return 1;
- case Obj::LEARNING_STONE:
- return 1.0f / std::sqrt(hero->level);
- case Obj::ARENA:
- return 2;
- case Obj::SHRINE_OF_MAGIC_INCANTATION:
- return 0.25f;
- case Obj::SHRINE_OF_MAGIC_GESTURE:
- return 1.0f;
- case Obj::SHRINE_OF_MAGIC_THOUGHT:
- return 2.0f;
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- return 8;
- case Obj::WITCH_HUT:
- return evaluateWitchHutSkillScore(target, hero, role);
- case Obj::PANDORAS_BOX:
- //Can contains experience, spells, or skills (only on custom maps)
- return 2.5f;
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
- : 0;
- default:
- break;
- }
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
- if(rewardable)
- {
- auto totalValue = 0.0f;
- for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
- {
- auto & info = rewardable->configuration.info[index];
- auto rewardValue = 0.0f;
- if(!info.reward.spells.empty())
- {
- for(auto spellID : info.reward.spells)
- {
- const spells::Spell * spell = LIBRARY->spells()->getById(spellID);
-
- if(hero->canLearnSpell(spell) && !hero->spellbookContainsSpell(spellID))
- {
- rewardValue += std::sqrt(spell->getLevel()) / 4.0f;
- }
- }
- totalValue += rewardValue / info.reward.spells.size();
- }
- if(!info.reward.primary.empty())
- {
- for(auto value : info.reward.primary)
- {
- totalValue += value;
- }
- }
- }
- return totalValue;
- }
- return 0;
- }
- const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
- {
- auto & treatNode = ai->dangerHitMap->getTileThreat(tile);
- if(treatNode.maximumDanger.danger == 0)
- return HitMapInfo::NoThreat;
- if(treatNode.maximumDanger.turn <= turn)
- return treatNode.maximumDanger;
- return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoThreat;
- }
- int32_t getArmyCost(const CArmedInstance * army)
- {
- int32_t value = 0;
- for(const auto & stack : army->Slots())
- {
- value += stack.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * stack.second->count;
- }
- return value;
- }
- int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
- {
- if(!target)
- return 0;
- auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
- const int dailyIncomeMultiplier = 5;
- const float enemyArmyEliminationGoldRewardRatio = 0.2f;
- const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
- switch(target->ID)
- {
- case Obj::RESOURCE:
- {
- auto * res = dynamic_cast<const CGResource*>(target);
- return res && res->resourceID() == GameResID::GOLD ? 600 : 100;
- }
- case Obj::TREASURE_CHEST:
- return 1500;
- case Obj::WATER_WHEEL:
- return 1000;
- case Obj::TOWN:
- return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
- case Obj::MINE:
- case Obj::ABANDONED_MINE:
- {
- auto * mine = dynamic_cast<const CGMine*>(target);
- return dailyIncomeMultiplier * (mine->producedResource == GameResID::GOLD ? 1000 : 75);
- }
- case Obj::PANDORAS_BOX:
- return 2500;
- case Obj::PRISON:
- //Objectively saves us 2500 to hire hero
- return GameConstants::HERO_GOLD_COST;
- case Obj::HERO:
- return relations == PlayerRelations::ENEMIES
- ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
- : 0;
- default:
- break;
- }
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
- if(rewardable)
- {
- auto goldReward = 0;
- for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
- {
- auto & info = rewardable->configuration.info[index];
- goldReward += getResourcesGoldReward(info.reward.resources);
- }
- return goldReward;
- }
- return 0;
- }
- class HeroExchangeEvaluator : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::HERO_EXCHANGE)
- return;
- Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
- uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
- evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
- evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
- evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
- evaluationContext.isExchange = true;
- }
- };
- class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::ARMY_UPGRADE)
- return;
- Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
- uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
- evaluationContext.armyReward += upgradeValue;
- evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
- evaluationContext.isArmyUpgrade = true;
- }
- };
- class ExplorePointEvaluator : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::EXPLORATION_POINT)
- return;
- int tilesDiscovered = task->value;
- evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
- for (auto obj : evaluationContext.evaluator.ai->cb->getVisitableObjs(task->tile))
- {
- switch (obj->ID.num)
- {
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::SUBTERRANEAN_GATE:
- evaluationContext.explorePriority = 1;
- break;
- case Obj::REDWOOD_OBSERVATORY:
- case Obj::PILLAR_OF_FIRE:
- evaluationContext.explorePriority = 2;
- break;
- }
- }
- if(evaluationContext.evaluator.ai->cb->getTile(task->tile)->roadType != RoadId::NO_ROAD)
- evaluationContext.explorePriority = 1;
- if (evaluationContext.explorePriority == 0)
- evaluationContext.explorePriority = 3;
- }
- };
- class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext& evaluationContext, Goals::TSubgoal task) const override
- {
- if (task->goalType != Goals::STAY_AT_TOWN)
- return;
- Goals::StayAtTown& stayAtTown = dynamic_cast<Goals::StayAtTown&>(*task);
- if (stayAtTown.getHero() != nullptr && stayAtTown.getHero()->movementPointsRemaining() < 100)
- {
- return;
- }
- if(stayAtTown.town->mageGuildLevel() > 0)
- evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
- if (vstd::isAlmostZero(evaluationContext.armyReward))
- evaluationContext.isDefend = true;
- else
- {
- evaluationContext.movementCost += stayAtTown.getMovementWasted();
- evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
- }
- }
- };
- void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
- {
- HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
- if(enemyDanger.danger)
- {
- auto dangerRatio = enemyDanger.danger / (double)ourStrength;
- vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
- vstd::amax(evaluationContext.threat, enemyDanger.threat);
- }
- }
- class DefendTownEvaluator : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::DEFEND_TOWN)
- return;
- Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
- const CGTownInstance * town = defendTown.town;
- auto & treat = defendTown.getTreat();
- auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
- float multiplier = 1;
- if(treat.turn < defendTown.getTurn())
- multiplier /= 1 + (defendTown.getTurn() - treat.turn);
- multiplier /= 1.0f + treat.turn / 5.0f;
- if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
- {
- auto ourSpeed = defendTown.hero->movementPointsLimit(true);
- auto enemySpeed = treat.hero.get(evaluationContext.evaluator.ai->cb.get())->movementPointsLimit(true);
- if(enemySpeed > ourSpeed) multiplier *= 0.7f;
- }
- auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
- auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
- evaluationContext.armyGrowth += armyGrowth * multiplier;
- evaluationContext.goldReward += dailyIncome * 5 * multiplier;
- if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
- vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
- else
- evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
- evaluationContext.defenseValue = town->fortLevel();
- evaluationContext.isDefend = true;
- evaluationContext.threatTurns = treat.turn;
- vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
- addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
- }
- };
- class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- private:
- const Nullkiller * ai;
- public:
- ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
- return;
- Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
- const AIPath & path = chain.getPath();
- if (vstd::isAlmostZero(path.movementCost()))
- return;
- vstd::amax(evaluationContext.danger, path.getTotalDanger());
- evaluationContext.movementCost += path.movementCost();
- evaluationContext.closestWayRatio = chain.closestWayRatio;
- std::map<const CGHeroInstance *, float> costsPerHero;
- for(auto & node : path.nodes)
- {
- vstd::amax(costsPerHero[node.targetHero], node.cost);
- if (node.layer == EPathfindingLayer::SAIL)
- evaluationContext.involvesSailing = true;
- }
- float highestCostForSingleHero = 0;
- for(auto pair : costsPerHero)
- {
- auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
- evaluationContext.movementCostByRole[role] += pair.second;
- if (pair.second > highestCostForSingleHero)
- highestCostForSingleHero = pair.second;
- }
- if (highestCostForSingleHero > 1 && costsPerHero.size() > 1)
- {
- //Chains that involve more than 1 hero doing something for more than a turn are too expensive in my book. They often involved heroes doing nothing just standing there waiting to fulfill their part of the chain.
- return;
- }
- evaluationContext.movementCost *= costsPerHero.size(); //further deincentivise chaining as it often involves bringing back the army afterwards
- auto hero = task->hero;
- bool checkGold = evaluationContext.danger == 0;
- auto army = path.heroArmy;
- const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
- auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
- if(heroRole == HeroRole::MAIN)
- evaluationContext.heroRole = heroRole;
- // Assuming Slots() returns a collection of slots with slot.second->getCreatureID() and slot.second->getPower()
- float heroPower = 0;
- float totalPower = 0;
- // Map to store the aggregated power of creatures by CreatureID
- std::map<CreatureID, float> totalPowerByCreatureID;
- // Calculate hero power and total power by CreatureID
- for (const auto & slot : hero->Slots())
- {
- CreatureID creatureID = slot.second->getCreatureID();
- float slotPower = slot.second->getPower();
- // Add the power of this slot to the heroPower
- heroPower += slotPower;
- // Accumulate the total power for the specific CreatureID
- if (totalPowerByCreatureID.find(creatureID) == totalPowerByCreatureID.end())
- {
- // First time encountering this CreatureID, retrieve total creatures' power
- totalPowerByCreatureID[creatureID] = ai->armyManager->getTotalCreaturesAvailable(creatureID).power;
- }
- }
- // Calculate total power based on unique CreatureIDs
- for (const auto& entry : totalPowerByCreatureID)
- {
- totalPower += entry.second;
- }
- // Compute the power ratio if total power is greater than zero
- if (totalPower > 0)
- {
- evaluationContext.powerRatio = heroPower / totalPower;
- }
- if (target)
- {
- evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
- evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
- evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
- evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
- evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
- evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
- if (target->ID == Obj::HERO)
- evaluationContext.isHero = true;
- if (target->getOwner().isValidPlayer() && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
- evaluationContext.isEnemy = true;
- if (target->ID == Obj::TOWN)
- evaluationContext.defenseValue = dynamic_cast<const CGTownInstance*>(target)->fortLevel();
- evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
- if(evaluationContext.danger > 0)
- evaluationContext.skillReward += (float)evaluationContext.danger / (float)hero->getArmyStrength();
- }
- evaluationContext.armyInvolvement += army->getArmyCost();
- vstd::amax(evaluationContext.armyLossPersentage, (float)path.getTotalArmyLoss() / (float)army->getArmyStrength());
- addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
- vstd::amax(evaluationContext.turn, path.turn());
- }
- };
- class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- public:
- ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::UNLOCK_CLUSTER)
- return;
- Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
- std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
- auto hero = clusterGoal.hero;
- auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
- std::vector<std::pair<ObjectInstanceID, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
- std::sort(objects.begin(), objects.end(), [](std::pair<ObjectInstanceID, ClusterObjectInfo> o1, std::pair<ObjectInstanceID, ClusterObjectInfo> o2) -> bool
- {
- return o1.second.priority > o2.second.priority;
- });
- int boost = 1;
- for(auto & objInfo : objects)
- {
- auto target = evaluationContext.evaluator.ai->cb->getObj(objInfo.first);
- bool checkGold = objInfo.second.danger == 0;
- auto army = hero;
- evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
- evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
- evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
- evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
- evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
- evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
- evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
- evaluationContext.movementCost += objInfo.second.movementCost / boost;
- vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
- boost <<= 1;
- if(boost > 8)
- break;
- }
- }
- };
- class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
- return;
- Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
- const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
- logAi->trace("buildEvaluationContext ExchangeSwapTownHeroesContextBuilder %s affected objects: %d", swapCommand.toString(), swapCommand.getAffectedObjects().size());
- for (auto obj : swapCommand.getAffectedObjects())
- {
- logAi->trace("affected object: %s", evaluationContext.evaluator.ai->cb->getObj(obj)->getObjectName());
- }
- if (garrisonHero)
- logAi->debug("with %s and %d", garrisonHero->getNameTranslated(), int(swapCommand.getLockingReason()));
- if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
- {
- auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
- auto mpLeft = garrisonHero->movementPointsRemaining() / (float)garrisonHero->movementPointsLimit(true);
- evaluationContext.movementCost += mpLeft;
- evaluationContext.movementCostByRole[defenderRole] += mpLeft;
- evaluationContext.heroRole = defenderRole;
- evaluationContext.isDefend = true;
- evaluationContext.armyInvolvement = garrisonHero->getArmyStrength();
- logAi->debug("evaluationContext.isDefend: %d", evaluationContext.isDefend);
- }
- }
- };
- class DismissHeroContextBuilder : public IEvaluationContextBuilder
- {
- private:
- const Nullkiller * ai;
- public:
- DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::DISMISS_HERO)
- return;
- Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
- const CGHeroInstance * dismissedHero = dismissCommand.getHero();
- auto role = ai->heroManager->getHeroRole(dismissedHero);
- auto mpLeft = dismissedHero->movementPointsRemaining();
-
- evaluationContext.movementCost += mpLeft;
- evaluationContext.movementCostByRole[role] += mpLeft;
- evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
- }
- };
- class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- public:
- void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::BUILD_STRUCTURE)
- return;
- Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
- auto & bi = buildThis.buildingInfo;
-
- evaluationContext.goldReward += 7 * bi.dailyIncome.marketValue() / 2; // 7 day income but half we already have
- evaluationContext.heroRole = HeroRole::MAIN;
- evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
- int32_t cost = bi.buildCost[EGameResID::GOLD];
- evaluationContext.goldCost += cost;
- evaluationContext.closestWayRatio = 1;
- evaluationContext.buildingCost += bi.buildCostWithPrerequisites;
- bool alreadyOwn = false;
- int highestMageGuildPossible = BuildingID::MAGES_GUILD_3;
- for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
- {
- if (town->hasBuilt(bi.id))
- alreadyOwn = true;
- if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_5) != EBuildingState::FORBIDDEN)
- highestMageGuildPossible = BuildingID::MAGES_GUILD_5;
- else if (evaluationContext.evaluator.ai->cb->canBuildStructure(town, BuildingID::MAGES_GUILD_4) != EBuildingState::FORBIDDEN)
- highestMageGuildPossible = BuildingID::MAGES_GUILD_4;
- }
- if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
- evaluationContext.isTradeBuilding = true;
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Building costs for %s : %s MarketValue: %d",bi.toString(), evaluationContext.buildingCost.toString(), evaluationContext.buildingCost.marketValue());
- #endif
- if(bi.creatureID != CreatureID::NONE)
- {
- evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
- if(bi.baseCreatureID == bi.creatureID)
- {
- evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
- evaluationContext.armyReward += bi.armyStrength * 1.5;
- }
- else
- {
- auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
-
- evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
- if(bi.id.isDwelling())
- evaluationContext.armyReward += bi.armyStrength - evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
- else //This is for prerequisite-buildings
- evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.baseCreatureID.toCreature(), bi.creatureGrows);
- if(alreadyOwn)
- evaluationContext.armyReward /= bi.buildCostWithPrerequisites.marketValue();
- }
- }
- else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
- {
- evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
- evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
- }
- else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
- {
- evaluationContext.skillReward += 2 * bi.id.getMagesGuildLevel();
- if (!alreadyOwn && evaluationContext.evaluator.ai->cb->canBuildStructure(buildThis.town, highestMageGuildPossible) != EBuildingState::FORBIDDEN)
- {
- for (auto hero : evaluationContext.evaluator.ai->cb->getHeroesInfo())
- {
- if(hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + hero->getPrimSkillLevel(PrimarySkill::KNOWLEDGE) > hero->getPrimSkillLevel(PrimarySkill::ATTACK) + hero->getPrimSkillLevel(PrimarySkill::DEFENSE)
- && hero->manaLimit() > 30)
- evaluationContext.armyReward += hero->getArmyCost();
- }
- }
- }
- int sameTownBonus = 0;
- for (auto town : evaluationContext.evaluator.ai->cb->getTownsInfo())
- {
- if (buildThis.town->getFaction() == town->getFaction())
- sameTownBonus += town->getTownLevel();
- }
- evaluationContext.armyReward *= sameTownBonus;
-
- if(evaluationContext.goldReward)
- {
- auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();
- evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
- }
- if(bi.notEnoughRes && bi.prerequisitesCount == 1)
- {
- evaluationContext.strategicalValue /= 3;
- evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
- evaluationContext.turn += 5;
- }
- }
- };
- uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
- {
- if(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id))
- return 0;
- auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
- auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
- return upgradedPower - creaturesToUpgrade.power;
- }
- PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
- :ai(ai)
- {
- initVisitTile();
- evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
- evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
- evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
- evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
- evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
- evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
- }
- EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
- {
- Goals::TGoalVec parts;
- EvaluationContext context(ai);
- if(goal->goalType == Goals::COMPOSITION)
- {
- parts = goal->decompose(ai);
- }
- else
- {
- parts.push_back(goal);
- }
- for(auto subgoal : parts)
- {
- context.goldCost += subgoal->goldCost;
- context.buildingCost += subgoal->buildingCost;
- for(auto builder : evaluationContextBuilders)
- {
- builder->buildEvaluationContext(context, subgoal);
- }
- }
- return context;
- }
- float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
- {
- 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);
- float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
-
- double result = 0;
- if (ai->settings->isUseFuzzy())
- {
- float fuzzyResult = 0;
- try
- {
- armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
- heroRoleVariable->setValue(evaluationContext.heroRole);
- mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
- scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
- goldRewardVariable->setValue(goldRewardPerTurn);
- armyRewardVariable->setValue(evaluationContext.armyReward);
- armyGrowthVariable->setValue(evaluationContext.armyGrowth);
- skillRewardVariable->setValue(evaluationContext.skillReward);
- dangerVariable->setValue(evaluationContext.danger);
- rewardTypeVariable->setValue(rewardType);
- closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
- strategicalValueVariable->setValue(evaluationContext.strategicalValue);
- goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
- goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
- turnVariable->setValue(evaluationContext.turn);
- fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
- engine->process();
- fuzzyResult = value->getValue();
- }
- catch (fl::Exception& fe)
- {
- logAi->error("evaluate VisitTile: %s", fe.getWhat());
- }
- result = fuzzyResult;
- }
- else
- {
- float score = 0;
- bool currentPositionThreatened = false;
- if (task->hero)
- {
- auto currentTileThreat = ai->dangerHitMap->getTileThreat(task->hero->visitablePos());
- if (currentTileThreat.fastestDanger.turn < 1 && currentTileThreat.fastestDanger.danger > task->hero->getTotalStrength())
- currentPositionThreatened = true;
- }
- if (priorityTier == PriorityTier::FAR_HUNTER_GATHER && currentPositionThreatened == false)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Skip FAR_HUNTER_GATHER because hero is not threatened.");
- #endif
- return 0;
- }
- const bool amIInDanger = ai->cb->getTownsInfo().empty();
- const float maxWillingToLose = amIInDanger ? 1 : ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio > 0 ? ai->settings->getMaxArmyLossTarget() * evaluationContext.powerRatio : 1.0;
- float dangerThreshold = 1;
- dangerThreshold *= evaluationContext.powerRatio > 0 ? evaluationContext.powerRatio : 1.0;
- bool arriveNextWeek = false;
- if (ai->cb->getDate(Date::DAY_OF_WEEK) + evaluationContext.turn > 7 && priorityTier < PriorityTier::FAR_KILL)
- arriveNextWeek = true;
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, maxWillingToLose: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, dangerThreshold: %f explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d powerRatio: %f",
- priorityTier,
- task->toString(),
- evaluationContext.armyLossPersentage,
- maxWillingToLose,
- (int)evaluationContext.turn,
- evaluationContext.movementCostByRole[HeroRole::MAIN],
- evaluationContext.movementCostByRole[HeroRole::SCOUT],
- evaluationContext.armyInvolvement,
- goldRewardPerTurn,
- evaluationContext.goldCost,
- evaluationContext.armyReward,
- evaluationContext.armyGrowth,
- evaluationContext.skillReward,
- evaluationContext.danger,
- evaluationContext.threatTurns,
- evaluationContext.threat,
- evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
- evaluationContext.strategicalValue,
- evaluationContext.conquestValue,
- evaluationContext.closestWayRatio,
- evaluationContext.enemyHeroDangerRatio,
- dangerThreshold,
- evaluationContext.explorePriority,
- evaluationContext.isDefend,
- evaluationContext.isEnemy,
- arriveNextWeek,
- evaluationContext.powerRatio);
- #endif
- switch (priorityTier)
- {
- case PriorityTier::INSTAKILL: //Take towns / kill heroes in immediate reach
- {
- if (evaluationContext.turn > 0 || evaluationContext.isExchange)
- return 0;
- if (evaluationContext.movementCost >= 1)
- return 0;
- if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
- return 0;
- if(evaluationContext.conquestValue > 0)
- score = evaluationContext.armyInvolvement;
- if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- if (evaluationContext.movementCost > 0)
- score /= evaluationContext.movementCost;
- break;
- }
- case PriorityTier::INSTADEFEND: //Defend immediately threatened towns
- {
- //No point defending if we don't have defensive-structures
- if (evaluationContext.defenseValue < 2)
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- if (evaluationContext.closestWayRatio < 1.0)
- return 0;
- if (evaluationContext.isEnemy && evaluationContext.turn > 0)
- return 0;
- if (evaluationContext.isDefend && evaluationContext.threatTurns <= evaluationContext.turn)
- {
- const float OPTIMAL_PERCENTAGE = 0.75f; // We want army to be 75% of the threat
- float optimalStrength = evaluationContext.threat * OPTIMAL_PERCENTAGE;
- // Calculate how far the army is from optimal strength
- float deviation = std::abs(evaluationContext.armyInvolvement - optimalStrength);
- // Convert deviation to a percentage of the threat to normalize it
- float deviationPercentage = deviation / evaluationContext.threat;
- // Calculate score: 1.0 is perfect, decreasing as deviation increases
- score = 1.0f / (1.0f + deviationPercentage);
- // Apply turn penalty to still prefer earlier moves when scores are close
- score = score / (evaluationContext.turn + 1);
- }
- break;
- }
- case PriorityTier::KILL: //Take towns / kill heroes that are further away
- //FALL_THROUGH
- case PriorityTier::FAR_KILL:
- {
- if (evaluationContext.defenseValue < 2 && evaluationContext.enemyHeroDangerRatio > dangerThreshold)
- return 0;
- if (evaluationContext.turn > 0 && evaluationContext.isHero)
- return 0;
- if (arriveNextWeek && evaluationContext.isEnemy)
- return 0;
- if (evaluationContext.conquestValue > 0)
- score = evaluationContext.armyInvolvement;
- if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > dangerThreshold && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- score *= evaluationContext.closestWayRatio;
- if (evaluationContext.movementCost > 0)
- score /= evaluationContext.movementCost;
- break;
- }
- case PriorityTier::HIGH_PRIO_EXPLORE:
- {
- if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
- return 0;
- if (evaluationContext.explorePriority != 1)
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
- return 0;
- score = 1000;
- if (evaluationContext.movementCost > 0)
- score /= evaluationContext.movementCost;
- break;
- }
- case PriorityTier::HUNTER_GATHER: //Collect guarded stuff
- //FALL_THROUGH
- case PriorityTier::FAR_HUNTER_GATHER:
- {
- if (evaluationContext.enemyHeroDangerRatio > dangerThreshold && !evaluationContext.isDefend && priorityTier != PriorityTier::FAR_HUNTER_GATHER)
- return 0;
- if (evaluationContext.buildingCost.marketValue() > 0)
- return 0;
- if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && evaluationContext.isDefend && (evaluationContext.enemyHeroDangerRatio > dangerThreshold || evaluationContext.threatTurns > 0 || evaluationContext.turn > 0))
- return 0;
- if (evaluationContext.explorePriority == 3)
- return 0;
- if (priorityTier != PriorityTier::FAR_HUNTER_GATHER && ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > dangerThreshold))
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
- return 0;
- score += evaluationContext.strategicalValue * 1000;
- score += evaluationContext.goldReward;
- score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
- score += evaluationContext.armyReward;
- score += evaluationContext.armyGrowth;
- score -= evaluationContext.goldCost;
- score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
- if (score > 0)
- {
- score = 1000;
- if (evaluationContext.movementCost > 0)
- score /= evaluationContext.movementCost;
- if(priorityTier == PriorityTier::FAR_HUNTER_GATHER && evaluationContext.enemyHeroDangerRatio > 0)
- score /= evaluationContext.enemyHeroDangerRatio;
- }
- break;
- }
- case PriorityTier::LOW_PRIO_EXPLORE:
- {
- if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
- return 0;
- if (evaluationContext.explorePriority != 3)
- return 0;
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- if (evaluationContext.closestWayRatio < 1.0)
- return 0;
- score = 1000;
- if (evaluationContext.movementCost > 0)
- score /= evaluationContext.movementCost;
- break;
- }
- case PriorityTier::DEFEND: //Defend whatever if nothing else is to do
- {
- if (evaluationContext.enemyHeroDangerRatio > dangerThreshold)
- return 0;
- if (evaluationContext.isDefend || evaluationContext.isArmyUpgrade)
- score = evaluationContext.armyInvolvement;
- score /= (evaluationContext.turn + 1);
- break;
- }
- case PriorityTier::BUILDINGS: //For buildings and buying army
- {
- if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
- return 0;
- //If we already have locked resources, we don't look at other buildings
- if (ai->getLockedResources().marketValue() > 0)
- return 0;
- score += evaluationContext.conquestValue * 1000;
- score += evaluationContext.strategicalValue * 1000;
- score += evaluationContext.goldReward;
- score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
- score += evaluationContext.armyReward;
- score += evaluationContext.armyGrowth;
- if (evaluationContext.buildingCost.marketValue() > 0)
- {
- if (!evaluationContext.isTradeBuilding && ai->getFreeResources()[EGameResID::WOOD] - evaluationContext.buildingCost[EGameResID::WOOD] < 5 && ai->buildAnalyzer->getDailyIncome()[EGameResID::WOOD] < 1)
- {
- logAi->trace("Should make sure to build market-place instead of %s", task->toString());
- for (auto town : ai->cb->getTownsInfo())
- {
- if (!town->hasBuiltSomeTradeBuilding())
- return 0;
- }
- }
- score += 1000;
- auto resourcesAvailable = evaluationContext.evaluator.ai->getFreeResources();
- auto income = ai->buildAnalyzer->getDailyIncome();
- if(ai->buildAnalyzer->isGoldPressureHigh())
- score /= evaluationContext.buildingCost.marketValue();
- if (!resourcesAvailable.canAfford(evaluationContext.buildingCost))
- {
- TResources needed = evaluationContext.buildingCost - resourcesAvailable;
- needed.positive();
- int turnsTo = needed.maxPurchasableCount(income);
- bool haveEverythingButGold = true;
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- if (i != GameResID::GOLD && resourcesAvailable[i] < evaluationContext.buildingCost[i])
- haveEverythingButGold = false;
- }
- if (turnsTo == INT_MAX)
- return 0;
- if (!haveEverythingButGold)
- score /= turnsTo;
- }
- }
- else
- {
- if (evaluationContext.enemyHeroDangerRatio > 1 && !evaluationContext.isDefend && vstd::isAlmostZero(evaluationContext.conquestValue))
- return 0;
- }
- break;
- }
- }
- result = score;
- //TODO: Figure out the root cause for why evaluationContext.closestWayRatio has become -nan(ind).
- if (std::isnan(result))
- return 0;
- }
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, result %f",
- priorityTier,
- task->toString(),
- evaluationContext.armyLossPersentage,
- (int)evaluationContext.turn,
- evaluationContext.movementCostByRole[HeroRole::MAIN],
- evaluationContext.movementCostByRole[HeroRole::SCOUT],
- evaluationContext.armyInvolvement,
- goldRewardPerTurn,
- evaluationContext.goldCost,
- evaluationContext.armyReward,
- evaluationContext.armyGrowth,
- evaluationContext.skillReward,
- evaluationContext.danger,
- evaluationContext.threatTurns,
- evaluationContext.threat,
- evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
- evaluationContext.strategicalValue,
- evaluationContext.conquestValue,
- evaluationContext.closestWayRatio,
- evaluationContext.enemyHeroDangerRatio,
- result);
- #endif
- return result;
- }
- }
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