HeroManager.cpp 6.4 KB

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  1. /*
  2. * HeroManager.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "../Engine/Nullkiller.h"
  12. #include "../../../lib/mapObjects/MapObjects.h"
  13. #include "../../../lib/CHeroHandler.h"
  14. SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  15. {
  16. std::make_shared<SecondarySkillScoreMap>(
  17. std::map<SecondarySkill, float>
  18. {
  19. {SecondarySkill::DIPLOMACY, 2},
  20. {SecondarySkill::LOGISTICS, 2},
  21. {SecondarySkill::EARTH_MAGIC, 2},
  22. {SecondarySkill::ARMORER, 2},
  23. {SecondarySkill::OFFENCE, 2},
  24. {SecondarySkill::AIR_MAGIC, 1},
  25. {SecondarySkill::WISDOM, 1},
  26. {SecondarySkill::LEADERSHIP, 1},
  27. {SecondarySkill::INTELLIGENCE, 1},
  28. {SecondarySkill::RESISTANCE, 1},
  29. {SecondarySkill::MYSTICISM, -1},
  30. {SecondarySkill::SORCERY, -1},
  31. {SecondarySkill::ESTATES, -1},
  32. {SecondarySkill::FIRST_AID, -1},
  33. {SecondarySkill::LEARNING, -1},
  34. {SecondarySkill::SCHOLAR, -1},
  35. {SecondarySkill::EAGLE_EYE, -1},
  36. {SecondarySkill::NAVIGATION, -1}
  37. }),
  38. std::make_shared<ExistingSkillRule>(),
  39. std::make_shared<WisdomRule>(),
  40. std::make_shared<AtLeastOneMagicRule>()
  41. });
  42. SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  43. {
  44. std::make_shared<SecondarySkillScoreMap>(
  45. std::map<SecondarySkill, float>
  46. {
  47. {SecondarySkill::LOGISTICS, 2},
  48. {SecondarySkill::ESTATES, 2},
  49. {SecondarySkill::PATHFINDING, 1},
  50. {SecondarySkill::SCHOLAR, 1}
  51. }),
  52. std::make_shared<ExistingSkillRule>()
  53. });
  54. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  55. {
  56. auto role = getHeroRole(hero);
  57. if(role == HeroRole::MAIN)
  58. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  59. return scountSkillsScores.evaluateSecSkill(hero, skill);
  60. }
  61. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  62. {
  63. auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->ID.getNum());
  64. auto secondarySkillBonus = Selector::type(Bonus::SECONDARY_SKILL_PREMY);
  65. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  66. float specialityScore = 0.0f;
  67. for(auto bonus : *specialSecondarySkillBonuses)
  68. {
  69. SecondarySkill bonusSkill = SecondarySkill(bonus->subtype);
  70. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  71. if(bonusScore > 0)
  72. specialityScore += bonusScore * bonusScore * bonusScore;
  73. }
  74. return specialityScore;
  75. }
  76. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  77. {
  78. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
  79. }
  80. void HeroManager::update()
  81. {
  82. logAi->trace("Start analysing our heroes");
  83. std::map<HeroPtr, float> scores;
  84. auto myHeroes = cb->getHeroesInfo();
  85. for(auto & hero : myHeroes)
  86. {
  87. scores[hero] = evaluateFightingStrength(hero);
  88. }
  89. std::sort(myHeroes.begin(), myHeroes.end(), [&](const HeroPtr & h1, const HeroPtr & h2) -> bool
  90. {
  91. return scores.at(h1) > scores.at(h2);
  92. });
  93. int mainHeroCount = (myHeroes.size() + 2) / 3;
  94. for(auto hero : myHeroes)
  95. {
  96. heroRoles[hero] = (mainHeroCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  97. logAi->trace("Hero %s has role %s", hero->name, heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  98. }
  99. }
  100. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  101. {
  102. return heroRoles.at(hero);
  103. }
  104. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  105. {
  106. return heroRoles;
  107. }
  108. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  109. {
  110. auto role = getHeroRole(hero);
  111. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  112. int result = 0;
  113. float resultScore = -100;
  114. for(int i = 0; i < skills.size(); i++)
  115. {
  116. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  117. if(score > resultScore)
  118. {
  119. resultScore = score;
  120. result = i;
  121. }
  122. logAi->trace(
  123. "Hero %s is proposed to learn %d with score %f",
  124. hero.name,
  125. skills[i].toEnum(),
  126. score);
  127. }
  128. return result;
  129. }
  130. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  131. {
  132. return evaluateFightingStrength(hero);
  133. }
  134. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  135. :scoreMap(scoreMap)
  136. {
  137. }
  138. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  139. {
  140. auto it = scoreMap.find(skill);
  141. if(it != scoreMap.end())
  142. {
  143. score = it->second;
  144. }
  145. }
  146. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  147. {
  148. int upgradesLeft = 0;
  149. for(auto & heroSkill : hero->secSkills)
  150. {
  151. if(heroSkill.first == skill)
  152. return;
  153. upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
  154. }
  155. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  156. score += 1.5;
  157. }
  158. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  159. {
  160. if(skill != SecondarySkill::WISDOM)
  161. return;
  162. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  163. if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
  164. score += 1.5;
  165. }
  166. std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  167. SecondarySkill::AIR_MAGIC,
  168. SecondarySkill::EARTH_MAGIC,
  169. SecondarySkill::FIRE_MAGIC,
  170. SecondarySkill::WATER_MAGIC
  171. };
  172. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  173. {
  174. if(!vstd::contains(magicSchools, skill))
  175. return;
  176. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  177. {
  178. return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
  179. });
  180. if(!heroHasAnyMagic)
  181. score += 1;
  182. }
  183. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  184. : evaluationRules(evaluationRules)
  185. {
  186. }
  187. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  188. {
  189. float totalScore = 0;
  190. for(auto skill : hero->secSkills)
  191. {
  192. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  193. }
  194. return totalScore;
  195. }
  196. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  197. {
  198. float score = 0;
  199. for(auto rule : evaluationRules)
  200. rule->evaluateScore(hero, skill, score);
  201. return score;
  202. }