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