PriorityEvaluator.cpp 18 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 "../VCAI.h"
  22. #include "../AIhelper.h"
  23. #include "../Engine/Nullkiller.h"
  24. #include "../Goals/ExecuteHeroChain.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. struct BankConfig;
  28. class CBankInfo;
  29. class Engine;
  30. class InputVariable;
  31. class CGTownInstance;
  32. extern boost::thread_specific_ptr<CCallback> cb;
  33. extern boost::thread_specific_ptr<VCAI> ai;
  34. PriorityEvaluator::~PriorityEvaluator()
  35. {
  36. delete engine;
  37. }
  38. void PriorityEvaluator::initVisitTile()
  39. {
  40. auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
  41. std::string str = std::string((char *)file.first.get(), file.second);
  42. engine = fl::FllImporter().fromString(str);
  43. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  44. heroRoleVariable = engine->getInputVariable("heroRole");
  45. dangerVariable = engine->getInputVariable("danger");
  46. turnVariable = engine->getInputVariable("turn");
  47. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  48. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  49. goldRewardVariable = engine->getInputVariable("goldReward");
  50. armyRewardVariable = engine->getInputVariable("armyReward");
  51. skillRewardVariable = engine->getInputVariable("skillReward");
  52. rewardTypeVariable = engine->getInputVariable("rewardType");
  53. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  54. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  55. goldPreasureVariable = engine->getInputVariable("goldPreasure");
  56. goldCostVariable = engine->getInputVariable("goldCost");
  57. value = engine->getOutputVariable("Value");
  58. }
  59. int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
  60. {
  61. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  62. if(relations != PlayerRelations::ENEMIES)
  63. return 0; // if we already own it, no additional reward will be received by just visiting it
  64. auto town = cb->getTown(target->id);
  65. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  66. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  67. return isProbablyDeveloped ? 1500 : 500;
  68. }
  69. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  70. {
  71. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  72. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  73. auto resources = bankInfo->getPossibleResourcesReward();
  74. return resources;
  75. }
  76. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  77. {
  78. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  79. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  80. auto creatures = bankInfo->getPossibleCreaturesReward();
  81. uint64_t result = 0;
  82. for(auto c : creatures)
  83. {
  84. result += c.type->AIValue * c.count;
  85. }
  86. return result;
  87. }
  88. uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
  89. {
  90. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  91. uint64_t score = 0;
  92. for(auto & creLevel : dwelling->creatures)
  93. {
  94. if(creLevel.first && creLevel.second.size())
  95. {
  96. auto creature = creLevel.second.back().toCreature();
  97. auto creaturesAreFree = creature->level == 1;
  98. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  99. continue;
  100. score += creature->AIValue * creLevel.first;
  101. }
  102. }
  103. return score;
  104. }
  105. int getDwellingArmyCost(const CGObjectInstance * target)
  106. {
  107. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  108. int cost = 0;
  109. for(auto & creLevel : dwelling->creatures)
  110. {
  111. if(creLevel.first && creLevel.second.size())
  112. {
  113. auto creature = creLevel.second.back().toCreature();
  114. auto creaturesAreFree = creature->level == 1;
  115. if(!creaturesAreFree)
  116. cost += creature->cost[Res::GOLD] * creLevel.first;
  117. }
  118. }
  119. return cost;
  120. }
  121. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  122. {
  123. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  124. return 1500;
  125. auto statsValue =
  126. 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  127. + 700 * art->valOfBonuses(Bonus::MORALE)
  128. + 700 * art->getAttack(false)
  129. + 700 * art->getDefence(false)
  130. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  131. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  132. + 700 * art->getDefence(false)
  133. + 500 * art->valOfBonuses(Bonus::LUCK);
  134. auto classValue = 0;
  135. switch(art->artType->aClass)
  136. {
  137. case CArtifact::EartClass::ART_MINOR:
  138. classValue = 1000;
  139. break;
  140. case CArtifact::EartClass::ART_MAJOR:
  141. classValue = 3000;
  142. break;
  143. case CArtifact::EartClass::ART_RELIC:
  144. case CArtifact::EartClass::ART_SPECIAL:
  145. classValue = 8000;
  146. break;
  147. }
  148. return statsValue > classValue ? statsValue : classValue;
  149. }
  150. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold)
  151. {
  152. const float enemyArmyEliminationRewardRatio = 0.5f;
  153. if(!target)
  154. return 0;
  155. switch(target->ID)
  156. {
  157. case Obj::TOWN:
  158. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  159. case Obj::HILL_FORT:
  160. return ai->ah->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
  161. case Obj::CREATURE_BANK:
  162. return getCreatureBankArmyReward(target, hero);
  163. case Obj::CREATURE_GENERATOR1:
  164. case Obj::CREATURE_GENERATOR2:
  165. case Obj::CREATURE_GENERATOR3:
  166. case Obj::CREATURE_GENERATOR4:
  167. return getDwellingScore(target, checkGold);
  168. case Obj::CRYPT:
  169. case Obj::SHIPWRECK:
  170. case Obj::SHIPWRECK_SURVIVOR:
  171. case Obj::WARRIORS_TOMB:
  172. return 1000;
  173. case Obj::ARTIFACT:
  174. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  175. case Obj::DRAGON_UTOPIA:
  176. return 10000;
  177. case Obj::HERO:
  178. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  179. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  180. : 0;
  181. default:
  182. return 0;
  183. }
  184. }
  185. int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army)
  186. {
  187. if(!target)
  188. return 0;
  189. switch(target->ID)
  190. {
  191. case Obj::HILL_FORT:
  192. return ai->ah->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];
  193. case Obj::SCHOOL_OF_MAGIC:
  194. case Obj::SCHOOL_OF_WAR:
  195. return 1000;
  196. case Obj::UNIVERSITY:
  197. return 2000;
  198. case Obj::CREATURE_GENERATOR1:
  199. case Obj::CREATURE_GENERATOR2:
  200. case Obj::CREATURE_GENERATOR3:
  201. case Obj::CREATURE_GENERATOR4:
  202. return getDwellingArmyCost(target);
  203. default:
  204. return 0;
  205. }
  206. }
  207. float getStrategicalValue(const CGObjectInstance * target);
  208. float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy)
  209. {
  210. auto objectsUnderTreat = ai->nullkiller->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  211. float objectValue = 0;
  212. for(auto obj : objectsUnderTreat)
  213. {
  214. vstd::amax(objectValue, getStrategicalValue(obj));
  215. }
  216. return objectValue / 2.0f + enemy->level / 15.0f;
  217. }
  218. float getResourceRequirementStrength(int resType)
  219. {
  220. TResources requiredResources = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
  221. TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
  222. if(requiredResources[resType] == 0)
  223. return 0;
  224. if(dailyIncome[resType] == 0)
  225. return 1.0f;
  226. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  227. return std::min(ratio, 1.0f);
  228. }
  229. float getTotalResourceRequirementStrength(int resType)
  230. {
  231. TResources requiredResources = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
  232. TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
  233. if(requiredResources[resType] == 0)
  234. return 0;
  235. float ratio = dailyIncome[resType] == 0
  236. ? requiredResources[resType] / 50
  237. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  238. return std::min(ratio, 1.0f);
  239. }
  240. float getStrategicalValue(const CGObjectInstance * target)
  241. {
  242. if(!target)
  243. return 0;
  244. switch(target->ID)
  245. {
  246. case Obj::MINE:
  247. return target->subID == Res::GOLD ? 0.5f : 0.05f * getTotalResourceRequirementStrength(target->subID) + 0.05f * getResourceRequirementStrength(target->subID);
  248. case Obj::RESOURCE:
  249. return target->subID == Res::GOLD ? 0 : 0.3f * getResourceRequirementStrength(target->subID);
  250. case Obj::TOWN:
  251. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  252. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  253. : 0.5f;
  254. case Obj::HERO:
  255. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  256. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  257. : 0;
  258. default:
  259. return 0;
  260. }
  261. }
  262. float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
  263. {
  264. if(!hut->wasVisited(hero->tempOwner))
  265. return role == HeroRole::SCOUT ? 2 : 0;
  266. auto skill = SecondarySkill(hut->ability);
  267. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  268. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  269. return 0;
  270. auto score = ai->ah->evaluateSecSkill(skill, hero);
  271. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  272. }
  273. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
  274. {
  275. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  276. if(!target)
  277. return 0;
  278. switch(target->ID)
  279. {
  280. case Obj::STAR_AXIS:
  281. case Obj::SCHOLAR:
  282. case Obj::SCHOOL_OF_MAGIC:
  283. case Obj::SCHOOL_OF_WAR:
  284. case Obj::GARDEN_OF_REVELATION:
  285. case Obj::MARLETTO_TOWER:
  286. case Obj::MERCENARY_CAMP:
  287. case Obj::SHRINE_OF_MAGIC_GESTURE:
  288. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  289. case Obj::TREE_OF_KNOWLEDGE:
  290. return 1;
  291. case Obj::LEARNING_STONE:
  292. return 1.0f / std::sqrt(hero->level);
  293. case Obj::ARENA:
  294. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  295. return 2;
  296. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  297. return 8;
  298. case Obj::WITCH_HUT:
  299. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  300. case Obj::HERO:
  301. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  302. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  303. : 0;
  304. default:
  305. return 0;
  306. }
  307. }
  308. int32_t getArmyCost(const CArmedInstance * army)
  309. {
  310. int32_t value = 0;
  311. for(auto stack : army->Slots())
  312. {
  313. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  314. }
  315. return value;
  316. }
  317. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  318. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  319. {
  320. if(!target)
  321. return 0;
  322. const int dailyIncomeMultiplier = 5;
  323. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  324. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  325. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  326. switch(target->ID)
  327. {
  328. case Obj::RESOURCE:
  329. return isGold ? 600 : 100;
  330. case Obj::TREASURE_CHEST:
  331. return 1500;
  332. case Obj::WATER_WHEEL:
  333. return 1000;
  334. case Obj::TOWN:
  335. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  336. case Obj::MINE:
  337. case Obj::ABANDONED_MINE:
  338. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  339. case Obj::MYSTICAL_GARDEN:
  340. case Obj::WINDMILL:
  341. return 100;
  342. case Obj::CAMPFIRE:
  343. return 800;
  344. case Obj::WAGON:
  345. return 100;
  346. case Obj::CREATURE_BANK:
  347. return getCreatureBankResources(target, hero)[Res::GOLD];
  348. case Obj::CRYPT:
  349. case Obj::DERELICT_SHIP:
  350. return 3000;
  351. case Obj::DRAGON_UTOPIA:
  352. return 10000;
  353. case Obj::SEA_CHEST:
  354. return 1500;
  355. case Obj::HERO:
  356. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  357. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  358. : 0;
  359. default:
  360. return 0;
  361. }
  362. }
  363. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  364. {
  365. public:
  366. virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
  367. {
  368. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  369. auto evaluationContext = task->evaluationContext;
  370. auto heroPtr = task->hero;
  371. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);
  372. auto day = cb->getDate(Date::DAY);
  373. auto hero = heroPtr.get();
  374. bool checkGold = evaluationContext.danger == 0;
  375. auto army = chain.getPath().heroArmy;
  376. evaluationContext.armyLossPersentage = task->evaluationContext.armyLoss / (double)task->evaluationContext.heroStrength;
  377. evaluationContext.heroRole = ai->ah->getHeroRole(heroPtr);
  378. evaluationContext.goldReward = getGoldReward(target, hero);
  379. evaluationContext.armyReward = getArmyReward(target, hero, army, checkGold);
  380. evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);
  381. evaluationContext.strategicalValue += getStrategicalValue(target);
  382. evaluationContext.goldCost = getGoldCost(target, hero, army);
  383. evaluationContext.turn = chain.getPath().turn();
  384. return evaluationContext;
  385. }
  386. };
  387. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  388. {
  389. public:
  390. virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
  391. {
  392. Goals::EvaluationContext evaluationContext;
  393. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  394. auto & bi = buildThis.buildingInfo;
  395. evaluationContext.goldReward = 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  396. evaluationContext.heroRole = HeroRole::MAIN;
  397. evaluationContext.movementCostByRole[evaluationContext.heroRole] = bi.prerequisitesCount;
  398. evaluationContext.armyReward = 0;
  399. evaluationContext.strategicalValue = buildThis.townInfo.armyScore / 50000.0;
  400. evaluationContext.goldCost = bi.buildCostWithPrerequisits[Res::GOLD];
  401. if(bi.creatureID != CreatureID::NONE)
  402. {
  403. evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
  404. if(bi.baseCreatureID == bi.creatureID)
  405. {
  406. evaluationContext.armyReward = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
  407. }
  408. auto creaturesToUpgrade = ai->ah->getTotalCreaturesAvailable(bi.baseCreatureID);
  409. auto upgradedPower = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  410. evaluationContext.armyReward = upgradedPower - creaturesToUpgrade.power;
  411. }
  412. else
  413. {
  414. evaluationContext.strategicalValue = ai->nullkiller->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  415. }
  416. return evaluationContext;
  417. }
  418. };
  419. PriorityEvaluator::PriorityEvaluator()
  420. {
  421. initVisitTile();
  422. evaluationContextBuilders[Goals::EXECUTE_HERO_CHAIN] = std::make_shared<ExecuteHeroChainEvaluationContextBuilder>();
  423. evaluationContextBuilders[Goals::BUILD_STRUCTURE] = std::make_shared<BuildThisEvaluationContextBuilder>();
  424. }
  425. Goals::EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  426. {
  427. auto builder = evaluationContextBuilders.find(goal->goalType);
  428. if(builder == evaluationContextBuilders.end())
  429. return goal->evaluationContext;
  430. return builder->second->buildEvaluationContext(goal);
  431. }
  432. /// distance
  433. /// nearest hero?
  434. /// gold income
  435. /// army income
  436. /// hero strength - hero skills
  437. /// danger
  438. /// importance
  439. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  440. {
  441. if(task->priority > 0)
  442. return task->priority;
  443. auto evaluationContext = buildEvaluationContext(task);
  444. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  445. + (evaluationContext.armyReward > 0 ? 1 : 0)
  446. + (evaluationContext.skillReward > 0 ? 1 : 0)
  447. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  448. double result = 0;
  449. try
  450. {
  451. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  452. heroRoleVariable->setValue(evaluationContext.heroRole);
  453. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  454. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  455. goldRewardVariable->setValue(evaluationContext.goldReward);
  456. armyRewardVariable->setValue(evaluationContext.armyReward);
  457. skillRewardVariable->setValue(evaluationContext.skillReward);
  458. dangerVariable->setValue(evaluationContext.danger);
  459. rewardTypeVariable->setValue(rewardType);
  460. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  461. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  462. goldPreasureVariable->setValue(ai->nullkiller->buildAnalyzer->getGoldPreasure());
  463. goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->nullkiller->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  464. turnVariable->setValue(evaluationContext.turn);
  465. engine->process();
  466. //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
  467. result = value->getValue();
  468. }
  469. catch(fl::Exception & fe)
  470. {
  471. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  472. }
  473. assert(result >= 0);
  474. #ifdef VCMI_TRACE_PATHFINDER
  475. logAi->trace("Evaluated %s, loss: %f, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, result %f",
  476. task->name(),
  477. evaluationContext.armyLossPersentage,
  478. evaluationContext.movementCostByRole[HeroRole::MAIN],
  479. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  480. evaluationContext.goldReward,
  481. evaluationContext.goldCost,
  482. evaluationContext.armyReward,
  483. evaluationContext.danger,
  484. evaluationContext.heroRole ? "scout" : "main",
  485. evaluationContext.strategicalValue,
  486. evaluationContext.closestWayRatio,
  487. result);
  488. #endif
  489. return result;
  490. }