| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306 |
- /*
- * Fuzzy.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 "PriorityEvaluator.h"
- #include <limits>
- #include "../../../lib/mapObjects/MapObjects.h"
- #include "../../../lib/mapObjects/CommonConstructors.h"
- #include "../../../lib/CCreatureHandler.h"
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/CGameStateFwd.h"
- #include "../../../lib/VCMI_Lib.h"
- #include "../../../CCallback.h"
- #include "../../../lib/filesystem/Filesystem.h"
- #include "../VCAI.h"
- #include "../AIhelper.h"
- #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
- #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
- struct BankConfig;
- class CBankInfo;
- class Engine;
- class InputVariable;
- class CGTownInstance;
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- PriorityEvaluator::PriorityEvaluator()
- {
- initVisitTile();
- }
- PriorityEvaluator::~PriorityEvaluator()
- {
- delete engine;
- }
- void PriorityEvaluator::initVisitTile()
- {
- auto file = CResourceHandler::get("initial")->load(ResourceID("config/ai-priorities.txt"))->readAll();
- std::string str = std::string((char *)file.first.get(), file.second);
- engine = fl::FllImporter().fromString(str);
- armyLossPersentageVariable = engine->getInputVariable("armyLoss");
- heroRoleVariable = engine->getInputVariable("heroRole");
- dangerVariable = engine->getInputVariable("danger");
- turnDistanceVariable = engine->getInputVariable("turnDistance");
- goldRewardVariable = engine->getInputVariable("goldReward");
- armyRewardVariable = engine->getInputVariable("armyReward");
- skillRewardVariable = engine->getInputVariable("skillReward");
- rewardTypeVariable = engine->getInputVariable("rewardType");
- closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
- value = engine->getOutputVariable("Value");
- }
- int32_t estimateTownIncome(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 town = cb->getTown(target->id);
- auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
- auto isProbablyDeveloped = !isNeutral && town->hasFort();
- return isProbablyDeveloped ? 1500 : 500;
- }
- TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
- auto resources = bankInfo->getPossibleResourcesReward();
- return resources;
- }
- uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
- auto creatures = bankInfo->getPossibleCreaturesReward();
- uint64_t result = 0;
- for(auto c : creatures)
- {
- result += c.type->AIValue * c.count;
- }
- return result;
- }
- uint64_t getDwellingScore(const CGObjectInstance * target)
- {
- 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();
- if(cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
- {
- score += creature->AIValue * creLevel.first;
- }
- }
- }
- return score;
- }
- uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- if(!target)
- return 0;
- switch(target->ID)
- {
- case Obj::TOWN:
- return target->tempOwner == PlayerColor::NEUTRAL ? 5000 : 1000;
- case Obj::CREATURE_BANK:
- return getCreatureBankArmyReward(target, hero);
- case Obj::CREATURE_GENERATOR1:
- return getDwellingScore(target);
- case Obj::CRYPT:
- case Obj::SHIPWRECK:
- case Obj::SHIPWRECK_SURVIVOR:
- return 1500;
- case Obj::ARTIFACT:
- return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() == CArtifact::ART_MAJOR ? 3000 : 1500;
- case Obj::DRAGON_UTOPIA:
- return 10000;
- default:
- return 0;
- }
- }
- float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
- {
- if(!hut->wasVisited(hero->tempOwner))
- return role == HeroRole::SCOUT ? 2 : 0;
- auto skill = SecondarySkill(hut->ability);
- if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
- || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
- return 0;
- auto score = ai->ah->evaluateSecSkill(skill, hero);
- return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
- }
- float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
- {
- 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::SHRINE_OF_MAGIC_GESTURE:
- return 1;
- case Obj::ARENA:
- case Obj::SHRINE_OF_MAGIC_INCANTATION:
- case Obj::SHRINE_OF_MAGIC_THOUGHT:
- return 2;
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- return 8;
- case Obj::WITCH_HUT:
- return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
- default:
- return 0;
- }
- }
- /// Gets aproximated reward in gold. Daily income is multiplied by 5
- int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- if(!target)
- return 0;
- const int dailyIncomeMultiplier = 5;
- auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
- switch(target->ID)
- {
- case Obj::RESOURCE:
- return isGold ? 600 : 100;
- case Obj::TREASURE_CHEST:
- return 1500;
- case Obj::WATER_WHEEL:
- return 1000;
- case Obj::TOWN:
- return dailyIncomeMultiplier * estimateTownIncome(target, hero);
- case Obj::MINE:
- case Obj::ABANDONED_MINE:
- return dailyIncomeMultiplier * (isGold ? 1000 : 75);
- case Obj::MYSTICAL_GARDEN:
- case Obj::WINDMILL:
- return 100;
- case Obj::CAMPFIRE:
- return 800;
- case Obj::CREATURE_BANK:
- return getCreatureBankResources(target, hero)[Res::GOLD];
- case Obj::CRYPT:
- case Obj::DERELICT_SHIP:
- return 3000;
- case Obj::DRAGON_UTOPIA:
- return 10000;
- case Obj::SEA_CHEST:
- return 1500;
- default:
- return 0;
- }
- }
- /// distance
- /// nearest hero?
- /// gold income
- /// army income
- /// hero strength - hero skills
- /// danger
- /// importance
- float PriorityEvaluator::evaluate(Goals::TSubgoal task)
- {
- auto heroPtr = task->hero;
- if(!heroPtr.validAndSet())
- return 2;
- int objId = task->objid;
- if(task->parent)
- objId = task->parent->objid;
- const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
-
- auto day = cb->getDate(Date::DAY);
- auto hero = heroPtr.get();
- auto armyTotal = task->evaluationContext.heroStrength;
- double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
- int32_t goldReward = getGoldReward(target, hero);
- uint64_t armyReward = getArmyReward(target, hero);
- HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
- float skillReward = getSkillReward(target, hero, heroRole);
- uint64_t danger = task->evaluationContext.danger;
- double result = 0;
- int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0);
- if(day == 1)
- goldReward *= 2;
- try
- {
- armyLossPersentageVariable->setValue(armyLossPersentage);
- heroRoleVariable->setValue(heroRole);
- turnDistanceVariable->setValue(task->evaluationContext.movementCost);
- goldRewardVariable->setValue(goldReward);
- armyRewardVariable->setValue(armyReward);
- skillRewardVariable->setValue(skillReward);
- dangerVariable->setValue(danger);
- rewardTypeVariable->setValue(rewardType);
- closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
- engine->process();
- //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
- result = value->getValue();
- }
- catch(fl::Exception & fe)
- {
- logAi->error("evaluate VisitTile: %s", fe.getWhat());
- }
- assert(result >= 0);
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace("Evaluated %s, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, result %f",
- task->name(),
- hero->name,
- armyLossPersentage,
- task->evaluationContext.movementCost,
- goldReward,
- armyReward,
- danger,
- heroRole ? "scout" : "main",
- result);
- #endif
- return result;
- }
|