PriorityEvaluator.cpp 23 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742
  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 "../Markers/UnlockCluster.h"
  23. #include "../Goals/BuildThis.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  27. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  28. extern boost::thread_specific_ptr<CCallback> cb;
  29. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  30. : movementCost(0.0),
  31. manaCost(0),
  32. danger(0),
  33. closestWayRatio(1),
  34. movementCostByRole(),
  35. skillReward(0),
  36. goldReward(0),
  37. goldCost(0),
  38. armyReward(0),
  39. armyLossPersentage(0),
  40. heroRole(HeroRole::SCOUT),
  41. turn(0),
  42. strategicalValue(0),
  43. evaluator(ai),
  44. enemyHeroDangerRatio(0)
  45. {
  46. }
  47. PriorityEvaluator::~PriorityEvaluator()
  48. {
  49. delete engine;
  50. }
  51. void PriorityEvaluator::initVisitTile()
  52. {
  53. auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
  54. std::string str = std::string((char *)file.first.get(), file.second);
  55. engine = fl::FllImporter().fromString(str);
  56. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  57. heroRoleVariable = engine->getInputVariable("heroRole");
  58. dangerVariable = engine->getInputVariable("danger");
  59. turnVariable = engine->getInputVariable("turn");
  60. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  61. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  62. goldRewardVariable = engine->getInputVariable("goldReward");
  63. armyRewardVariable = engine->getInputVariable("armyReward");
  64. skillRewardVariable = engine->getInputVariable("skillReward");
  65. rewardTypeVariable = engine->getInputVariable("rewardType");
  66. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  67. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  68. goldPreasureVariable = engine->getInputVariable("goldPreasure");
  69. goldCostVariable = engine->getInputVariable("goldCost");
  70. fearVariable = engine->getInputVariable("fear");
  71. value = engine->getOutputVariable("Value");
  72. }
  73. int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
  74. {
  75. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  76. if(relations != PlayerRelations::ENEMIES)
  77. return 0; // if we already own it, no additional reward will be received by just visiting it
  78. auto town = cb->getTown(target->id);
  79. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  80. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  81. return isProbablyDeveloped ? 1500 : 500;
  82. }
  83. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  84. {
  85. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  86. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  87. auto resources = bankInfo->getPossibleResourcesReward();
  88. return resources;
  89. }
  90. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  91. {
  92. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  93. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  94. auto creatures = bankInfo->getPossibleCreaturesReward();
  95. uint64_t result = 0;
  96. for(auto c : creatures)
  97. {
  98. result += c.type->AIValue * c.count;
  99. }
  100. return result;
  101. }
  102. uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
  103. {
  104. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  105. uint64_t score = 0;
  106. for(auto & creLevel : dwelling->creatures)
  107. {
  108. if(creLevel.first && creLevel.second.size())
  109. {
  110. auto creature = creLevel.second.back().toCreature();
  111. auto creaturesAreFree = creature->level == 1;
  112. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  113. continue;
  114. score += creature->AIValue * creLevel.first;
  115. }
  116. }
  117. return score;
  118. }
  119. int getDwellingArmyCost(const CGObjectInstance * target)
  120. {
  121. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  122. int cost = 0;
  123. for(auto & creLevel : dwelling->creatures)
  124. {
  125. if(creLevel.first && creLevel.second.size())
  126. {
  127. auto creature = creLevel.second.back().toCreature();
  128. auto creaturesAreFree = creature->level == 1;
  129. if(!creaturesAreFree)
  130. cost += creature->cost[Res::GOLD] * creLevel.first;
  131. }
  132. }
  133. return cost;
  134. }
  135. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  136. {
  137. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  138. return 1500;
  139. auto statsValue =
  140. 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  141. + 700 * art->valOfBonuses(Bonus::MORALE)
  142. + 700 * art->getAttack(false)
  143. + 700 * art->getDefence(false)
  144. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  145. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  146. + 700 * art->getDefence(false)
  147. + 500 * art->valOfBonuses(Bonus::LUCK);
  148. auto classValue = 0;
  149. switch(art->artType->aClass)
  150. {
  151. case CArtifact::EartClass::ART_MINOR:
  152. classValue = 1000;
  153. break;
  154. case CArtifact::EartClass::ART_MAJOR:
  155. classValue = 3000;
  156. break;
  157. case CArtifact::EartClass::ART_RELIC:
  158. case CArtifact::EartClass::ART_SPECIAL:
  159. classValue = 8000;
  160. break;
  161. }
  162. return statsValue > classValue ? statsValue : classValue;
  163. }
  164. uint64_t RewardEvaluator::getArmyReward(
  165. const CGObjectInstance * target,
  166. const CGHeroInstance * hero,
  167. const CCreatureSet * army,
  168. bool checkGold) const
  169. {
  170. const float enemyArmyEliminationRewardRatio = 0.5f;
  171. if(!target)
  172. return 0;
  173. switch(target->ID)
  174. {
  175. case Obj::TOWN:
  176. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  177. case Obj::HILL_FORT:
  178. return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
  179. case Obj::CREATURE_BANK:
  180. return getCreatureBankArmyReward(target, hero);
  181. case Obj::CREATURE_GENERATOR1:
  182. case Obj::CREATURE_GENERATOR2:
  183. case Obj::CREATURE_GENERATOR3:
  184. case Obj::CREATURE_GENERATOR4:
  185. return getDwellingScore(target, checkGold);
  186. case Obj::CRYPT:
  187. case Obj::SHIPWRECK:
  188. case Obj::SHIPWRECK_SURVIVOR:
  189. case Obj::WARRIORS_TOMB:
  190. return 1000;
  191. case Obj::ARTIFACT:
  192. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  193. case Obj::DRAGON_UTOPIA:
  194. return 10000;
  195. case Obj::HERO:
  196. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  197. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  198. : 0;
  199. default:
  200. return 0;
  201. }
  202. }
  203. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  204. {
  205. if(!target)
  206. return 0;
  207. switch(target->ID)
  208. {
  209. case Obj::HILL_FORT:
  210. return ai->armyManager->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeCost[Res::GOLD];
  211. case Obj::SCHOOL_OF_MAGIC:
  212. case Obj::SCHOOL_OF_WAR:
  213. return 1000;
  214. case Obj::UNIVERSITY:
  215. return 2000;
  216. case Obj::CREATURE_GENERATOR1:
  217. case Obj::CREATURE_GENERATOR2:
  218. case Obj::CREATURE_GENERATOR3:
  219. case Obj::CREATURE_GENERATOR4:
  220. return getDwellingArmyCost(target);
  221. default:
  222. return 0;
  223. }
  224. }
  225. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  226. {
  227. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  228. float objectValue = 0;
  229. for(auto obj : objectsUnderTreat)
  230. {
  231. vstd::amax(objectValue, getStrategicalValue(obj));
  232. }
  233. return objectValue / 2.0f + enemy->level / 15.0f;
  234. }
  235. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  236. {
  237. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  238. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  239. if(requiredResources[resType] == 0)
  240. return 0;
  241. if(dailyIncome[resType] == 0)
  242. return 1.0f;
  243. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  244. return std::min(ratio, 1.0f);
  245. }
  246. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  247. {
  248. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  249. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  250. if(requiredResources[resType] == 0)
  251. return 0;
  252. float ratio = dailyIncome[resType] == 0
  253. ? requiredResources[resType] / 50
  254. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  255. return std::min(ratio, 1.0f);
  256. }
  257. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  258. {
  259. if(!target)
  260. return 0;
  261. switch(target->ID)
  262. {
  263. case Obj::MINE:
  264. return target->subID == Res::GOLD
  265. ? 0.5f
  266. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  267. case Obj::RESOURCE:
  268. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  269. case Obj::TOWN:
  270. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  271. return 1;
  272. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  273. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  274. : 0.5f;
  275. case Obj::HERO:
  276. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  277. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  278. : 0;
  279. default:
  280. return 0;
  281. }
  282. }
  283. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  284. {
  285. if(!hut->wasVisited(hero->tempOwner))
  286. return role == HeroRole::SCOUT ? 2 : 0;
  287. auto skill = SecondarySkill(hut->ability);
  288. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  289. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  290. return 0;
  291. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  292. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  293. }
  294. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  295. {
  296. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  297. if(!target)
  298. return 0;
  299. switch(target->ID)
  300. {
  301. case Obj::STAR_AXIS:
  302. case Obj::SCHOLAR:
  303. case Obj::SCHOOL_OF_MAGIC:
  304. case Obj::SCHOOL_OF_WAR:
  305. case Obj::GARDEN_OF_REVELATION:
  306. case Obj::MARLETTO_TOWER:
  307. case Obj::MERCENARY_CAMP:
  308. case Obj::SHRINE_OF_MAGIC_GESTURE:
  309. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  310. case Obj::TREE_OF_KNOWLEDGE:
  311. return 1;
  312. case Obj::LEARNING_STONE:
  313. return 1.0f / std::sqrt(hero->level);
  314. case Obj::ARENA:
  315. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  316. return 2;
  317. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  318. return 8;
  319. case Obj::WITCH_HUT:
  320. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  321. case Obj::HERO:
  322. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  323. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  324. : 0;
  325. default:
  326. return 0;
  327. }
  328. }
  329. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  330. {
  331. auto & treatNode = ai->dangerHitMap->getTileTreat(path.targetTile());
  332. if(treatNode.maximumDanger.danger == 0)
  333. return 0;
  334. if(treatNode.maximumDanger.turn <= path.turn())
  335. return treatNode.maximumDanger.danger;
  336. return treatNode.fastestDanger.turn <= path.turn() ? treatNode.fastestDanger.danger : 0;
  337. }
  338. int32_t getArmyCost(const CArmedInstance * army)
  339. {
  340. int32_t value = 0;
  341. for(auto stack : army->Slots())
  342. {
  343. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  344. }
  345. return value;
  346. }
  347. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  348. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  349. {
  350. if(!target)
  351. return 0;
  352. const int dailyIncomeMultiplier = 5;
  353. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  354. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  355. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  356. switch(target->ID)
  357. {
  358. case Obj::RESOURCE:
  359. return isGold ? 600 : 100;
  360. case Obj::TREASURE_CHEST:
  361. return 1500;
  362. case Obj::WATER_WHEEL:
  363. return 1000;
  364. case Obj::TOWN:
  365. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  366. case Obj::MINE:
  367. case Obj::ABANDONED_MINE:
  368. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  369. case Obj::MYSTICAL_GARDEN:
  370. case Obj::WINDMILL:
  371. return 100;
  372. case Obj::CAMPFIRE:
  373. return 800;
  374. case Obj::WAGON:
  375. return 100;
  376. case Obj::CREATURE_BANK:
  377. return getCreatureBankResources(target, hero)[Res::GOLD];
  378. case Obj::CRYPT:
  379. case Obj::DERELICT_SHIP:
  380. return 3000;
  381. case Obj::DRAGON_UTOPIA:
  382. return 10000;
  383. case Obj::SEA_CHEST:
  384. return 1500;
  385. case Obj::HERO:
  386. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  387. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  388. : 0;
  389. default:
  390. return 0;
  391. }
  392. }
  393. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  394. {
  395. public:
  396. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  397. {
  398. if(task->goalType != Goals::HERO_EXCHANGE)
  399. return;
  400. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  401. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  402. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  403. }
  404. };
  405. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  406. {
  407. public:
  408. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  409. {
  410. if(task->goalType != Goals::ARMY_UPGRADE)
  411. return;
  412. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  413. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  414. evaluationContext.armyReward += upgradeValue;
  415. }
  416. };
  417. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  418. {
  419. public:
  420. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  421. {
  422. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  423. return;
  424. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  425. const AIPath & path = chain.getPath();
  426. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  427. evaluationContext.movementCost += path.movementCost();
  428. evaluationContext.closestWayRatio = chain.closestWayRatio;
  429. std::map<const CGHeroInstance *, float> costsPerHero;
  430. for(auto & node : path.nodes)
  431. {
  432. vstd::amax(costsPerHero[node.targetHero], node.cost);
  433. }
  434. for(auto pair : costsPerHero)
  435. {
  436. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  437. evaluationContext.movementCostByRole[role] += pair.second;
  438. }
  439. auto heroPtr = task->hero;
  440. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);
  441. auto day = cb->getDate(Date::DAY);
  442. auto hero = heroPtr.get();
  443. bool checkGold = evaluationContext.danger == 0;
  444. auto army = path.heroArmy;
  445. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  446. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  447. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  448. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  449. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  450. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  451. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  452. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  453. vstd::amax(evaluationContext.turn, path.turn());
  454. }
  455. };
  456. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  457. {
  458. public:
  459. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  460. {
  461. if(task->goalType != Goals::UNLOCK_CLUSTER)
  462. return;
  463. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  464. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  465. auto hero = clusterGoal.hero.get();
  466. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  467. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  468. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  469. {
  470. return o1.second.priority > o2.second.priority;
  471. });
  472. int boost = 1;
  473. for(auto objInfo : objects)
  474. {
  475. auto target = objInfo.first;
  476. auto day = cb->getDate(Date::DAY);
  477. bool checkGold = objInfo.second.danger == 0;
  478. auto army = hero;
  479. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  480. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  481. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  482. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  483. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  484. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  485. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  486. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  487. boost <<= 1;
  488. if(boost > 8)
  489. break;
  490. }
  491. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  492. }
  493. };
  494. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  495. {
  496. public:
  497. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  498. {
  499. if(task->goalType != Goals::BUILD_STRUCTURE)
  500. return;
  501. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  502. auto & bi = buildThis.buildingInfo;
  503. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  504. evaluationContext.heroRole = HeroRole::MAIN;
  505. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  506. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  507. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  508. if(bi.creatureID != CreatureID::NONE)
  509. {
  510. if(bi.baseCreatureID == bi.creatureID)
  511. {
  512. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  513. evaluationContext.armyReward += bi.armyStrength;
  514. }
  515. else
  516. {
  517. evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  518. evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  519. }
  520. }
  521. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  522. {
  523. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  524. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  525. }
  526. else
  527. {
  528. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  529. }
  530. }
  531. };
  532. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  533. {
  534. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  535. return 0;
  536. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  537. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  538. return upgradedPower - creaturesToUpgrade.power;
  539. }
  540. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  541. :ai(ai)
  542. {
  543. initVisitTile();
  544. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>());
  545. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  546. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
  547. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  548. }
  549. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  550. {
  551. Goals::TGoalVec parts;
  552. EvaluationContext context(ai);
  553. if(goal->goalType == Goals::COMPOSITION)
  554. {
  555. parts = goal->decompose();
  556. }
  557. else
  558. {
  559. parts.push_back(goal);
  560. }
  561. for(auto subgoal : parts)
  562. {
  563. context.goldCost += subgoal->goldCost;
  564. for(auto builder : evaluationContextBuilders)
  565. {
  566. builder->buildEvaluationContext(context, subgoal);
  567. }
  568. }
  569. return context;
  570. }
  571. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  572. {
  573. auto evaluationContext = buildEvaluationContext(task);
  574. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  575. + (evaluationContext.armyReward > 0 ? 1 : 0)
  576. + (evaluationContext.skillReward > 0 ? 1 : 0)
  577. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  578. double result = 0;
  579. try
  580. {
  581. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  582. heroRoleVariable->setValue(evaluationContext.heroRole);
  583. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  584. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  585. goldRewardVariable->setValue(evaluationContext.goldReward);
  586. armyRewardVariable->setValue(evaluationContext.armyReward);
  587. skillRewardVariable->setValue(evaluationContext.skillReward);
  588. dangerVariable->setValue(evaluationContext.danger);
  589. rewardTypeVariable->setValue(rewardType);
  590. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  591. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  592. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  593. goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  594. turnVariable->setValue(evaluationContext.turn);
  595. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  596. engine->process();
  597. result = value->getValue();
  598. }
  599. catch(fl::Exception & fe)
  600. {
  601. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  602. }
  603. #ifdef AI_TRACE_LEVEL >= 2
  604. 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",
  605. task->toString(),
  606. evaluationContext.armyLossPersentage,
  607. (int)evaluationContext.turn,
  608. evaluationContext.movementCostByRole[HeroRole::MAIN],
  609. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  610. evaluationContext.goldReward,
  611. evaluationContext.goldCost,
  612. evaluationContext.armyReward,
  613. evaluationContext.danger,
  614. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  615. evaluationContext.strategicalValue,
  616. evaluationContext.closestWayRatio,
  617. evaluationContext.enemyHeroDangerRatio,
  618. result);
  619. #endif
  620. return result;
  621. }