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							- /*
 
- * HeroManager.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 "../Engine/Nullkiller.h"
 
- #include "../../../lib/mapObjects/MapObjects.h"
 
- #include "../../../lib/CHeroHandler.h"
 
- SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
 
- 	{
 
- 		std::make_shared<SecondarySkillScoreMap>(
 
- 			std::map<SecondarySkill, float>
 
- 			{
 
- 				{SecondarySkill::DIPLOMACY, 2},
 
- 				{SecondarySkill::LOGISTICS, 2},
 
- 				{SecondarySkill::EARTH_MAGIC, 2},
 
- 				{SecondarySkill::ARMORER, 2},
 
- 				{SecondarySkill::OFFENCE, 2},
 
- 				{SecondarySkill::AIR_MAGIC, 1},
 
- 				{SecondarySkill::WISDOM, 1},
 
- 				{SecondarySkill::LEADERSHIP, 1},
 
- 				{SecondarySkill::INTELLIGENCE, 1},
 
- 				{SecondarySkill::RESISTANCE, 1},
 
- 				{SecondarySkill::MYSTICISM, -1},
 
- 				{SecondarySkill::SORCERY, -1},
 
- 				{SecondarySkill::ESTATES, -1},
 
- 				{SecondarySkill::FIRST_AID, -1},
 
- 				{SecondarySkill::LEARNING, -1},
 
- 				{SecondarySkill::SCHOLAR, -1},
 
- 				{SecondarySkill::EAGLE_EYE, -1},
 
- 				{SecondarySkill::NAVIGATION, -1}
 
- 			}),
 
- 		std::make_shared<ExistingSkillRule>(),
 
- 		std::make_shared<WisdomRule>(),
 
- 		std::make_shared<AtLeastOneMagicRule>()
 
- 	});
 
- SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
 
- 	{
 
- 		std::make_shared<SecondarySkillScoreMap>(
 
- 			std::map<SecondarySkill, float>
 
- 			{
 
- 				{SecondarySkill::LOGISTICS, 2},
 
- 				{SecondarySkill::ESTATES, 2},
 
- 				{SecondarySkill::PATHFINDING, 1},
 
- 				{SecondarySkill::SCHOLAR, 1}
 
- 			}),
 
- 		std::make_shared<ExistingSkillRule>()
 
- 	});
 
- float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
 
- {
 
- 	auto role = getHeroRole(hero);
 
- 	if(role == HeroRole::MAIN)
 
- 		return wariorSkillsScores.evaluateSecSkill(hero, skill);
 
- 	return scountSkillsScores.evaluateSecSkill(hero, skill);
 
- }
 
- float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
 
- {
 
- 	auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->ID.getNum());
 
- 	auto secondarySkillBonus = Selector::type()(Bonus::SECONDARY_SKILL_PREMY);
 
- 	auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
 
- 	float specialityScore = 0.0f;
 
- 	for(auto bonus : *specialSecondarySkillBonuses)
 
- 	{
 
- 		SecondarySkill bonusSkill = SecondarySkill(bonus->subtype);
 
- 		float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
 
- 		if(bonusScore > 0)
 
- 			specialityScore += bonusScore * bonusScore * bonusScore;
 
- 	}
 
- 	return specialityScore;
 
- }
 
- float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
 
- {
 
- 	return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
 
- }
 
- std::vector<std::vector<const CGHeroInstance *>> clusterizeHeroes(CCallback * cb, std::vector<const CGHeroInstance *> heroes)
 
- {
 
- 	std::vector<std::vector<const CGHeroInstance *>> clusters;
 
- 	for(auto hero : heroes)
 
- 	{
 
- 		auto paths = cb->getPathsInfo(hero);
 
- 		std::vector<const CGHeroInstance *> newCluster = {hero};
 
- 		for(auto cluster = clusters.begin(); cluster != clusters.end();)
 
- 		{
 
- 			auto hero = std::find_if(cluster->begin(), cluster->end(), [&](const CGHeroInstance * h) -> bool
 
- 			{
 
- 				return paths->getNode(h->visitablePos())->turns <= SCOUT_TURN_DISTANCE_LIMIT;
 
- 			});
 
- 			if(hero != cluster->end())
 
- 			{
 
- 				vstd::concatenate(newCluster, *cluster);
 
- 				clusters.erase(cluster);
 
- 			}
 
- 			else
 
- 				cluster++;
 
- 		}
 
- 		clusters.push_back(newCluster);
 
- 	}
 
- 	return clusters;
 
- }
 
- void HeroManager::update()
 
- {
 
- 	logAi->trace("Start analysing our heroes");
 
- 	std::map<const CGHeroInstance *, float> scores;
 
- 	auto myHeroes = cb->getHeroesInfo();
 
- 	for(auto & hero : myHeroes)
 
- 	{
 
- 		scores[hero] = evaluateFightingStrength(hero);
 
- 	}
 
- 	auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
 
- 	{
 
- 		return scores.at(h1) > scores.at(h2);
 
- 	};
 
- 	int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 100 + 1);
 
- 	std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
 
- 	for(auto hero : myHeroes)
 
- 	{
 
- 		heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
 
- 	}
 
- 	for(auto cluster : clusterizeHeroes(cb, myHeroes))
 
- 	{
 
- 		std::sort(cluster.begin(), cluster.end(), scoreSort);
 
- 		auto localMainCountMax = (cluster.size() + 2) / 3;
 
- 		for(auto hero : cluster)
 
- 		{
 
- 			if(heroRoles[hero] != HeroRole::MAIN)
 
- 			{
 
- 				heroRoles[hero] = HeroRole::MAIN;
 
- 				break;
 
- 			}
 
- 			
 
- 			localMainCountMax--;
 
- 			if(localMainCountMax == 0)
 
- 				break;
 
- 		}
 
- 	}
 
- 	for(auto hero : myHeroes)
 
- 	{
 
- 		logAi->trace("Hero %s has role %s", hero->name, heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
 
- 	}
 
- }
 
- HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
 
- {
 
- 	return heroRoles.at(hero);
 
- }
 
- const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
 
- {
 
- 	return heroRoles;
 
- }
 
- int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
 
- {
 
- 	auto role = getHeroRole(hero);
 
- 	auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
 
- 	int result = 0;
 
- 	float resultScore = -100;
 
- 	for(int i = 0; i < skills.size(); i++)
 
- 	{
 
- 		auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
 
- 		if(score > resultScore)
 
- 		{
 
- 			resultScore = score;
 
- 			result = i;
 
- 		}
 
- 		logAi->trace(
 
- 			"Hero %s is proposed to learn %d with score %f",
 
- 			hero.name,
 
- 			skills[i].toEnum(),
 
- 			score);
 
- 	}
 
- 	return result;
 
- }
 
- float HeroManager::evaluateHero(const CGHeroInstance * hero) const
 
- {
 
- 	return evaluateFightingStrength(hero);
 
- }
 
- SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
 
- 	:scoreMap(scoreMap)
 
- {
 
- }
 
- void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
 
- {
 
- 	auto it = scoreMap.find(skill);
 
- 	if(it != scoreMap.end())
 
- 	{
 
- 		score = it->second;
 
- 	}
 
- }
 
- void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
 
- {
 
- 	int upgradesLeft = 0;
 
- 	for(auto & heroSkill : hero->secSkills)
 
- 	{
 
- 		if(heroSkill.first == skill)
 
- 			return;
 
- 		upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
 
- 	}
 
- 	if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
 
- 		score += 1.5;
 
- }
 
- void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
 
- {
 
- 	if(skill != SecondarySkill::WISDOM)
 
- 		return;
 
- 	auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
 
- 	if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
 
- 		score += 1.5;
 
- }
 
- std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
 
- 	SecondarySkill::AIR_MAGIC,
 
- 	SecondarySkill::EARTH_MAGIC,
 
- 	SecondarySkill::FIRE_MAGIC,
 
- 	SecondarySkill::WATER_MAGIC
 
- };
 
- void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
 
- {
 
- 	if(!vstd::contains(magicSchools, skill))
 
- 		return;
 
- 	
 
- 	bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
 
- 	{
 
- 		return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
 
- 	});
 
- 	if(!heroHasAnyMagic)
 
- 		score += 1;
 
- }
 
- SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
 
- 	: evaluationRules(evaluationRules)
 
- {
 
- }
 
- float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
 
- {
 
- 	float totalScore = 0;
 
- 	for(auto skill : hero->secSkills)
 
- 	{
 
- 		totalScore += skill.second * evaluateSecSkill(hero, skill.first);
 
- 	}
 
- 	return totalScore;
 
- }
 
- float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
 
- {
 
- 	float score = 0;
 
- 	for(auto rule : evaluationRules)
 
- 		rule->evaluateScore(hero, skill, score);
 
- 	return score;
 
- }
 
 
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