PriorityEvaluator.cpp 26 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/BuildThis.h"
  23. #include "../Markers/UnlockCluster.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #include "../Markers/DefendTown.h"
  27. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  28. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  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(CCallback * cb, 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(CCallback * cb, 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, ai->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(ai->cb.get(), 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 ai->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, ai->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 ai->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 ai->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 int3 & tile, uint8_t turn) const
  330. {
  331. auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
  332. if(treatNode.maximumDanger.danger == 0)
  333. return 0;
  334. if(treatNode.maximumDanger.turn <= turn)
  335. return treatNode.maximumDanger.danger;
  336. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
  337. }
  338. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  339. {
  340. return getEnemyHeroDanger(path.targetTile(), path.turn());
  341. }
  342. int32_t getArmyCost(const CArmedInstance * army)
  343. {
  344. int32_t value = 0;
  345. for(auto stack : army->Slots())
  346. {
  347. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  348. }
  349. return value;
  350. }
  351. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  352. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  353. {
  354. if(!target)
  355. return 0;
  356. const int dailyIncomeMultiplier = 5;
  357. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  358. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  359. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  360. switch(target->ID)
  361. {
  362. case Obj::RESOURCE:
  363. return isGold ? 600 : 100;
  364. case Obj::TREASURE_CHEST:
  365. return 1500;
  366. case Obj::WATER_WHEEL:
  367. return 1000;
  368. case Obj::TOWN:
  369. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  370. case Obj::MINE:
  371. case Obj::ABANDONED_MINE:
  372. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  373. case Obj::MYSTICAL_GARDEN:
  374. case Obj::WINDMILL:
  375. return 100;
  376. case Obj::CAMPFIRE:
  377. return 800;
  378. case Obj::WAGON:
  379. return 100;
  380. case Obj::CREATURE_BANK:
  381. return getCreatureBankResources(target, hero)[Res::GOLD];
  382. case Obj::CRYPT:
  383. case Obj::DERELICT_SHIP:
  384. return 3000;
  385. case Obj::DRAGON_UTOPIA:
  386. return 10000;
  387. case Obj::SEA_CHEST:
  388. return 1500;
  389. case Obj::HERO:
  390. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  391. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  392. : 0;
  393. default:
  394. return 0;
  395. }
  396. }
  397. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  398. {
  399. public:
  400. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  401. {
  402. if(task->goalType != Goals::HERO_EXCHANGE)
  403. return;
  404. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  405. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  406. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  407. }
  408. };
  409. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  410. {
  411. public:
  412. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  413. {
  414. if(task->goalType != Goals::ARMY_UPGRADE)
  415. return;
  416. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  417. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  418. evaluationContext.armyReward += upgradeValue;
  419. }
  420. };
  421. class DefendTownEvaluator : public IEvaluationContextBuilder
  422. {
  423. private:
  424. uint64_t townArmyIncome(const CGTownInstance * town) const
  425. {
  426. uint64_t result = 0;
  427. for(auto creatureInfo : town->creatures)
  428. {
  429. if(creatureInfo.second.empty())
  430. continue;
  431. auto creature = creatureInfo.second.back().toCreature();
  432. result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
  433. }
  434. return result;
  435. }
  436. public:
  437. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  438. {
  439. if(task->goalType != Goals::DEFEND_TOWN)
  440. return;
  441. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  442. const CGTownInstance * town = defendTown.town;
  443. auto & treat = defendTown.getTreat();
  444. auto armyIncome = townArmyIncome(town);
  445. auto dailyIncome = town->dailyIncome()[Res::GOLD];
  446. auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
  447. float multiplier = 1;
  448. if(treat.turn < defendTown.getTurn())
  449. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  450. evaluationContext.armyReward += armyIncome * multiplier;
  451. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  452. evaluationContext.strategicalValue += strategicalValue * multiplier;
  453. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  454. auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
  455. vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
  456. }
  457. };
  458. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  459. {
  460. private:
  461. const Nullkiller * ai;
  462. public:
  463. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  464. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  465. {
  466. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  467. return;
  468. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  469. const AIPath & path = chain.getPath();
  470. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  471. evaluationContext.movementCost += path.movementCost();
  472. evaluationContext.closestWayRatio = chain.closestWayRatio;
  473. std::map<const CGHeroInstance *, float> costsPerHero;
  474. for(auto & node : path.nodes)
  475. {
  476. vstd::amax(costsPerHero[node.targetHero], node.cost);
  477. }
  478. for(auto pair : costsPerHero)
  479. {
  480. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  481. evaluationContext.movementCostByRole[role] += pair.second;
  482. }
  483. auto heroPtr = task->hero;
  484. auto day = ai->cb->getDate(Date::DAY);
  485. auto hero = heroPtr.get(ai->cb.get());
  486. bool checkGold = evaluationContext.danger == 0;
  487. auto army = path.heroArmy;
  488. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  489. if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
  490. {
  491. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  492. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  493. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  494. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  495. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  496. }
  497. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  498. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  499. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  500. vstd::amax(evaluationContext.turn, path.turn());
  501. }
  502. };
  503. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  504. {
  505. private:
  506. const Nullkiller * ai;
  507. public:
  508. ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  509. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  510. {
  511. if(task->goalType != Goals::UNLOCK_CLUSTER)
  512. return;
  513. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  514. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  515. auto hero = clusterGoal.hero.get();
  516. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  517. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  518. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  519. {
  520. return o1.second.priority > o2.second.priority;
  521. });
  522. int boost = 1;
  523. for(auto objInfo : objects)
  524. {
  525. auto target = objInfo.first;
  526. auto day = ai->cb->getDate(Date::DAY);
  527. bool checkGold = objInfo.second.danger == 0;
  528. auto army = hero;
  529. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  530. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  531. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  532. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  533. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  534. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  535. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  536. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  537. boost <<= 1;
  538. if(boost > 8)
  539. break;
  540. }
  541. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  542. }
  543. };
  544. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  545. {
  546. public:
  547. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  548. {
  549. if(task->goalType != Goals::BUILD_STRUCTURE)
  550. return;
  551. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  552. auto & bi = buildThis.buildingInfo;
  553. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  554. evaluationContext.heroRole = HeroRole::MAIN;
  555. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  556. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  557. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  558. if(bi.creatureID != CreatureID::NONE)
  559. {
  560. if(bi.baseCreatureID == bi.creatureID)
  561. {
  562. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  563. evaluationContext.armyReward += bi.armyStrength;
  564. }
  565. else
  566. {
  567. evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  568. evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  569. }
  570. }
  571. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  572. {
  573. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  574. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  575. }
  576. else
  577. {
  578. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  579. }
  580. }
  581. };
  582. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  583. {
  584. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  585. return 0;
  586. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  587. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  588. return upgradedPower - creaturesToUpgrade.power;
  589. }
  590. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  591. :ai(ai)
  592. {
  593. initVisitTile();
  594. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  595. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  596. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  597. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  598. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  599. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  600. }
  601. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  602. {
  603. Goals::TGoalVec parts;
  604. EvaluationContext context(ai);
  605. if(goal->goalType == Goals::COMPOSITION)
  606. {
  607. parts = goal->decompose();
  608. }
  609. else
  610. {
  611. parts.push_back(goal);
  612. }
  613. for(auto subgoal : parts)
  614. {
  615. context.goldCost += subgoal->goldCost;
  616. for(auto builder : evaluationContextBuilders)
  617. {
  618. builder->buildEvaluationContext(context, subgoal);
  619. }
  620. }
  621. return context;
  622. }
  623. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  624. {
  625. auto evaluationContext = buildEvaluationContext(task);
  626. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  627. + (evaluationContext.armyReward > 0 ? 1 : 0)
  628. + (evaluationContext.skillReward > 0 ? 1 : 0)
  629. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  630. double result = 0;
  631. try
  632. {
  633. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  634. heroRoleVariable->setValue(evaluationContext.heroRole);
  635. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  636. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  637. goldRewardVariable->setValue(evaluationContext.goldReward);
  638. armyRewardVariable->setValue(evaluationContext.armyReward);
  639. skillRewardVariable->setValue(evaluationContext.skillReward);
  640. dangerVariable->setValue(evaluationContext.danger);
  641. rewardTypeVariable->setValue(rewardType);
  642. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  643. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  644. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  645. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  646. turnVariable->setValue(evaluationContext.turn);
  647. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  648. engine->process();
  649. result = value->getValue();
  650. }
  651. catch(fl::Exception & fe)
  652. {
  653. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  654. }
  655. #if AI_TRACE_LEVEL >= 2
  656. 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",
  657. task->toString(),
  658. evaluationContext.armyLossPersentage,
  659. (int)evaluationContext.turn,
  660. evaluationContext.movementCostByRole[HeroRole::MAIN],
  661. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  662. evaluationContext.goldReward,
  663. evaluationContext.goldCost,
  664. evaluationContext.armyReward,
  665. evaluationContext.danger,
  666. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  667. evaluationContext.strategicalValue,
  668. evaluationContext.closestWayRatio,
  669. evaluationContext.enemyHeroDangerRatio,
  670. result);
  671. #endif
  672. return result;
  673. }