HeroManager.cpp 10 KB

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  1. /*
  2. * HeroManager.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 "../Engine/Nullkiller.h"
  12. #include "../../../lib/mapObjects/MapObjects.h"
  13. #include "../../../lib/IGameSettings.h"
  14. namespace NKAI
  15. {
  16. const SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  17. {
  18. std::make_shared<SecondarySkillScoreMap>(
  19. std::map<SecondarySkill, float>
  20. {
  21. {SecondarySkill::DIPLOMACY, 2},
  22. {SecondarySkill::LOGISTICS, 2},
  23. {SecondarySkill::EARTH_MAGIC, 2},
  24. {SecondarySkill::ARMORER, 2},
  25. {SecondarySkill::OFFENCE, 2},
  26. {SecondarySkill::AIR_MAGIC, 1},
  27. {SecondarySkill::WISDOM, 1},
  28. {SecondarySkill::LEADERSHIP, 1},
  29. {SecondarySkill::INTELLIGENCE, 1},
  30. {SecondarySkill::RESISTANCE, 1},
  31. {SecondarySkill::MYSTICISM, -1},
  32. {SecondarySkill::SORCERY, -1},
  33. {SecondarySkill::ESTATES, -1},
  34. {SecondarySkill::FIRST_AID, -1},
  35. {SecondarySkill::LEARNING, -1},
  36. {SecondarySkill::SCHOLAR, -1},
  37. {SecondarySkill::EAGLE_EYE, -1},
  38. {SecondarySkill::NAVIGATION, -1}
  39. }),
  40. std::make_shared<ExistingSkillRule>(),
  41. std::make_shared<WisdomRule>(),
  42. std::make_shared<AtLeastOneMagicRule>()
  43. });
  44. const SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  45. {
  46. std::make_shared<SecondarySkillScoreMap>(
  47. std::map<SecondarySkill, float>
  48. {
  49. {SecondarySkill::LOGISTICS, 2},
  50. {SecondarySkill::ESTATES, 2},
  51. {SecondarySkill::PATHFINDING, 1},
  52. {SecondarySkill::SCHOLAR, 1}
  53. }),
  54. std::make_shared<ExistingSkillRule>()
  55. });
  56. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  57. {
  58. auto role = getHeroRole(hero);
  59. if(role == HeroRole::MAIN)
  60. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  61. return scountSkillsScores.evaluateSecSkill(hero, skill);
  62. }
  63. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  64. {
  65. auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->getHeroTypeID()));
  66. auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
  67. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  68. auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
  69. float specialityScore = 0.0f;
  70. for(auto bonus : *secondarySkillBonuses)
  71. {
  72. auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
  73. if(hasBonus)
  74. {
  75. SecondarySkill bonusSkill = bonus->sid.as<SecondarySkill>();
  76. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  77. if(bonusScore > 0)
  78. specialityScore += bonusScore * bonusScore * bonusScore;
  79. }
  80. }
  81. return specialityScore;
  82. }
  83. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  84. {
  85. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
  86. }
  87. void HeroManager::update()
  88. {
  89. logAi->trace("Start analysing our heroes");
  90. std::map<const CGHeroInstance *, float> scores;
  91. auto myHeroes = cb->getHeroesInfo();
  92. for(auto & hero : myHeroes)
  93. {
  94. scores[hero] = evaluateFightingStrength(hero);
  95. knownFightingStrength[hero->id] = hero->getFightingStrength();
  96. }
  97. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  98. {
  99. return scores.at(h1) > scores.at(h2);
  100. };
  101. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  102. //vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
  103. if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
  104. {
  105. globalMainCount = 2;
  106. }
  107. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  108. heroRoles.clear();
  109. for(auto hero : myHeroes)
  110. {
  111. if(hero->patrol.patrolling)
  112. {
  113. heroRoles[hero] = HeroRole::MAIN;
  114. }
  115. else
  116. {
  117. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  118. }
  119. }
  120. for(auto hero : myHeroes)
  121. {
  122. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  123. }
  124. }
  125. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  126. {
  127. return heroRoles.at(hero);
  128. }
  129. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  130. {
  131. return heroRoles;
  132. }
  133. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  134. {
  135. auto role = getHeroRole(hero);
  136. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  137. int result = 0;
  138. float resultScore = -100;
  139. for(int i = 0; i < skills.size(); i++)
  140. {
  141. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  142. if(score > resultScore)
  143. {
  144. resultScore = score;
  145. result = i;
  146. }
  147. logAi->trace(
  148. "Hero %s is proposed to learn %d with score %f",
  149. hero.name(),
  150. skills[i].toEnum(),
  151. score);
  152. }
  153. return result;
  154. }
  155. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  156. {
  157. return evaluateFightingStrength(hero);
  158. }
  159. bool HeroManager::heroCapReached() const
  160. {
  161. const bool includeGarnisoned = true;
  162. int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
  163. return heroCount >= ALLOWED_ROAMING_HEROES
  164. || heroCount >= ai->settings->getMaxRoamingHeroes()
  165. || heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
  166. || heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
  167. }
  168. float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
  169. {
  170. auto cached = knownFightingStrength.find(hero->id);
  171. //FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
  172. return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
  173. }
  174. float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
  175. {
  176. auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
  177. auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
  178. auto manaLimit = hero->manaLimit();
  179. auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  180. auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
  181. auto score = 0.0f;
  182. for(auto spellId : hero->getSpellsInSpellbook())
  183. {
  184. auto spell = spellId.toSpell();
  185. auto schoolLevel = hero->getSpellSchoolLevel(spell);
  186. score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
  187. }
  188. vstd::amin(score, 1);
  189. score *= std::min(1.0f, spellPower / 10.0f);
  190. if(hasFly)
  191. score += 0.3f;
  192. if(hasTownPortal && hasEarth)
  193. score += 0.6f;
  194. vstd::amin(score, 1);
  195. score *= std::min(1.0f, manaLimit / 100.0f);
  196. return std::min(score, 1.0f);
  197. }
  198. bool HeroManager::canRecruitHero(const CGTownInstance * town) const
  199. {
  200. if(!town)
  201. town = findTownWithTavern();
  202. if(!town || !townHasFreeTavern(town))
  203. return false;
  204. if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
  205. return false;
  206. if(heroCapReached())
  207. return false;
  208. if(!cb->getAvailableHeroes(town).size())
  209. return false;
  210. return true;
  211. }
  212. const CGTownInstance * HeroManager::findTownWithTavern() const
  213. {
  214. for(const CGTownInstance * t : cb->getTownsInfo())
  215. if(townHasFreeTavern(t))
  216. return t;
  217. return nullptr;
  218. }
  219. const CGHeroInstance * HeroManager::findHeroWithGrail() const
  220. {
  221. for(const CGHeroInstance * h : cb->getHeroesInfo())
  222. {
  223. if(h->hasArt(ArtifactID::GRAIL))
  224. return h;
  225. }
  226. return nullptr;
  227. }
  228. const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
  229. {
  230. const CGHeroInstance * weakestHero = nullptr;
  231. auto myHeroes = ai->cb->getHeroesInfo();
  232. for(auto existingHero : myHeroes)
  233. {
  234. if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
  235. || existingHero->getArmyStrength() >armyLimit
  236. || getHeroRole(existingHero) == HeroRole::MAIN
  237. || existingHero->movementPointsRemaining()
  238. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  239. {
  240. continue;
  241. }
  242. if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
  243. {
  244. weakestHero = existingHero;
  245. }
  246. }
  247. return weakestHero;
  248. }
  249. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  250. :scoreMap(scoreMap)
  251. {
  252. }
  253. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  254. {
  255. auto it = scoreMap.find(skill);
  256. if(it != scoreMap.end())
  257. {
  258. score = it->second;
  259. }
  260. }
  261. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  262. {
  263. int upgradesLeft = 0;
  264. for(auto & heroSkill : hero->secSkills)
  265. {
  266. if(heroSkill.first == skill)
  267. return;
  268. upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
  269. }
  270. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  271. score += 1.5;
  272. }
  273. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  274. {
  275. if(skill != SecondarySkill::WISDOM)
  276. return;
  277. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  278. if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
  279. score += 1.5;
  280. }
  281. const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  282. SecondarySkill::AIR_MAGIC,
  283. SecondarySkill::EARTH_MAGIC,
  284. SecondarySkill::FIRE_MAGIC,
  285. SecondarySkill::WATER_MAGIC
  286. };
  287. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  288. {
  289. if(!vstd::contains(magicSchools, skill))
  290. return;
  291. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  292. {
  293. return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
  294. });
  295. if(!heroHasAnyMagic)
  296. score += 1;
  297. }
  298. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  299. : evaluationRules(evaluationRules)
  300. {
  301. }
  302. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  303. {
  304. float totalScore = 0;
  305. for(auto skill : hero->secSkills)
  306. {
  307. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  308. }
  309. return totalScore;
  310. }
  311. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  312. {
  313. float score = 0;
  314. for(auto rule : evaluationRules)
  315. rule->evaluateScore(hero, skill, score);
  316. return score;
  317. }
  318. }