PriorityEvaluator.cpp 27 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. TResources result = TResources();
  89. int sum = 0;
  90. for(auto & reward : resources)
  91. {
  92. result += reward.data * reward.chance;
  93. sum += reward.chance;
  94. }
  95. return sum > 1 ? result / sum : result;
  96. }
  97. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  98. {
  99. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  100. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  101. auto creatures = bankInfo->getPossibleCreaturesReward();
  102. uint64_t result = 0;
  103. const auto& slots = hero->Slots();
  104. ui64 weakestStackPower = 0;
  105. if (slots.size() >= GameConstants::ARMY_SIZE)
  106. {
  107. //No free slot, we might discard our weakest stack
  108. weakestStackPower = std::numeric_limits<ui64>().max();
  109. for (const auto stack : slots)
  110. {
  111. vstd::amin(weakestStackPower, stack.second->getPower());
  112. }
  113. }
  114. for (auto c : creatures)
  115. {
  116. //Only if hero has slot for this creature in the army
  117. if (hero->getSlotFor(c.data.type).validSlot())
  118. {
  119. result += (c.data.type->AIValue * c.data.count) * c.chance;
  120. }
  121. else
  122. {
  123. //we will need to discard the weakest stack
  124. result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
  125. }
  126. }
  127. result /= 100; //divide by total chance
  128. return result;
  129. }
  130. uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  131. {
  132. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  133. uint64_t score = 0;
  134. for(auto & creLevel : dwelling->creatures)
  135. {
  136. if(creLevel.first && creLevel.second.size())
  137. {
  138. auto creature = creLevel.second.back().toCreature();
  139. auto creaturesAreFree = creature->level == 1;
  140. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  141. continue;
  142. score += creature->AIValue * creLevel.first;
  143. }
  144. }
  145. return score;
  146. }
  147. int getDwellingArmyCost(const CGObjectInstance * target)
  148. {
  149. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  150. int cost = 0;
  151. for(auto & creLevel : dwelling->creatures)
  152. {
  153. if(creLevel.first && creLevel.second.size())
  154. {
  155. auto creature = creLevel.second.back().toCreature();
  156. auto creaturesAreFree = creature->level == 1;
  157. if(!creaturesAreFree)
  158. cost += creature->cost[Res::GOLD] * creLevel.first;
  159. }
  160. }
  161. return cost;
  162. }
  163. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  164. {
  165. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  166. return 1500;
  167. auto statsValue =
  168. 10 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  169. + 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
  170. + 700 * art->valOfBonuses(Bonus::MORALE)
  171. + 700 * art->getAttack(false)
  172. + 700 * art->getDefense(false)
  173. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  174. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  175. + 500 * art->valOfBonuses(Bonus::LUCK);
  176. auto classValue = 0;
  177. switch(art->artType->aClass)
  178. {
  179. case CArtifact::EartClass::ART_MINOR:
  180. classValue = 1000;
  181. break;
  182. case CArtifact::EartClass::ART_MAJOR:
  183. classValue = 3000;
  184. break;
  185. case CArtifact::EartClass::ART_RELIC:
  186. case CArtifact::EartClass::ART_SPECIAL:
  187. classValue = 8000;
  188. break;
  189. }
  190. return statsValue > classValue ? statsValue : classValue;
  191. }
  192. uint64_t RewardEvaluator::getArmyReward(
  193. const CGObjectInstance * target,
  194. const CGHeroInstance * hero,
  195. const CCreatureSet * army,
  196. bool checkGold) const
  197. {
  198. const float enemyArmyEliminationRewardRatio = 0.5f;
  199. if(!target)
  200. return 0;
  201. switch(target->ID)
  202. {
  203. case Obj::TOWN:
  204. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  205. case Obj::HILL_FORT:
  206. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  207. case Obj::CREATURE_BANK:
  208. return getCreatureBankArmyReward(target, hero);
  209. case Obj::CREATURE_GENERATOR1:
  210. case Obj::CREATURE_GENERATOR2:
  211. case Obj::CREATURE_GENERATOR3:
  212. case Obj::CREATURE_GENERATOR4:
  213. return getDwellingScore(ai->cb.get(), target, checkGold);
  214. case Obj::CRYPT:
  215. case Obj::SHIPWRECK:
  216. case Obj::SHIPWRECK_SURVIVOR:
  217. case Obj::WARRIORS_TOMB:
  218. return 1000;
  219. case Obj::ARTIFACT:
  220. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  221. case Obj::DRAGON_UTOPIA:
  222. return 10000;
  223. case Obj::HERO:
  224. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  225. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  226. : 0;
  227. case Obj::PANDORAS_BOX:
  228. return 5000;
  229. default:
  230. return 0;
  231. }
  232. }
  233. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  234. {
  235. if(!target)
  236. return 0;
  237. switch(target->ID)
  238. {
  239. case Obj::HILL_FORT:
  240. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
  241. case Obj::SCHOOL_OF_MAGIC:
  242. case Obj::SCHOOL_OF_WAR:
  243. return 1000;
  244. case Obj::UNIVERSITY:
  245. return 2000;
  246. case Obj::CREATURE_GENERATOR1:
  247. case Obj::CREATURE_GENERATOR2:
  248. case Obj::CREATURE_GENERATOR3:
  249. case Obj::CREATURE_GENERATOR4:
  250. return getDwellingArmyCost(target);
  251. default:
  252. return 0;
  253. }
  254. }
  255. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  256. {
  257. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  258. float objectValue = 0;
  259. for(auto obj : objectsUnderTreat)
  260. {
  261. vstd::amax(objectValue, getStrategicalValue(obj));
  262. }
  263. return objectValue / 2.0f + enemy->level / 15.0f;
  264. }
  265. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  266. {
  267. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  268. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  269. if(requiredResources[resType] == 0)
  270. return 0;
  271. if(dailyIncome[resType] == 0)
  272. return 1.0f;
  273. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  274. return std::min(ratio, 1.0f);
  275. }
  276. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  277. {
  278. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  279. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  280. if(requiredResources[resType] == 0)
  281. return 0;
  282. float ratio = dailyIncome[resType] == 0
  283. ? requiredResources[resType] / 50
  284. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  285. return std::min(ratio, 1.0f);
  286. }
  287. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  288. {
  289. if(!target)
  290. return 0;
  291. switch(target->ID)
  292. {
  293. case Obj::MINE:
  294. return target->subID == Res::GOLD
  295. ? 0.5f
  296. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  297. case Obj::RESOURCE:
  298. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  299. case Obj::CREATURE_BANK:
  300. {
  301. auto resourceReward = getCreatureBankResources(target, nullptr);
  302. float sum = 0.0f;
  303. for (TResources::nziterator it (resourceReward); it.valid(); it++)
  304. {
  305. //Evaluate resources used for construction. Gold is evaluated separately.
  306. if (it->resType != Res::GOLD)
  307. {
  308. sum += 0.1f * getResourceRequirementStrength(it->resType);
  309. }
  310. }
  311. return sum;
  312. }
  313. case Obj::TOWN:
  314. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  315. return 1;
  316. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  317. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  318. : 0.5f;
  319. case Obj::HERO:
  320. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  321. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  322. : 0;
  323. default:
  324. return 0;
  325. }
  326. }
  327. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  328. {
  329. if(!hut->wasVisited(hero->tempOwner))
  330. return role == HeroRole::SCOUT ? 2 : 0;
  331. auto skill = SecondarySkill(hut->ability);
  332. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  333. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  334. return 0;
  335. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  336. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  337. }
  338. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  339. {
  340. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  341. if(!target)
  342. return 0;
  343. switch(target->ID)
  344. {
  345. case Obj::STAR_AXIS:
  346. case Obj::SCHOLAR:
  347. case Obj::SCHOOL_OF_MAGIC:
  348. case Obj::SCHOOL_OF_WAR:
  349. case Obj::GARDEN_OF_REVELATION:
  350. case Obj::MARLETTO_TOWER:
  351. case Obj::MERCENARY_CAMP:
  352. case Obj::SHRINE_OF_MAGIC_GESTURE:
  353. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  354. case Obj::TREE_OF_KNOWLEDGE:
  355. return 1;
  356. case Obj::LEARNING_STONE:
  357. return 1.0f / std::sqrt(hero->level);
  358. case Obj::ARENA:
  359. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  360. return 2;
  361. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  362. return 8;
  363. case Obj::WITCH_HUT:
  364. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  365. case Obj::PANDORAS_BOX:
  366. //Can contains experience, spells, or skills (only on custom maps)
  367. return 2.5f;
  368. case Obj::HERO:
  369. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  370. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  371. : 0;
  372. default:
  373. return 0;
  374. }
  375. }
  376. uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  377. {
  378. auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
  379. if(treatNode.maximumDanger.danger == 0)
  380. return 0;
  381. if(treatNode.maximumDanger.turn <= turn)
  382. return treatNode.maximumDanger.danger;
  383. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
  384. }
  385. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  386. {
  387. return getEnemyHeroDanger(path.targetTile(), path.turn());
  388. }
  389. int32_t getArmyCost(const CArmedInstance * army)
  390. {
  391. int32_t value = 0;
  392. for(auto stack : army->Slots())
  393. {
  394. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  395. }
  396. return value;
  397. }
  398. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  399. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  400. {
  401. if(!target)
  402. return 0;
  403. const int dailyIncomeMultiplier = 5;
  404. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  405. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  406. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  407. switch(target->ID)
  408. {
  409. case Obj::RESOURCE:
  410. return isGold ? 600 : 100;
  411. case Obj::TREASURE_CHEST:
  412. return 1500;
  413. case Obj::WATER_WHEEL:
  414. return 1000;
  415. case Obj::TOWN:
  416. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  417. case Obj::MINE:
  418. case Obj::ABANDONED_MINE:
  419. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  420. case Obj::MYSTICAL_GARDEN:
  421. case Obj::WINDMILL:
  422. return 100;
  423. case Obj::CAMPFIRE:
  424. return 800;
  425. case Obj::WAGON:
  426. return 100;
  427. case Obj::CREATURE_BANK:
  428. return getCreatureBankResources(target, hero)[Res::GOLD];
  429. case Obj::CRYPT:
  430. case Obj::DERELICT_SHIP:
  431. return 3000;
  432. case Obj::DRAGON_UTOPIA:
  433. return 10000;
  434. case Obj::SEA_CHEST:
  435. return 1500;
  436. case Obj::PANDORAS_BOX:
  437. return 5000;
  438. case Obj::PRISON:
  439. //Objectively saves us 2500 to hire hero
  440. return GameConstants::HERO_GOLD_COST;
  441. case Obj::HERO:
  442. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  443. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  444. : 0;
  445. default:
  446. return 0;
  447. }
  448. }
  449. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  450. {
  451. public:
  452. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  453. {
  454. if(task->goalType != Goals::HERO_EXCHANGE)
  455. return;
  456. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  457. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  458. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  459. }
  460. };
  461. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  462. {
  463. public:
  464. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  465. {
  466. if(task->goalType != Goals::ARMY_UPGRADE)
  467. return;
  468. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  469. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  470. evaluationContext.armyReward += upgradeValue;
  471. }
  472. };
  473. class DefendTownEvaluator : public IEvaluationContextBuilder
  474. {
  475. private:
  476. uint64_t townArmyIncome(const CGTownInstance * town) const
  477. {
  478. uint64_t result = 0;
  479. for(auto creatureInfo : town->creatures)
  480. {
  481. if(creatureInfo.second.empty())
  482. continue;
  483. auto creature = creatureInfo.second.back().toCreature();
  484. result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
  485. }
  486. return result;
  487. }
  488. public:
  489. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  490. {
  491. if(task->goalType != Goals::DEFEND_TOWN)
  492. return;
  493. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  494. const CGTownInstance * town = defendTown.town;
  495. auto & treat = defendTown.getTreat();
  496. auto armyIncome = townArmyIncome(town);
  497. auto dailyIncome = town->dailyIncome()[Res::GOLD];
  498. auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
  499. float multiplier = 1;
  500. if(treat.turn < defendTown.getTurn())
  501. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  502. evaluationContext.armyReward += armyIncome * multiplier;
  503. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  504. evaluationContext.strategicalValue += strategicalValue * multiplier;
  505. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  506. auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
  507. vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
  508. }
  509. };
  510. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  511. {
  512. private:
  513. const Nullkiller * ai;
  514. public:
  515. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  516. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  517. {
  518. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  519. return;
  520. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  521. const AIPath & path = chain.getPath();
  522. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  523. evaluationContext.movementCost += path.movementCost();
  524. evaluationContext.closestWayRatio = chain.closestWayRatio;
  525. std::map<const CGHeroInstance *, float> costsPerHero;
  526. for(auto & node : path.nodes)
  527. {
  528. vstd::amax(costsPerHero[node.targetHero], node.cost);
  529. }
  530. for(auto pair : costsPerHero)
  531. {
  532. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  533. evaluationContext.movementCostByRole[role] += pair.second;
  534. }
  535. auto heroPtr = task->hero;
  536. auto day = ai->cb->getDate(Date::DAY);
  537. auto hero = heroPtr.get(ai->cb.get());
  538. bool checkGold = evaluationContext.danger == 0;
  539. auto army = path.heroArmy;
  540. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  541. if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
  542. {
  543. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  544. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  545. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  546. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  547. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  548. }
  549. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  550. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  551. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  552. vstd::amax(evaluationContext.turn, path.turn());
  553. }
  554. };
  555. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  556. {
  557. private:
  558. const Nullkiller * ai;
  559. public:
  560. ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  561. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  562. {
  563. if(task->goalType != Goals::UNLOCK_CLUSTER)
  564. return;
  565. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  566. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  567. auto hero = clusterGoal.hero.get();
  568. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  569. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  570. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  571. {
  572. return o1.second.priority > o2.second.priority;
  573. });
  574. int boost = 1;
  575. for(auto objInfo : objects)
  576. {
  577. auto target = objInfo.first;
  578. auto day = ai->cb->getDate(Date::DAY);
  579. bool checkGold = objInfo.second.danger == 0;
  580. auto army = hero;
  581. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  582. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  583. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  584. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  585. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  586. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  587. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  588. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  589. boost <<= 1;
  590. if(boost > 8)
  591. break;
  592. }
  593. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  594. }
  595. };
  596. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  597. {
  598. public:
  599. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  600. {
  601. if(task->goalType != Goals::BUILD_STRUCTURE)
  602. return;
  603. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  604. auto & bi = buildThis.buildingInfo;
  605. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  606. evaluationContext.heroRole = HeroRole::MAIN;
  607. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  608. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  609. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  610. if(bi.creatureID != CreatureID::NONE)
  611. {
  612. if(bi.baseCreatureID == bi.creatureID)
  613. {
  614. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  615. evaluationContext.armyReward += bi.armyStrength;
  616. }
  617. else
  618. {
  619. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  620. //evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  621. evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
  622. }
  623. }
  624. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  625. {
  626. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  627. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  628. }
  629. else
  630. {
  631. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  632. }
  633. }
  634. };
  635. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  636. {
  637. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  638. return 0;
  639. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  640. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  641. return upgradedPower - creaturesToUpgrade.power;
  642. }
  643. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  644. :ai(ai)
  645. {
  646. initVisitTile();
  647. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  648. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  649. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  650. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  651. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  652. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  653. }
  654. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  655. {
  656. Goals::TGoalVec parts;
  657. EvaluationContext context(ai);
  658. if(goal->goalType == Goals::COMPOSITION)
  659. {
  660. parts = goal->decompose();
  661. }
  662. else
  663. {
  664. parts.push_back(goal);
  665. }
  666. for(auto subgoal : parts)
  667. {
  668. context.goldCost += subgoal->goldCost;
  669. for(auto builder : evaluationContextBuilders)
  670. {
  671. builder->buildEvaluationContext(context, subgoal);
  672. }
  673. }
  674. return context;
  675. }
  676. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  677. {
  678. auto evaluationContext = buildEvaluationContext(task);
  679. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  680. + (evaluationContext.armyReward > 0 ? 1 : 0)
  681. + (evaluationContext.skillReward > 0 ? 1 : 0)
  682. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  683. double result = 0;
  684. try
  685. {
  686. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  687. heroRoleVariable->setValue(evaluationContext.heroRole);
  688. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  689. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  690. goldRewardVariable->setValue(evaluationContext.goldReward);
  691. armyRewardVariable->setValue(evaluationContext.armyReward);
  692. skillRewardVariable->setValue(evaluationContext.skillReward);
  693. dangerVariable->setValue(evaluationContext.danger);
  694. rewardTypeVariable->setValue(rewardType);
  695. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  696. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  697. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  698. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  699. turnVariable->setValue(evaluationContext.turn);
  700. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  701. engine->process();
  702. result = value->getValue();
  703. }
  704. catch(fl::Exception & fe)
  705. {
  706. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  707. }
  708. #if AI_TRACE_LEVEL >= 2
  709. 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",
  710. task->toString(),
  711. evaluationContext.armyLossPersentage,
  712. (int)evaluationContext.turn,
  713. evaluationContext.movementCostByRole[HeroRole::MAIN],
  714. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  715. evaluationContext.goldReward,
  716. evaluationContext.goldCost,
  717. evaluationContext.armyReward,
  718. evaluationContext.danger,
  719. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  720. evaluationContext.strategicalValue,
  721. evaluationContext.closestWayRatio,
  722. evaluationContext.enemyHeroDangerRatio,
  723. result);
  724. #endif
  725. return result;
  726. }