HeroManager.cpp 6.9 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/CHeroHandler.h"
  14. namespace NKAI
  15. {
  16. 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. 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(Bonus::HERO_SPECIAL, hero->type->getIndex());
  66. auto secondarySkillBonus = Selector::targetSourceType()(Bonus::SECONDARY_SKILL);
  67. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
  68. auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(Bonus::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 = SecondarySkill(bonus->sid);
  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. }
  96. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  97. {
  98. return scores.at(h1) > scores.at(h2);
  99. };
  100. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  101. //vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
  102. if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
  103. {
  104. globalMainCount = 2;
  105. }
  106. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  107. for(auto hero : myHeroes)
  108. {
  109. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  110. }
  111. for(auto hero : myHeroes)
  112. {
  113. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  114. }
  115. }
  116. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  117. {
  118. return heroRoles.at(hero);
  119. }
  120. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  121. {
  122. return heroRoles;
  123. }
  124. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  125. {
  126. auto role = getHeroRole(hero);
  127. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  128. int result = 0;
  129. float resultScore = -100;
  130. for(int i = 0; i < skills.size(); i++)
  131. {
  132. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  133. if(score > resultScore)
  134. {
  135. resultScore = score;
  136. result = i;
  137. }
  138. logAi->trace(
  139. "Hero %s is proposed to learn %d with score %f",
  140. hero.name,
  141. skills[i].toEnum(),
  142. score);
  143. }
  144. return result;
  145. }
  146. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  147. {
  148. return evaluateFightingStrength(hero);
  149. }
  150. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  151. :scoreMap(scoreMap)
  152. {
  153. }
  154. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  155. {
  156. auto it = scoreMap.find(skill);
  157. if(it != scoreMap.end())
  158. {
  159. score = it->second;
  160. }
  161. }
  162. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  163. {
  164. int upgradesLeft = 0;
  165. for(auto & heroSkill : hero->secSkills)
  166. {
  167. if(heroSkill.first == skill)
  168. return;
  169. upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
  170. }
  171. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  172. score += 1.5;
  173. }
  174. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  175. {
  176. if(skill != SecondarySkill::WISDOM)
  177. return;
  178. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  179. if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
  180. score += 1.5;
  181. }
  182. std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  183. SecondarySkill::AIR_MAGIC,
  184. SecondarySkill::EARTH_MAGIC,
  185. SecondarySkill::FIRE_MAGIC,
  186. SecondarySkill::WATER_MAGIC
  187. };
  188. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  189. {
  190. if(!vstd::contains(magicSchools, skill))
  191. return;
  192. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  193. {
  194. return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
  195. });
  196. if(!heroHasAnyMagic)
  197. score += 1;
  198. }
  199. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  200. : evaluationRules(evaluationRules)
  201. {
  202. }
  203. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  204. {
  205. float totalScore = 0;
  206. for(auto skill : hero->secSkills)
  207. {
  208. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  209. }
  210. return totalScore;
  211. }
  212. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  213. {
  214. float score = 0;
  215. for(auto rule : evaluationRules)
  216. rule->evaluateScore(hero, skill, score);
  217. return score;
  218. }
  219. }