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