PriorityEvaluator.cpp 23 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 "../Markers/UnlockCluster.h"
  23. #include "../Goals/BuildThis.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  27. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  28. extern boost::thread_specific_ptr<CCallback> cb;
  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(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(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, 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(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 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, 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. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  271. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  272. : 0.5f;
  273. case Obj::HERO:
  274. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  275. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  276. : 0;
  277. default:
  278. return 0;
  279. }
  280. }
  281. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  282. {
  283. if(!hut->wasVisited(hero->tempOwner))
  284. return role == HeroRole::SCOUT ? 2 : 0;
  285. auto skill = SecondarySkill(hut->ability);
  286. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  287. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  288. return 0;
  289. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  290. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  291. }
  292. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  293. {
  294. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  295. if(!target)
  296. return 0;
  297. switch(target->ID)
  298. {
  299. case Obj::STAR_AXIS:
  300. case Obj::SCHOLAR:
  301. case Obj::SCHOOL_OF_MAGIC:
  302. case Obj::SCHOOL_OF_WAR:
  303. case Obj::GARDEN_OF_REVELATION:
  304. case Obj::MARLETTO_TOWER:
  305. case Obj::MERCENARY_CAMP:
  306. case Obj::SHRINE_OF_MAGIC_GESTURE:
  307. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  308. case Obj::TREE_OF_KNOWLEDGE:
  309. return 1;
  310. case Obj::LEARNING_STONE:
  311. return 1.0f / std::sqrt(hero->level);
  312. case Obj::ARENA:
  313. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  314. return 2;
  315. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  316. return 8;
  317. case Obj::WITCH_HUT:
  318. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  319. case Obj::HERO:
  320. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  321. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  322. : 0;
  323. default:
  324. return 0;
  325. }
  326. }
  327. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  328. {
  329. auto & treatNode = ai->dangerHitMap->getTileTreat(path.targetTile());
  330. if(treatNode.maximumDanger.danger == 0)
  331. return 0;
  332. if(treatNode.maximumDanger.turn <= path.turn())
  333. return treatNode.maximumDanger.danger;
  334. return treatNode.fastestDanger.turn <= path.turn() ? treatNode.fastestDanger.danger : 0;
  335. }
  336. int32_t getArmyCost(const CArmedInstance * army)
  337. {
  338. int32_t value = 0;
  339. for(auto stack : army->Slots())
  340. {
  341. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  342. }
  343. return value;
  344. }
  345. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  346. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  347. {
  348. if(!target)
  349. return 0;
  350. const int dailyIncomeMultiplier = 5;
  351. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  352. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  353. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  354. switch(target->ID)
  355. {
  356. case Obj::RESOURCE:
  357. return isGold ? 600 : 100;
  358. case Obj::TREASURE_CHEST:
  359. return 1500;
  360. case Obj::WATER_WHEEL:
  361. return 1000;
  362. case Obj::TOWN:
  363. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  364. case Obj::MINE:
  365. case Obj::ABANDONED_MINE:
  366. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  367. case Obj::MYSTICAL_GARDEN:
  368. case Obj::WINDMILL:
  369. return 100;
  370. case Obj::CAMPFIRE:
  371. return 800;
  372. case Obj::WAGON:
  373. return 100;
  374. case Obj::CREATURE_BANK:
  375. return getCreatureBankResources(target, hero)[Res::GOLD];
  376. case Obj::CRYPT:
  377. case Obj::DERELICT_SHIP:
  378. return 3000;
  379. case Obj::DRAGON_UTOPIA:
  380. return 10000;
  381. case Obj::SEA_CHEST:
  382. return 1500;
  383. case Obj::HERO:
  384. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  385. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  386. : 0;
  387. default:
  388. return 0;
  389. }
  390. }
  391. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  392. {
  393. public:
  394. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  395. {
  396. if(task->goalType != Goals::HERO_EXCHANGE)
  397. return;
  398. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  399. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  400. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  401. }
  402. };
  403. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  404. {
  405. public:
  406. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  407. {
  408. if(task->goalType != Goals::ARMY_UPGRADE)
  409. return;
  410. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  411. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  412. evaluationContext.armyReward += upgradeValue;
  413. }
  414. };
  415. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  416. {
  417. public:
  418. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  419. {
  420. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  421. return;
  422. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  423. const AIPath & path = chain.getPath();
  424. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  425. evaluationContext.movementCost += path.movementCost();
  426. evaluationContext.closestWayRatio = chain.closestWayRatio;
  427. std::map<const CGHeroInstance *, float> costsPerHero;
  428. for(auto & node : path.nodes)
  429. {
  430. vstd::amax(costsPerHero[node.targetHero], node.cost);
  431. }
  432. for(auto pair : costsPerHero)
  433. {
  434. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  435. evaluationContext.movementCostByRole[role] += pair.second;
  436. }
  437. auto heroPtr = task->hero;
  438. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->objid, false);
  439. auto day = cb->getDate(Date::DAY);
  440. auto hero = heroPtr.get();
  441. bool checkGold = evaluationContext.danger == 0;
  442. auto army = path.heroArmy;
  443. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  444. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  445. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  446. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  447. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  448. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  449. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  450. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  451. vstd::amax(evaluationContext.turn, path.turn());
  452. }
  453. };
  454. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  455. {
  456. public:
  457. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  458. {
  459. if(task->goalType != Goals::UNLOCK_CLUSTER)
  460. return;
  461. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  462. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  463. auto hero = clusterGoal.hero.get();
  464. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  465. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  466. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  467. {
  468. return o1.second.priority > o2.second.priority;
  469. });
  470. int boost = 1;
  471. for(auto objInfo : objects)
  472. {
  473. auto target = objInfo.first;
  474. auto day = cb->getDate(Date::DAY);
  475. bool checkGold = objInfo.second.danger == 0;
  476. auto army = hero;
  477. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  478. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  479. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  480. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  481. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  482. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  483. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  484. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  485. boost <<= 1;
  486. if(boost > 8)
  487. break;
  488. }
  489. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  490. }
  491. };
  492. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  493. {
  494. public:
  495. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  496. {
  497. if(task->goalType != Goals::BUILD_STRUCTURE)
  498. return;
  499. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  500. auto & bi = buildThis.buildingInfo;
  501. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  502. evaluationContext.heroRole = HeroRole::MAIN;
  503. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  504. evaluationContext.strategicalValue += buildThis.townInfo.armyScore / 50000.0;
  505. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  506. if(bi.creatureID != CreatureID::NONE)
  507. {
  508. if(bi.baseCreatureID == bi.creatureID)
  509. {
  510. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  511. evaluationContext.armyReward += evaluationContext.evaluator.ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
  512. }
  513. else
  514. {
  515. evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  516. evaluationContext.armyReward += evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  517. }
  518. }
  519. else
  520. {
  521. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  522. }
  523. }
  524. };
  525. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  526. {
  527. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  528. return 0;
  529. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  530. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  531. return upgradedPower - creaturesToUpgrade.power;
  532. }
  533. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  534. :ai(ai)
  535. {
  536. initVisitTile();
  537. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>());
  538. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  539. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
  540. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  541. }
  542. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  543. {
  544. Goals::TGoalVec parts;
  545. EvaluationContext context(ai);
  546. if(goal->goalType == Goals::COMPOSITION)
  547. {
  548. parts = goal->decompose();
  549. }
  550. else
  551. {
  552. parts.push_back(goal);
  553. }
  554. for(auto subgoal : parts)
  555. {
  556. context.goldCost += subgoal->goldCost;
  557. for(auto builder : evaluationContextBuilders)
  558. {
  559. builder->buildEvaluationContext(context, subgoal);
  560. }
  561. }
  562. return context;
  563. }
  564. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  565. {
  566. auto evaluationContext = buildEvaluationContext(task);
  567. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  568. + (evaluationContext.armyReward > 0 ? 1 : 0)
  569. + (evaluationContext.skillReward > 0 ? 1 : 0)
  570. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  571. double result = 0;
  572. try
  573. {
  574. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  575. heroRoleVariable->setValue(evaluationContext.heroRole);
  576. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  577. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  578. goldRewardVariable->setValue(evaluationContext.goldReward);
  579. armyRewardVariable->setValue(evaluationContext.armyReward);
  580. skillRewardVariable->setValue(evaluationContext.skillReward);
  581. dangerVariable->setValue(evaluationContext.danger);
  582. rewardTypeVariable->setValue(rewardType);
  583. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  584. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  585. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  586. goldCostVariable->setValue(evaluationContext.goldCost / ((float)cb->getResourceAmount(Res::GOLD) + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  587. turnVariable->setValue(evaluationContext.turn);
  588. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  589. engine->process();
  590. result = value->getValue();
  591. }
  592. catch(fl::Exception & fe)
  593. {
  594. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  595. }
  596. #ifdef AI_TRACE_LEVEL >= 2
  597. 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",
  598. task->toString(),
  599. evaluationContext.armyLossPersentage,
  600. (int)evaluationContext.turn,
  601. evaluationContext.movementCostByRole[HeroRole::MAIN],
  602. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  603. evaluationContext.goldReward,
  604. evaluationContext.goldCost,
  605. evaluationContext.armyReward,
  606. evaluationContext.danger,
  607. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  608. evaluationContext.strategicalValue,
  609. evaluationContext.closestWayRatio,
  610. evaluationContext.enemyHeroDangerRatio,
  611. result);
  612. #endif
  613. return result;
  614. }