PriorityEvaluator.cpp 38 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/mapObjectConstructors/AObjectTypeHandler.h"
  14. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "../../../lib/CCreatureHandler.h"
  18. #include "../../../lib/VCMI_Lib.h"
  19. #include "../../../lib/StartInfo.h"
  20. #include "../../../CCallback.h"
  21. #include "../../../lib/filesystem/Filesystem.h"
  22. #include "../Goals/ExecuteHeroChain.h"
  23. #include "../Goals/BuildThis.h"
  24. #include "../Goals/StayAtTown.h"
  25. #include "../Goals/ExchangeSwapTownHeroes.h"
  26. #include "../Goals/DismissHero.h"
  27. #include "../Markers/UnlockCluster.h"
  28. #include "../Markers/HeroExchange.h"
  29. #include "../Markers/ArmyUpgrade.h"
  30. #include "../Markers/DefendTown.h"
  31. namespace NKAI
  32. {
  33. #define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
  34. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  35. const float MIN_CRITICAL_VALUE = 2.0f;
  36. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  37. : movementCost(0.0),
  38. manaCost(0),
  39. danger(0),
  40. closestWayRatio(1),
  41. movementCostByRole(),
  42. skillReward(0),
  43. goldReward(0),
  44. goldCost(0),
  45. armyReward(0),
  46. armyLossPersentage(0),
  47. heroRole(HeroRole::SCOUT),
  48. turn(0),
  49. strategicalValue(0),
  50. evaluator(ai),
  51. enemyHeroDangerRatio(0),
  52. armyGrowth(0)
  53. {
  54. }
  55. void EvaluationContext::addNonCriticalStrategicalValue(float value)
  56. {
  57. vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
  58. }
  59. PriorityEvaluator::~PriorityEvaluator()
  60. {
  61. delete engine;
  62. }
  63. void PriorityEvaluator::initVisitTile()
  64. {
  65. auto file = CResourceHandler::get()->load(ResourcePath("config/ai/nkai/object-priorities.txt"))->readAll();
  66. std::string str = std::string((char *)file.first.get(), file.second);
  67. engine = fl::FllImporter().fromString(str);
  68. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  69. armyGrowthVariable = engine->getInputVariable("armyGrowth");
  70. heroRoleVariable = engine->getInputVariable("heroRole");
  71. dangerVariable = engine->getInputVariable("danger");
  72. turnVariable = engine->getInputVariable("turn");
  73. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  74. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  75. goldRewardVariable = engine->getInputVariable("goldReward");
  76. armyRewardVariable = engine->getInputVariable("armyReward");
  77. skillRewardVariable = engine->getInputVariable("skillReward");
  78. rewardTypeVariable = engine->getInputVariable("rewardType");
  79. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  80. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  81. goldPressureVariable = engine->getInputVariable("goldPressure");
  82. goldCostVariable = engine->getInputVariable("goldCost");
  83. fearVariable = engine->getInputVariable("fear");
  84. value = engine->getOutputVariable("Value");
  85. }
  86. bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
  87. {
  88. return obj->getOwner().isValidPlayer()
  89. && cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
  90. }
  91. int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
  92. {
  93. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  94. if(relations != PlayerRelations::ENEMIES)
  95. return 0; // if we already own it, no additional reward will be received by just visiting it
  96. auto booster = isAnotherAi(target, *cb) ? 1 : 2;
  97. auto town = cb->getTown(target->id);
  98. auto fortLevel = town->fortLevel();
  99. if(town->hasCapitol())
  100. return booster * 2000;
  101. // probably well developed town will have city hall
  102. if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
  103. return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
  104. }
  105. int32_t getResourcesGoldReward(const TResources & res)
  106. {
  107. int32_t result = 0;
  108. for(auto r : GameResID::ALL_RESOURCES())
  109. {
  110. if(res[r] > 0)
  111. result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
  112. }
  113. return result;
  114. }
  115. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  116. {
  117. auto objectInfo = target->getObjectHandler()->getObjectInfo(target->appearance);
  118. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  119. auto creatures = bankInfo->getPossibleCreaturesReward(target->cb);
  120. uint64_t result = 0;
  121. const auto& slots = hero->Slots();
  122. ui64 weakestStackPower = 0;
  123. int duplicatingSlots = getDuplicatingSlots(hero);
  124. if (slots.size() >= GameConstants::ARMY_SIZE)
  125. {
  126. //No free slot, we might discard our weakest stack
  127. weakestStackPower = std::numeric_limits<ui64>().max();
  128. for (const auto & stack : slots)
  129. {
  130. vstd::amin(weakestStackPower, stack.second->getPower());
  131. }
  132. }
  133. for (auto c : creatures)
  134. {
  135. //Only if hero has slot for this creature in the army
  136. auto ccre = dynamic_cast<const CCreature*>(c.data.getType());
  137. if (hero->getSlotFor(ccre).validSlot() || duplicatingSlots > 0)
  138. {
  139. result += (c.data.getType()->getAIValue() * c.data.count) * c.chance;
  140. }
  141. /*else
  142. {
  143. //we will need to discard the weakest stack
  144. result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
  145. }*/
  146. }
  147. result /= 100; //divide by total chance
  148. return result;
  149. }
  150. uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  151. {
  152. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  153. uint64_t score = 0;
  154. for(auto & creLevel : dwelling->creatures)
  155. {
  156. if(creLevel.first && creLevel.second.size())
  157. {
  158. auto creature = creLevel.second.back().toCreature();
  159. auto creaturesAreFree = creature->getLevel() == 1;
  160. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->getFullRecruitCost() * creLevel.first))
  161. continue;
  162. score += creature->getAIValue() * creLevel.first;
  163. }
  164. }
  165. return score;
  166. }
  167. uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
  168. {
  169. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  170. uint64_t score = 0;
  171. if(dwelling->getOwner() == myColor)
  172. return 0;
  173. for(auto & creLevel : dwelling->creatures)
  174. {
  175. if(creLevel.second.size())
  176. {
  177. auto creature = creLevel.second.back().toCreature();
  178. score += creature->getAIValue() * creature->getGrowth();
  179. }
  180. }
  181. return score;
  182. }
  183. int getDwellingArmyCost(const CGObjectInstance * target)
  184. {
  185. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  186. int cost = 0;
  187. for(auto & creLevel : dwelling->creatures)
  188. {
  189. if(creLevel.first && creLevel.second.size())
  190. {
  191. auto creature = creLevel.second.back().toCreature();
  192. auto creaturesAreFree = creature->getLevel() == 1;
  193. if(!creaturesAreFree)
  194. cost += creature->getRecruitCost(EGameResID::GOLD) * creLevel.first;
  195. }
  196. }
  197. return cost;
  198. }
  199. static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
  200. {
  201. if(art->getId() == ArtifactID::SPELL_SCROLL)
  202. return 1500;
  203. auto statsValue =
  204. 10 * art->valOfBonuses(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementLand)
  205. + 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
  206. + 700 * art->valOfBonuses(BonusType::MORALE)
  207. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK))
  208. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE))
  209. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::KNOWLEDGE))
  210. + 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::SPELL_POWER))
  211. + 500 * art->valOfBonuses(BonusType::LUCK);
  212. auto classValue = 0;
  213. switch(art->aClass)
  214. {
  215. case CArtifact::EartClass::ART_MINOR:
  216. classValue = 1000;
  217. break;
  218. case CArtifact::EartClass::ART_MAJOR:
  219. classValue = 3000;
  220. break;
  221. case CArtifact::EartClass::ART_RELIC:
  222. case CArtifact::EartClass::ART_SPECIAL:
  223. classValue = 8000;
  224. break;
  225. }
  226. return statsValue > classValue ? statsValue : classValue;
  227. }
  228. uint64_t RewardEvaluator::getArmyReward(
  229. const CGObjectInstance * target,
  230. const CGHeroInstance * hero,
  231. const CCreatureSet * army,
  232. bool checkGold) const
  233. {
  234. const float enemyArmyEliminationRewardRatio = 0.5f;
  235. auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
  236. if(!target)
  237. return 0;
  238. switch(target->ID)
  239. {
  240. case Obj::HILL_FORT:
  241. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  242. case Obj::CREATURE_GENERATOR1:
  243. case Obj::CREATURE_GENERATOR2:
  244. case Obj::CREATURE_GENERATOR3:
  245. case Obj::CREATURE_GENERATOR4:
  246. return getDwellingArmyValue(ai->cb.get(), target, checkGold);
  247. case Obj::ARTIFACT:
  248. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact->getType());
  249. case Obj::HERO:
  250. return relations == PlayerRelations::ENEMIES
  251. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  252. : 0;
  253. case Obj::PANDORAS_BOX:
  254. return 5000;
  255. case Obj::MAGIC_WELL:
  256. case Obj::MAGIC_SPRING:
  257. return getManaRecoveryArmyReward(hero);
  258. default:
  259. break;
  260. }
  261. auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
  262. if(rewardable)
  263. {
  264. auto totalValue = 0;
  265. for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
  266. {
  267. auto & info = rewardable->configuration.info[index];
  268. auto rewardValue = 0;
  269. if(!info.reward.artifacts.empty())
  270. {
  271. for(auto artID : info.reward.artifacts)
  272. {
  273. const auto * art = dynamic_cast<const CArtifact *>(VLC->artifacts()->getById(artID));
  274. rewardValue += evaluateArtifactArmyValue(art);
  275. }
  276. }
  277. if(!info.reward.creatures.empty())
  278. {
  279. for(const auto & stackInfo : info.reward.creatures)
  280. {
  281. rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
  282. }
  283. }
  284. totalValue += rewardValue > 0 ? rewardValue / (info.reward.artifacts.size() + info.reward.creatures.size()) : 0;
  285. }
  286. return totalValue;
  287. }
  288. return 0;
  289. }
  290. uint64_t RewardEvaluator::getArmyGrowth(
  291. const CGObjectInstance * target,
  292. const CGHeroInstance * hero,
  293. const CCreatureSet * army) const
  294. {
  295. if(!target)
  296. return 0;
  297. auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
  298. if(relations != PlayerRelations::ENEMIES)
  299. return 0;
  300. switch(target->ID)
  301. {
  302. case Obj::TOWN:
  303. {
  304. auto town = dynamic_cast<const CGTownInstance *>(target);
  305. auto fortLevel = town->fortLevel();
  306. auto neutral = !town->getOwner().isValidPlayer();
  307. auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
  308. if(fortLevel < CGTownInstance::CITADEL)
  309. return town->hasFort() ? booster * 500 : 0;
  310. else
  311. return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
  312. }
  313. case Obj::CREATURE_GENERATOR1:
  314. case Obj::CREATURE_GENERATOR2:
  315. case Obj::CREATURE_GENERATOR3:
  316. case Obj::CREATURE_GENERATOR4:
  317. return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
  318. case Obj::ARTIFACT:
  319. // it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
  320. return 0;
  321. default:
  322. return 0;
  323. }
  324. }
  325. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  326. {
  327. if(!target)
  328. return 0;
  329. if(auto * m = dynamic_cast<const IMarket *>(target))
  330. {
  331. if(m->allowsTrade(EMarketMode::RESOURCE_SKILL))
  332. return 2000;
  333. }
  334. switch(target->ID)
  335. {
  336. case Obj::HILL_FORT:
  337. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[EGameResID::GOLD];
  338. case Obj::SCHOOL_OF_MAGIC:
  339. case Obj::SCHOOL_OF_WAR:
  340. return 1000;
  341. case Obj::CREATURE_GENERATOR1:
  342. case Obj::CREATURE_GENERATOR2:
  343. case Obj::CREATURE_GENERATOR3:
  344. case Obj::CREATURE_GENERATOR4:
  345. return getDwellingArmyCost(target);
  346. default:
  347. return 0;
  348. }
  349. }
  350. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  351. {
  352. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  353. float objectValue = 0;
  354. for(auto obj : objectsUnderTreat)
  355. {
  356. vstd::amax(objectValue, getStrategicalValue(obj));
  357. }
  358. /*
  359. 1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
  360. Killing the hero is almost as important (0.9) as capturing the object itself.
  361. 2. The formula quickly approaches 1.0 as hero level increases,
  362. but higher level always means higher value and the minimal value for level 1 hero is 0.5
  363. */
  364. return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
  365. }
  366. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  367. {
  368. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  369. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  370. if(requiredResources[resType] == 0)
  371. return 0;
  372. if(dailyIncome[resType] == 0)
  373. return 1.0f;
  374. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  375. return std::min(ratio, 1.0f);
  376. }
  377. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  378. {
  379. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  380. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  381. if(requiredResources[resType] == 0)
  382. return 0;
  383. float ratio = dailyIncome[resType] == 0
  384. ? (float)requiredResources[resType] / 10.0f
  385. : (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
  386. return std::min(ratio, 2.0f);
  387. }
  388. uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
  389. {
  390. uint64_t result = 0;
  391. for(auto creatureInfo : town->creatures)
  392. {
  393. if(creatureInfo.second.empty())
  394. continue;
  395. auto creature = creatureInfo.second.back().toCreature();
  396. result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
  397. }
  398. return result;
  399. }
  400. uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
  401. {
  402. return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
  403. }
  404. float RewardEvaluator::getResourceRequirementStrength(const TResources & res) const
  405. {
  406. float sum = 0.0f;
  407. for(TResources::nziterator it(res); it.valid(); it++)
  408. {
  409. //Evaluate resources used for construction. Gold is evaluated separately.
  410. if(it->resType != EGameResID::GOLD)
  411. {
  412. sum += 0.1f * it->resVal * getResourceRequirementStrength(it->resType)
  413. + 0.05f * it->resVal * getTotalResourceRequirementStrength(it->resType);
  414. }
  415. }
  416. return sum;
  417. }
  418. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero) const
  419. {
  420. if(!target)
  421. return 0;
  422. switch(target->ID)
  423. {
  424. case Obj::MINE:
  425. {
  426. auto mine = dynamic_cast<const CGMine *>(target);
  427. return mine->producedResource == EGameResID::GOLD
  428. ? 0.5f
  429. : 0.4f * getTotalResourceRequirementStrength(mine->producedResource) + 0.1f * getResourceRequirementStrength(mine->producedResource);
  430. }
  431. case Obj::RESOURCE:
  432. {
  433. auto resource = dynamic_cast<const CGResource *>(target);
  434. TResources res;
  435. res[resource->resourceID()] = resource->amount;
  436. return getResourceRequirementStrength(res);
  437. }
  438. case Obj::TOWN:
  439. {
  440. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  441. return 10.0f;
  442. auto town = dynamic_cast<const CGTownInstance *>(target);
  443. if(town->getOwner() == ai->playerID)
  444. {
  445. auto armyIncome = townArmyGrowth(town);
  446. auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
  447. return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
  448. }
  449. auto fortLevel = town->fortLevel();
  450. auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
  451. if(town->hasCapitol())
  452. return booster * 1.5;
  453. if(fortLevel < CGTownInstance::CITADEL)
  454. return booster * (town->hasFort() ? 1.0 : 0.8);
  455. else
  456. return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
  457. }
  458. case Obj::HERO:
  459. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  460. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  461. : 0;
  462. case Obj::KEYMASTER:
  463. return 0.6f;
  464. default:
  465. break;
  466. }
  467. auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
  468. if(rewardable && hero)
  469. {
  470. auto resourceReward = 0.0f;
  471. for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
  472. {
  473. resourceReward += getResourceRequirementStrength(rewardable->configuration.info[index].reward.resources);
  474. }
  475. return resourceReward;
  476. }
  477. return 0;
  478. }
  479. float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
  480. {
  481. auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
  482. assert(rewardable);
  483. auto skill = SecondarySkill(*rewardable->configuration.getVariable("secondarySkill", "gainedSkill"));
  484. if(!hut->wasVisited(hero->tempOwner))
  485. return role == HeroRole::SCOUT ? 2 : 0;
  486. if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
  487. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  488. return 0;
  489. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  490. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  491. }
  492. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  493. {
  494. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  495. if(!target)
  496. return 0;
  497. switch(target->ID)
  498. {
  499. case Obj::STAR_AXIS:
  500. case Obj::SCHOLAR:
  501. case Obj::SCHOOL_OF_MAGIC:
  502. case Obj::SCHOOL_OF_WAR:
  503. case Obj::GARDEN_OF_REVELATION:
  504. case Obj::MARLETTO_TOWER:
  505. case Obj::MERCENARY_CAMP:
  506. case Obj::TREE_OF_KNOWLEDGE:
  507. return 1;
  508. case Obj::LEARNING_STONE:
  509. return 1.0f / std::sqrt(hero->level);
  510. case Obj::ARENA:
  511. return 2;
  512. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  513. return 0.25f;
  514. case Obj::SHRINE_OF_MAGIC_GESTURE:
  515. return 1.0f;
  516. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  517. return 2.0f;
  518. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  519. return 8;
  520. case Obj::WITCH_HUT:
  521. return evaluateWitchHutSkillScore(target, hero, role);
  522. case Obj::PANDORAS_BOX:
  523. //Can contains experience, spells, or skills (only on custom maps)
  524. return 2.5f;
  525. case Obj::HERO:
  526. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  527. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  528. : 0;
  529. default:
  530. break;
  531. }
  532. auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
  533. if(rewardable)
  534. {
  535. auto totalValue = 0.0f;
  536. for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
  537. {
  538. auto & info = rewardable->configuration.info[index];
  539. auto rewardValue = 0.0f;
  540. if(!info.reward.spells.empty())
  541. {
  542. for(auto spellID : info.reward.spells)
  543. {
  544. const spells::Spell * spell = VLC->spells()->getById(spellID);
  545. if(hero->canLearnSpell(spell) && !hero->spellbookContainsSpell(spellID))
  546. {
  547. rewardValue += std::sqrt(spell->getLevel()) / 4.0f;
  548. }
  549. }
  550. totalValue += rewardValue / info.reward.spells.size();
  551. }
  552. if(!info.reward.primary.empty())
  553. {
  554. for(auto value : info.reward.primary)
  555. {
  556. totalValue += value;
  557. }
  558. }
  559. }
  560. return totalValue;
  561. }
  562. return 0;
  563. }
  564. const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  565. {
  566. auto & treatNode = ai->dangerHitMap->getTileThreat(tile);
  567. if(treatNode.maximumDanger.danger == 0)
  568. return HitMapInfo::NoThreat;
  569. if(treatNode.maximumDanger.turn <= turn)
  570. return treatNode.maximumDanger;
  571. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoThreat;
  572. }
  573. int32_t getArmyCost(const CArmedInstance * army)
  574. {
  575. int32_t value = 0;
  576. for(auto stack : army->Slots())
  577. {
  578. value += stack.second->getCreatureID().toCreature()->getRecruitCost(EGameResID::GOLD) * stack.second->count;
  579. }
  580. return value;
  581. }
  582. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  583. {
  584. if(!target)
  585. return 0;
  586. auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
  587. const int dailyIncomeMultiplier = 5;
  588. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  589. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  590. switch(target->ID)
  591. {
  592. case Obj::RESOURCE:
  593. {
  594. auto * res = dynamic_cast<const CGResource*>(target);
  595. return res && res->resourceID() == GameResID::GOLD ? 600 : 100;
  596. }
  597. case Obj::TREASURE_CHEST:
  598. return 1500;
  599. case Obj::WATER_WHEEL:
  600. return 1000;
  601. case Obj::TOWN:
  602. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  603. case Obj::MINE:
  604. case Obj::ABANDONED_MINE:
  605. {
  606. auto * mine = dynamic_cast<const CGMine*>(target);
  607. return dailyIncomeMultiplier * (mine->producedResource == GameResID::GOLD ? 1000 : 75);
  608. }
  609. case Obj::PANDORAS_BOX:
  610. return 2500;
  611. case Obj::PRISON:
  612. //Objectively saves us 2500 to hire hero
  613. return GameConstants::HERO_GOLD_COST;
  614. case Obj::HERO:
  615. return relations == PlayerRelations::ENEMIES
  616. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  617. : 0;
  618. default:
  619. break;
  620. }
  621. auto rewardable = dynamic_cast<const Rewardable::Interface *>(target);
  622. if(rewardable)
  623. {
  624. auto goldReward = 0;
  625. for(int index : rewardable->getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT))
  626. {
  627. auto & info = rewardable->configuration.info[index];
  628. goldReward += getResourcesGoldReward(info.reward.resources);
  629. }
  630. return goldReward;
  631. }
  632. return 0;
  633. }
  634. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  635. {
  636. public:
  637. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  638. {
  639. if(task->goalType != Goals::HERO_EXCHANGE)
  640. return;
  641. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  642. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
  643. evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
  644. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
  645. }
  646. };
  647. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  648. {
  649. public:
  650. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  651. {
  652. if(task->goalType != Goals::ARMY_UPGRADE)
  653. return;
  654. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  655. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  656. evaluationContext.armyReward += upgradeValue;
  657. evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
  658. }
  659. };
  660. class ExplorePointEvaluator : public IEvaluationContextBuilder
  661. {
  662. public:
  663. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  664. {
  665. if(task->goalType != Goals::EXPLORATION_POINT)
  666. return;
  667. int tilesDiscovered = task->value;
  668. evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
  669. }
  670. };
  671. class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
  672. {
  673. public:
  674. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  675. {
  676. if(task->goalType != Goals::STAY_AT_TOWN)
  677. return;
  678. Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
  679. evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero());
  680. evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
  681. evaluationContext.movementCost += stayAtTown.getMovementWasted();
  682. }
  683. };
  684. void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
  685. {
  686. HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
  687. if(enemyDanger.danger)
  688. {
  689. auto dangerRatio = enemyDanger.danger / (double)ourStrength;
  690. auto enemyHero = evaluationContext.evaluator.ai->cb->getObj(enemyDanger.hero.hid, false);
  691. bool isAI = enemyHero && isAnotherAi(enemyHero, *evaluationContext.evaluator.ai->cb);
  692. if(isAI)
  693. {
  694. dangerRatio *= 1.5; // lets make AI bit more afraid of other AI.
  695. }
  696. vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
  697. }
  698. }
  699. class DefendTownEvaluator : public IEvaluationContextBuilder
  700. {
  701. public:
  702. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  703. {
  704. if(task->goalType != Goals::DEFEND_TOWN)
  705. return;
  706. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  707. const CGTownInstance * town = defendTown.town;
  708. auto & treat = defendTown.getTreat();
  709. auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
  710. float multiplier = 1;
  711. if(treat.turn < defendTown.getTurn())
  712. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  713. multiplier /= 1.0f + treat.turn / 5.0f;
  714. if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
  715. {
  716. auto ourSpeed = defendTown.hero->movementPointsLimit(true);
  717. auto enemySpeed = treat.hero.get(evaluationContext.evaluator.ai->cb.get())->movementPointsLimit(true);
  718. if(enemySpeed > ourSpeed) multiplier *= 0.7f;
  719. }
  720. auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
  721. auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
  722. evaluationContext.armyGrowth += armyGrowth * multiplier;
  723. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  724. if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
  725. vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
  726. else
  727. evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
  728. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  729. addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
  730. }
  731. };
  732. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  733. {
  734. private:
  735. const Nullkiller * ai;
  736. public:
  737. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  738. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  739. {
  740. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  741. return;
  742. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  743. const AIPath & path = chain.getPath();
  744. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  745. evaluationContext.movementCost += path.movementCost();
  746. evaluationContext.closestWayRatio = chain.closestWayRatio;
  747. std::map<const CGHeroInstance *, float> costsPerHero;
  748. for(auto & node : path.nodes)
  749. {
  750. vstd::amax(costsPerHero[node.targetHero], node.cost);
  751. }
  752. for(auto pair : costsPerHero)
  753. {
  754. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  755. evaluationContext.movementCostByRole[role] += pair.second;
  756. }
  757. auto hero = task->hero;
  758. bool checkGold = evaluationContext.danger == 0;
  759. auto army = path.heroArmy;
  760. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  761. auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
  762. if(heroRole == HeroRole::MAIN)
  763. evaluationContext.heroRole = heroRole;
  764. if (target)
  765. {
  766. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  767. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  768. evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
  769. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
  770. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
  771. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  772. }
  773. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  774. addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
  775. vstd::amax(evaluationContext.turn, path.turn());
  776. }
  777. };
  778. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  779. {
  780. public:
  781. ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
  782. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  783. {
  784. if(task->goalType != Goals::UNLOCK_CLUSTER)
  785. return;
  786. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  787. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  788. auto hero = clusterGoal.hero;
  789. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(hero);
  790. std::vector<std::pair<ObjectInstanceID, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  791. std::sort(objects.begin(), objects.end(), [](std::pair<ObjectInstanceID, ClusterObjectInfo> o1, std::pair<ObjectInstanceID, ClusterObjectInfo> o2) -> bool
  792. {
  793. return o1.second.priority > o2.second.priority;
  794. });
  795. int boost = 1;
  796. for(auto & objInfo : objects)
  797. {
  798. auto target = evaluationContext.evaluator.ai->cb->getObj(objInfo.first);
  799. bool checkGold = objInfo.second.danger == 0;
  800. auto army = hero;
  801. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  802. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  803. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  804. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
  805. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  806. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  807. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  808. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  809. boost <<= 1;
  810. if(boost > 8)
  811. break;
  812. }
  813. }
  814. };
  815. class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
  816. {
  817. public:
  818. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  819. {
  820. if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
  821. return;
  822. Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
  823. const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
  824. if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
  825. {
  826. auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
  827. auto mpLeft = garrisonHero->movementPointsRemaining() / (float)garrisonHero->movementPointsLimit(true);
  828. evaluationContext.movementCost += mpLeft;
  829. evaluationContext.movementCostByRole[defenderRole] += mpLeft;
  830. evaluationContext.heroRole = defenderRole;
  831. }
  832. }
  833. };
  834. class DismissHeroContextBuilder : public IEvaluationContextBuilder
  835. {
  836. private:
  837. const Nullkiller * ai;
  838. public:
  839. DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
  840. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  841. {
  842. if(task->goalType != Goals::DISMISS_HERO)
  843. return;
  844. Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
  845. const CGHeroInstance * dismissedHero = dismissCommand.getHero();
  846. auto role = ai->heroManager->getHeroRole(dismissedHero);
  847. auto mpLeft = dismissedHero->movementPointsRemaining();
  848. evaluationContext.movementCost += mpLeft;
  849. evaluationContext.movementCostByRole[role] += mpLeft;
  850. evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
  851. }
  852. };
  853. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  854. {
  855. public:
  856. void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  857. {
  858. if(task->goalType != Goals::BUILD_STRUCTURE)
  859. return;
  860. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  861. auto & bi = buildThis.buildingInfo;
  862. evaluationContext.goldReward += 7 * bi.dailyIncome[EGameResID::GOLD] / 2; // 7 day income but half we already have
  863. evaluationContext.heroRole = HeroRole::MAIN;
  864. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  865. evaluationContext.goldCost += bi.buildCostWithPrerequisites[EGameResID::GOLD];
  866. evaluationContext.closestWayRatio = 1;
  867. if(bi.creatureID != CreatureID::NONE)
  868. {
  869. evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
  870. if(bi.baseCreatureID == bi.creatureID)
  871. {
  872. evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
  873. evaluationContext.armyReward += bi.armyStrength;
  874. }
  875. else
  876. {
  877. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  878. evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
  879. evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
  880. }
  881. }
  882. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  883. {
  884. evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
  885. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  886. }
  887. else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
  888. {
  889. evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
  890. }
  891. if(evaluationContext.goldReward)
  892. {
  893. auto goldPressure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPressure();
  894. evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPressure / 3500.0f / bi.prerequisitesCount);
  895. }
  896. if(bi.notEnoughRes && bi.prerequisitesCount == 1)
  897. {
  898. evaluationContext.strategicalValue /= 3;
  899. evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
  900. evaluationContext.turn += 5;
  901. }
  902. }
  903. };
  904. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  905. {
  906. if(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id))
  907. return 0;
  908. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  909. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  910. return upgradedPower - creaturesToUpgrade.power;
  911. }
  912. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  913. :ai(ai)
  914. {
  915. initVisitTile();
  916. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  917. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  918. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  919. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  920. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  921. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  922. evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
  923. evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
  924. evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
  925. evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
  926. }
  927. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  928. {
  929. Goals::TGoalVec parts;
  930. EvaluationContext context(ai);
  931. if(goal->goalType == Goals::COMPOSITION)
  932. {
  933. parts = goal->decompose(ai);
  934. }
  935. else
  936. {
  937. parts.push_back(goal);
  938. }
  939. for(auto subgoal : parts)
  940. {
  941. context.goldCost += subgoal->goldCost;
  942. for(auto builder : evaluationContextBuilders)
  943. {
  944. builder->buildEvaluationContext(context, subgoal);
  945. }
  946. }
  947. return context;
  948. }
  949. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  950. {
  951. auto evaluationContext = buildEvaluationContext(task);
  952. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  953. + (evaluationContext.armyReward > 0 ? 1 : 0)
  954. + (evaluationContext.skillReward > 0 ? 1 : 0)
  955. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  956. float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
  957. double result = 0;
  958. try
  959. {
  960. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  961. heroRoleVariable->setValue(evaluationContext.heroRole);
  962. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  963. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  964. goldRewardVariable->setValue(goldRewardPerTurn);
  965. armyRewardVariable->setValue(evaluationContext.armyReward);
  966. armyGrowthVariable->setValue(evaluationContext.armyGrowth);
  967. skillRewardVariable->setValue(evaluationContext.skillReward);
  968. dangerVariable->setValue(evaluationContext.danger);
  969. rewardTypeVariable->setValue(rewardType);
  970. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  971. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  972. goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
  973. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
  974. turnVariable->setValue(evaluationContext.turn);
  975. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  976. engine->process();
  977. result = value->getValue();
  978. }
  979. catch(fl::Exception & fe)
  980. {
  981. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  982. }
  983. #if NKAI_TRACE_LEVEL >= 2
  984. logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
  985. task->toString(),
  986. evaluationContext.armyLossPersentage,
  987. (int)evaluationContext.turn,
  988. evaluationContext.movementCostByRole[HeroRole::MAIN],
  989. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  990. goldRewardPerTurn,
  991. evaluationContext.goldCost,
  992. evaluationContext.armyReward,
  993. evaluationContext.danger,
  994. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  995. evaluationContext.strategicalValue,
  996. evaluationContext.closestWayRatio,
  997. evaluationContext.enemyHeroDangerRatio,
  998. result);
  999. #endif
  1000. return result;
  1001. }
  1002. }