PriorityEvaluator.cpp 8.7 KB

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  1. /*
  2. * Fuzzy.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 "PriorityEvaluator.h"
  12. #include <limits>
  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 "../VCAI.h"
  22. #include "../AIhelper.h"
  23. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  24. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  25. struct BankConfig;
  26. class CBankInfo;
  27. class Engine;
  28. class InputVariable;
  29. class CGTownInstance;
  30. extern boost::thread_specific_ptr<CCallback> cb;
  31. extern boost::thread_specific_ptr<VCAI> ai;
  32. PriorityEvaluator::PriorityEvaluator()
  33. {
  34. initVisitTile();
  35. }
  36. PriorityEvaluator::~PriorityEvaluator()
  37. {
  38. delete engine;
  39. }
  40. void PriorityEvaluator::initVisitTile()
  41. {
  42. auto file = CResourceHandler::get("initial")->load(ResourceID("config/ai-priorities.txt"))->readAll();
  43. std::string str = std::string((char *)file.first.get(), file.second);
  44. engine = fl::FllImporter().fromString(str);
  45. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  46. heroRoleVariable = engine->getInputVariable("heroRole");
  47. dangerVariable = engine->getInputVariable("danger");
  48. turnDistanceVariable = engine->getInputVariable("turnDistance");
  49. goldRewardVariable = engine->getInputVariable("goldReward");
  50. armyRewardVariable = engine->getInputVariable("armyReward");
  51. skillRewardVariable = engine->getInputVariable("skillReward");
  52. rewardTypeVariable = engine->getInputVariable("rewardType");
  53. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  54. value = engine->getOutputVariable("Value");
  55. }
  56. int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
  57. {
  58. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  59. if(relations != PlayerRelations::ENEMIES)
  60. return 0; // if we already own it, no additional reward will be received by just visiting it
  61. auto town = cb->getTown(target->id);
  62. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  63. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  64. return isProbablyDeveloped ? 1500 : 500;
  65. }
  66. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  67. {
  68. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  69. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  70. auto resources = bankInfo->getPossibleResourcesReward();
  71. return resources;
  72. }
  73. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  74. {
  75. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  76. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  77. auto creatures = bankInfo->getPossibleCreaturesReward();
  78. uint64_t result = 0;
  79. for(auto c : creatures)
  80. {
  81. result += c.type->AIValue * c.count;
  82. }
  83. return result;
  84. }
  85. uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
  86. {
  87. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  88. uint64_t score = 0;
  89. for(auto & creLevel : dwelling->creatures)
  90. {
  91. if(creLevel.first && creLevel.second.size())
  92. {
  93. auto creature = creLevel.second.back().toCreature();
  94. if(checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  95. continue;
  96. score += creature->AIValue * creLevel.first;
  97. }
  98. }
  99. return score;
  100. }
  101. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
  102. {
  103. if(!target)
  104. return 0;
  105. switch(target->ID)
  106. {
  107. case Obj::TOWN:
  108. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  109. case Obj::CREATURE_BANK:
  110. return getCreatureBankArmyReward(target, hero);
  111. case Obj::CREATURE_GENERATOR1:
  112. case Obj::CREATURE_GENERATOR2:
  113. case Obj::CREATURE_GENERATOR3:
  114. case Obj::CREATURE_GENERATOR4:
  115. return getDwellingScore(target, checkGold);
  116. case Obj::CRYPT:
  117. case Obj::SHIPWRECK:
  118. case Obj::SHIPWRECK_SURVIVOR:
  119. return 1500;
  120. case Obj::ARTIFACT:
  121. return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() * 300;
  122. case Obj::DRAGON_UTOPIA:
  123. return 10000;
  124. default:
  125. return 0;
  126. }
  127. }
  128. float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
  129. {
  130. if(!hut->wasVisited(hero->tempOwner))
  131. return role == HeroRole::SCOUT ? 2 : 0;
  132. auto skill = SecondarySkill(hut->ability);
  133. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  134. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  135. return 0;
  136. auto score = ai->ah->evaluateSecSkill(skill, hero);
  137. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  138. }
  139. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
  140. {
  141. if(!target)
  142. return 0;
  143. switch(target->ID)
  144. {
  145. case Obj::STAR_AXIS:
  146. case Obj::SCHOLAR:
  147. case Obj::SCHOOL_OF_MAGIC:
  148. case Obj::SCHOOL_OF_WAR:
  149. case Obj::GARDEN_OF_REVELATION:
  150. case Obj::MARLETTO_TOWER:
  151. case Obj::MERCENARY_CAMP:
  152. case Obj::SHRINE_OF_MAGIC_GESTURE:
  153. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  154. return 1;
  155. case Obj::ARENA:
  156. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  157. return 2;
  158. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  159. return 8;
  160. case Obj::WITCH_HUT:
  161. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  162. default:
  163. return 0;
  164. }
  165. }
  166. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  167. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  168. {
  169. if(!target)
  170. return 0;
  171. const int dailyIncomeMultiplier = 5;
  172. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  173. switch(target->ID)
  174. {
  175. case Obj::RESOURCE:
  176. return isGold ? 600 : 100;
  177. case Obj::TREASURE_CHEST:
  178. return 1500;
  179. case Obj::WATER_WHEEL:
  180. return 1000;
  181. case Obj::TOWN:
  182. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  183. case Obj::MINE:
  184. case Obj::ABANDONED_MINE:
  185. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  186. case Obj::MYSTICAL_GARDEN:
  187. case Obj::WINDMILL:
  188. return 100;
  189. case Obj::CAMPFIRE:
  190. return 800;
  191. case Obj::CREATURE_BANK:
  192. return getCreatureBankResources(target, hero)[Res::GOLD];
  193. case Obj::CRYPT:
  194. case Obj::DERELICT_SHIP:
  195. return 3000;
  196. case Obj::DRAGON_UTOPIA:
  197. return 10000;
  198. case Obj::SEA_CHEST:
  199. return 1500;
  200. default:
  201. return 0;
  202. }
  203. }
  204. /// distance
  205. /// nearest hero?
  206. /// gold income
  207. /// army income
  208. /// hero strength - hero skills
  209. /// danger
  210. /// importance
  211. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  212. {
  213. if(task->priority > 0)
  214. return task->priority;
  215. auto heroPtr = task->hero;
  216. if(!heroPtr.validAndSet())
  217. return 2;
  218. int objId = task->objid;
  219. if(task->parent)
  220. objId = task->parent->objid;
  221. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
  222. auto day = cb->getDate(Date::DAY);
  223. auto hero = heroPtr.get();
  224. auto armyTotal = task->evaluationContext.heroStrength;
  225. double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
  226. uint64_t danger = task->evaluationContext.danger;
  227. HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
  228. int32_t goldReward = getGoldReward(target, hero);
  229. bool checkGold = danger == 0;
  230. uint64_t armyReward = getArmyReward(target, hero, checkGold);
  231. float skillReward = getSkillReward(target, hero, heroRole);
  232. double result = 0;
  233. int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0);
  234. try
  235. {
  236. armyLossPersentageVariable->setValue(armyLossPersentage);
  237. heroRoleVariable->setValue(heroRole);
  238. turnDistanceVariable->setValue(task->evaluationContext.movementCost);
  239. goldRewardVariable->setValue(goldReward);
  240. armyRewardVariable->setValue(armyReward);
  241. skillRewardVariable->setValue(skillReward);
  242. dangerVariable->setValue(danger);
  243. rewardTypeVariable->setValue(rewardType);
  244. closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
  245. engine->process();
  246. //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
  247. result = value->getValue();
  248. }
  249. catch(fl::Exception & fe)
  250. {
  251. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  252. }
  253. assert(result >= 0);
  254. #ifdef VCMI_TRACE_PATHFINDER
  255. logAi->trace("Evaluated %s, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, result %f",
  256. task->name(),
  257. hero->name,
  258. armyLossPersentage,
  259. task->evaluationContext.movementCost,
  260. goldReward,
  261. armyReward,
  262. danger,
  263. heroRole ? "scout" : "main",
  264. result);
  265. #endif
  266. return result;
  267. }