PriorityEvaluator.cpp 11 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 "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()->load(ResourceID("config/ai/object-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 evaluateArtifactArmyValue(CArtifactInstance * art)
  102. {
  103. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  104. return 1500;
  105. auto statsValue =
  106. 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  107. + 700 * art->valOfBonuses(Bonus::MORALE)
  108. + 700 * art->getAttack(false)
  109. + 700 * art->getDefence(false)
  110. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  111. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  112. + 700 * art->getDefence(false)
  113. + 500 * art->valOfBonuses(Bonus::LUCK);
  114. auto classValue = 0;
  115. switch(art->artType->aClass)
  116. {
  117. case CArtifact::EartClass::ART_MINOR:
  118. classValue = 1000;
  119. break;
  120. case CArtifact::EartClass::ART_MAJOR:
  121. classValue = 3000;
  122. break;
  123. case CArtifact::EartClass::ART_RELIC:
  124. case CArtifact::EartClass::ART_SPECIAL:
  125. classValue = 8000;
  126. break;
  127. }
  128. return statsValue > classValue ? statsValue : classValue;
  129. }
  130. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
  131. {
  132. const float enemyArmyEliminationRewardRatio = 0.5f;
  133. if(!target)
  134. return 0;
  135. switch(target->ID)
  136. {
  137. case Obj::TOWN:
  138. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  139. case Obj::CREATURE_BANK:
  140. return getCreatureBankArmyReward(target, hero);
  141. case Obj::CREATURE_GENERATOR1:
  142. case Obj::CREATURE_GENERATOR2:
  143. case Obj::CREATURE_GENERATOR3:
  144. case Obj::CREATURE_GENERATOR4:
  145. return getDwellingScore(target, checkGold);
  146. case Obj::CRYPT:
  147. case Obj::SHIPWRECK:
  148. case Obj::SHIPWRECK_SURVIVOR:
  149. case Obj::WARRIORS_TOMB:
  150. return 1500;
  151. case Obj::ARTIFACT:
  152. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  153. case Obj::DRAGON_UTOPIA:
  154. return 10000;
  155. case Obj::HERO:
  156. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  157. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  158. : 0;
  159. default:
  160. return 0;
  161. }
  162. }
  163. float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
  164. {
  165. if(!hut->wasVisited(hero->tempOwner))
  166. return role == HeroRole::SCOUT ? 2 : 0;
  167. auto skill = SecondarySkill(hut->ability);
  168. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  169. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  170. return 0;
  171. auto score = ai->ah->evaluateSecSkill(skill, hero);
  172. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  173. }
  174. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
  175. {
  176. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  177. if(!target)
  178. return 0;
  179. switch(target->ID)
  180. {
  181. case Obj::STAR_AXIS:
  182. case Obj::SCHOLAR:
  183. case Obj::SCHOOL_OF_MAGIC:
  184. case Obj::SCHOOL_OF_WAR:
  185. case Obj::GARDEN_OF_REVELATION:
  186. case Obj::MARLETTO_TOWER:
  187. case Obj::MERCENARY_CAMP:
  188. case Obj::SHRINE_OF_MAGIC_GESTURE:
  189. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  190. return 1;
  191. case Obj::ARENA:
  192. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  193. return 2;
  194. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  195. return 8;
  196. case Obj::WITCH_HUT:
  197. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  198. case Obj::HERO:
  199. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  200. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  201. : 0;
  202. default:
  203. return 0;
  204. }
  205. }
  206. int32_t getArmyCost(const CArmedInstance * army)
  207. {
  208. int32_t value = 0;
  209. for(auto stack : army->Slots())
  210. {
  211. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  212. }
  213. return value;
  214. }
  215. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  216. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  217. {
  218. if(!target)
  219. return 0;
  220. const int dailyIncomeMultiplier = 5;
  221. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  222. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  223. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  224. switch(target->ID)
  225. {
  226. case Obj::RESOURCE:
  227. return isGold ? 600 : 100;
  228. case Obj::TREASURE_CHEST:
  229. return 1500;
  230. case Obj::WATER_WHEEL:
  231. return 1000;
  232. case Obj::TOWN:
  233. return dailyIncomeMultiplier * estimateTownIncome(target, hero);
  234. case Obj::MINE:
  235. case Obj::ABANDONED_MINE:
  236. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  237. case Obj::MYSTICAL_GARDEN:
  238. case Obj::WINDMILL:
  239. return 100;
  240. case Obj::CAMPFIRE:
  241. return 800;
  242. case Obj::WAGON:
  243. return 100;
  244. case Obj::CREATURE_BANK:
  245. return getCreatureBankResources(target, hero)[Res::GOLD];
  246. case Obj::CRYPT:
  247. case Obj::DERELICT_SHIP:
  248. return 3000;
  249. case Obj::DRAGON_UTOPIA:
  250. return 10000;
  251. case Obj::SEA_CHEST:
  252. return 1500;
  253. case Obj::HERO:
  254. return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  255. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  256. : 0;
  257. default:
  258. return 0;
  259. }
  260. }
  261. /// distance
  262. /// nearest hero?
  263. /// gold income
  264. /// army income
  265. /// hero strength - hero skills
  266. /// danger
  267. /// importance
  268. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  269. {
  270. if(task->priority > 0)
  271. return task->priority;
  272. auto heroPtr = task->hero;
  273. if(!heroPtr.validAndSet())
  274. return 2;
  275. int objId = task->objid;
  276. if(task->parent)
  277. objId = task->parent->objid;
  278. const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
  279. auto day = cb->getDate(Date::DAY);
  280. auto hero = heroPtr.get();
  281. auto armyTotal = task->evaluationContext.heroStrength;
  282. double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
  283. uint64_t danger = task->evaluationContext.danger;
  284. HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
  285. int32_t goldReward = getGoldReward(target, hero);
  286. bool checkGold = danger == 0;
  287. uint64_t armyReward = getArmyReward(target, hero, checkGold);
  288. float skillReward = getSkillReward(target, hero, heroRole);
  289. double result = 0;
  290. int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0);
  291. try
  292. {
  293. armyLossPersentageVariable->setValue(armyLossPersentage);
  294. heroRoleVariable->setValue(heroRole);
  295. turnDistanceVariable->setValue(task->evaluationContext.movementCost);
  296. goldRewardVariable->setValue(goldReward);
  297. armyRewardVariable->setValue(armyReward);
  298. skillRewardVariable->setValue(skillReward);
  299. dangerVariable->setValue(danger);
  300. rewardTypeVariable->setValue(rewardType);
  301. closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
  302. engine->process();
  303. //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
  304. result = value->getValue();
  305. }
  306. catch(fl::Exception & fe)
  307. {
  308. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  309. }
  310. assert(result >= 0);
  311. #ifdef VCMI_TRACE_PATHFINDER
  312. logAi->trace("Evaluated %s, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, result %f",
  313. task->name(),
  314. hero->name,
  315. armyLossPersentage,
  316. task->evaluationContext.movementCost,
  317. goldReward,
  318. armyReward,
  319. danger,
  320. heroRole ? "scout" : "main",
  321. result);
  322. #endif
  323. return result;
  324. }