HeroManager.cpp 11 KB

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  1. /*
  2. * HeroManager.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 "../Engine/Nullkiller.h"
  12. #include "../../../lib/mapObjects/MapObjects.h"
  13. #include "../../../lib/IGameSettings.h"
  14. #include "../../../lib/spells/ISpellMechanics.h"
  15. #include "../../../lib/spells/adventure/TownPortalEffect.h"
  16. namespace NKAI
  17. {
  18. const SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
  19. {
  20. std::make_shared<SecondarySkillScoreMap>(
  21. std::map<SecondarySkill, float>
  22. {
  23. {SecondarySkill::DIPLOMACY, 2},
  24. {SecondarySkill::LOGISTICS, 2},
  25. {SecondarySkill::EARTH_MAGIC, 2},
  26. {SecondarySkill::ARMORER, 2},
  27. {SecondarySkill::OFFENCE, 2},
  28. {SecondarySkill::AIR_MAGIC, 1},
  29. {SecondarySkill::WISDOM, 1},
  30. {SecondarySkill::LEADERSHIP, 1},
  31. {SecondarySkill::INTELLIGENCE, 1},
  32. {SecondarySkill::RESISTANCE, 1},
  33. {SecondarySkill::MYSTICISM, -1},
  34. {SecondarySkill::SORCERY, -1},
  35. {SecondarySkill::ESTATES, -1},
  36. {SecondarySkill::FIRST_AID, -1},
  37. {SecondarySkill::LEARNING, -1},
  38. {SecondarySkill::SCHOLAR, -1},
  39. {SecondarySkill::EAGLE_EYE, -1},
  40. {SecondarySkill::NAVIGATION, -1}
  41. }),
  42. std::make_shared<ExistingSkillRule>(),
  43. std::make_shared<WisdomRule>(),
  44. std::make_shared<AtLeastOneMagicRule>()
  45. });
  46. const SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
  47. {
  48. std::make_shared<SecondarySkillScoreMap>(
  49. std::map<SecondarySkill, float>
  50. {
  51. {SecondarySkill::LOGISTICS, 2},
  52. {SecondarySkill::ESTATES, 2},
  53. {SecondarySkill::PATHFINDING, 1},
  54. {SecondarySkill::SCHOLAR, 1}
  55. }),
  56. std::make_shared<ExistingSkillRule>()
  57. });
  58. float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
  59. {
  60. auto role = getHeroRole(hero);
  61. if(role == HeroRole::MAIN)
  62. return wariorSkillsScores.evaluateSecSkill(hero, skill);
  63. return scountSkillsScores.evaluateSecSkill(hero, skill);
  64. }
  65. float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
  66. {
  67. auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->getHeroTypeID()));
  68. auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
  69. auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus), "HeroManager::evaluateSpeciality");
  70. auto secondarySkillBonuses = hero->getBonusesFrom(BonusSource::SECONDARY_SKILL);
  71. float specialityScore = 0.0f;
  72. for(auto bonus : *secondarySkillBonuses)
  73. {
  74. auto hasBonus = !!specialSecondarySkillBonuses->getFirst(Selector::typeSubtype(bonus->type, bonus->subtype));
  75. if(hasBonus)
  76. {
  77. SecondarySkill bonusSkill = bonus->sid.as<SecondarySkill>();
  78. float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
  79. if(bonusScore > 0)
  80. specialityScore += bonusScore * bonusScore * bonusScore;
  81. }
  82. }
  83. return specialityScore;
  84. }
  85. float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
  86. {
  87. return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->getBasePrimarySkillValue(PrimarySkill::ATTACK) + hero->getBasePrimarySkillValue(PrimarySkill::DEFENSE) + hero->getBasePrimarySkillValue(PrimarySkill::SPELL_POWER) + hero->getBasePrimarySkillValue(PrimarySkill::KNOWLEDGE);
  88. }
  89. void HeroManager::update()
  90. {
  91. logAi->trace("Start analysing our heroes");
  92. std::map<const CGHeroInstance *, float> scores;
  93. auto myHeroes = cb->getHeroesInfo();
  94. for(auto & hero : myHeroes)
  95. {
  96. scores[hero] = evaluateFightingStrength(hero);
  97. knownFightingStrength[hero->id] = hero->getHeroStrength();
  98. }
  99. auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
  100. {
  101. return scores.at(h1) > scores.at(h2);
  102. };
  103. int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
  104. //vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
  105. if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
  106. {
  107. globalMainCount = 2;
  108. }
  109. std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
  110. heroRoles.clear();
  111. for(auto hero : myHeroes)
  112. {
  113. if(hero->patrol.patrolling)
  114. {
  115. heroRoles[hero] = HeroRole::MAIN;
  116. }
  117. else
  118. {
  119. heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
  120. }
  121. }
  122. for(auto hero : myHeroes)
  123. {
  124. logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
  125. }
  126. }
  127. HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
  128. {
  129. if (heroRoles.find(hero) != heroRoles.end())
  130. return heroRoles.at(hero);
  131. else
  132. return HeroRole::SCOUT;
  133. }
  134. const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
  135. {
  136. return heroRoles;
  137. }
  138. int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
  139. {
  140. auto role = getHeroRole(hero);
  141. auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
  142. int result = 0;
  143. float resultScore = -100;
  144. for(int i = 0; i < skills.size(); i++)
  145. {
  146. auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
  147. if(score > resultScore)
  148. {
  149. resultScore = score;
  150. result = i;
  151. }
  152. logAi->trace(
  153. "Hero %s is proposed to learn %d with score %f",
  154. hero.name(),
  155. skills[i].toEnum(),
  156. score);
  157. }
  158. return result;
  159. }
  160. float HeroManager::evaluateHero(const CGHeroInstance * hero) const
  161. {
  162. return evaluateFightingStrength(hero);
  163. }
  164. bool HeroManager::heroCapReached(bool includeGarrisoned) const
  165. {
  166. int heroCount = cb->getHeroCount(ai->playerID, includeGarrisoned);
  167. return heroCount >= ai->settings->getMaxRoamingHeroes()
  168. || heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP)
  169. || heroCount >= cb->getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
  170. }
  171. float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
  172. {
  173. auto cached = knownFightingStrength.find(hero->id);
  174. //FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
  175. return cached != knownFightingStrength.end() ? cached->second : hero->getHeroStrength();
  176. }
  177. float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
  178. {
  179. auto manaLimit = hero->manaLimit();
  180. auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  181. auto score = 0.0f;
  182. // FIXME: this will not cover spells give by scrolls / tomes. Intended?
  183. for(auto spellId : hero->getSpellsInSpellbook())
  184. {
  185. auto spell = spellId.toSpell();
  186. auto schoolLevel = hero->getSpellSchoolLevel(spell);
  187. auto townPortalEffect = spell->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero);
  188. score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
  189. if (spell->getAdventureMechanics().givesBonus(hero, BonusType::FLYING_MOVEMENT))
  190. score += 0.3;
  191. if(townPortalEffect != nullptr && schoolLevel != 0)
  192. score += 0.6f;
  193. }
  194. vstd::amin(score, 1);
  195. score *= std::min(1.0f, spellPower / 10.0f);
  196. vstd::amin(score, 1);
  197. score *= std::min(1.0f, manaLimit / 100.0f);
  198. return std::min(score, 1.0f);
  199. }
  200. bool HeroManager::canRecruitHero(const CGTownInstance * town) const
  201. {
  202. if(!town)
  203. town = findTownWithTavern();
  204. if(!town || !townHasFreeTavern(town))
  205. return false;
  206. if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
  207. return false;
  208. if(heroCapReached())
  209. return false;
  210. if(!cb->getAvailableHeroes(town).size())
  211. return false;
  212. return true;
  213. }
  214. const CGTownInstance * HeroManager::findTownWithTavern() const
  215. {
  216. for(const CGTownInstance * t : cb->getTownsInfo())
  217. if(townHasFreeTavern(t))
  218. return t;
  219. return nullptr;
  220. }
  221. const CGHeroInstance * HeroManager::findHeroWithGrail() const
  222. {
  223. for(const CGHeroInstance * h : cb->getHeroesInfo())
  224. {
  225. if(h->hasArt(ArtifactID::GRAIL))
  226. return h;
  227. }
  228. return nullptr;
  229. }
  230. const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit, const CGTownInstance* townToSpare) const
  231. {
  232. const CGHeroInstance * weakestHero = nullptr;
  233. auto myHeroes = ai->cb->getHeroesInfo();
  234. for(auto existingHero : myHeroes)
  235. {
  236. if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
  237. || existingHero->getArmyStrength() >armyLimit
  238. || getHeroRole(existingHero) == HeroRole::MAIN
  239. || existingHero->movementPointsRemaining()
  240. || (townToSpare != nullptr && existingHero->getVisitedTown() == townToSpare)
  241. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  242. {
  243. continue;
  244. }
  245. if(!weakestHero || weakestHero->getHeroStrength() > existingHero->getHeroStrength())
  246. {
  247. weakestHero = existingHero;
  248. }
  249. }
  250. return weakestHero;
  251. }
  252. SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
  253. :scoreMap(scoreMap)
  254. {
  255. }
  256. void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  257. {
  258. auto it = scoreMap.find(skill);
  259. if(it != scoreMap.end())
  260. {
  261. score = it->second;
  262. }
  263. }
  264. void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  265. {
  266. int upgradesLeft = 0;
  267. for(auto & heroSkill : hero->secSkills)
  268. {
  269. if(heroSkill.first == skill)
  270. return;
  271. upgradesLeft += MasteryLevel::EXPERT - heroSkill.second;
  272. }
  273. if(score >= 2 || (score >= 1 && upgradesLeft <= 1))
  274. score += 1.5;
  275. }
  276. void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  277. {
  278. if(skill != SecondarySkill::WISDOM)
  279. return;
  280. auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
  281. if(hero->level > 10 && wisdomLevel == MasteryLevel::NONE)
  282. score += 1.5;
  283. }
  284. const std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
  285. SecondarySkill::AIR_MAGIC,
  286. SecondarySkill::EARTH_MAGIC,
  287. SecondarySkill::FIRE_MAGIC,
  288. SecondarySkill::WATER_MAGIC
  289. };
  290. void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
  291. {
  292. if(!vstd::contains(magicSchools, skill))
  293. return;
  294. bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
  295. {
  296. return hero->getSecSkillLevel(skill) > MasteryLevel::NONE;
  297. });
  298. if(!heroHasAnyMagic)
  299. score += 1;
  300. }
  301. SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
  302. : evaluationRules(evaluationRules)
  303. {
  304. }
  305. float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
  306. {
  307. float totalScore = 0;
  308. for(auto skill : hero->secSkills)
  309. {
  310. totalScore += skill.second * evaluateSecSkill(hero, skill.first);
  311. }
  312. return totalScore;
  313. }
  314. float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
  315. {
  316. float score = 0;
  317. for(auto rule : evaluationRules)
  318. rule->evaluateScore(hero, skill, score);
  319. return score;
  320. }
  321. }