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PriorityEvaluator.cpp 26 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 "../Goals/BuildThis.h"
  23. #include "../Markers/UnlockCluster.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #include "../Markers/DefendTown.h"
  27. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  28. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  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(CCallback * cb, 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. TResources result = TResources();
  89. int sum = 0;
  90. for(auto & reward : resources)
  91. {
  92. result += reward.data * reward.chance;
  93. sum += reward.chance;
  94. }
  95. return sum > 1 ? result / sum : result;
  96. }
  97. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  98. {
  99. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  100. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  101. auto creatures = bankInfo->getPossibleCreaturesReward();
  102. uint64_t result = 0;
  103. for(auto c : creatures)
  104. {
  105. result += c.data.type->AIValue * c.data.count * c.chance / 100;
  106. }
  107. return result;
  108. }
  109. uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  110. {
  111. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  112. uint64_t score = 0;
  113. for(auto & creLevel : dwelling->creatures)
  114. {
  115. if(creLevel.first && creLevel.second.size())
  116. {
  117. auto creature = creLevel.second.back().toCreature();
  118. auto creaturesAreFree = creature->level == 1;
  119. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  120. continue;
  121. score += creature->AIValue * creLevel.first;
  122. }
  123. }
  124. return score;
  125. }
  126. int getDwellingArmyCost(const CGObjectInstance * target)
  127. {
  128. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  129. int cost = 0;
  130. for(auto & creLevel : dwelling->creatures)
  131. {
  132. if(creLevel.first && creLevel.second.size())
  133. {
  134. auto creature = creLevel.second.back().toCreature();
  135. auto creaturesAreFree = creature->level == 1;
  136. if(!creaturesAreFree)
  137. cost += creature->cost[Res::GOLD] * creLevel.first;
  138. }
  139. }
  140. return cost;
  141. }
  142. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  143. {
  144. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  145. return 1500;
  146. auto statsValue =
  147. 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  148. + 700 * art->valOfBonuses(Bonus::MORALE)
  149. + 700 * art->getAttack(false)
  150. + 700 * art->getDefense(false)
  151. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  152. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  153. + 700 * art->getDefense(false)
  154. + 500 * art->valOfBonuses(Bonus::LUCK);
  155. auto classValue = 0;
  156. switch(art->artType->aClass)
  157. {
  158. case CArtifact::EartClass::ART_MINOR:
  159. classValue = 1000;
  160. break;
  161. case CArtifact::EartClass::ART_MAJOR:
  162. classValue = 3000;
  163. break;
  164. case CArtifact::EartClass::ART_RELIC:
  165. case CArtifact::EartClass::ART_SPECIAL:
  166. classValue = 8000;
  167. break;
  168. }
  169. return statsValue > classValue ? statsValue : classValue;
  170. }
  171. uint64_t RewardEvaluator::getArmyReward(
  172. const CGObjectInstance * target,
  173. const CGHeroInstance * hero,
  174. const CCreatureSet * army,
  175. bool checkGold) const
  176. {
  177. const float enemyArmyEliminationRewardRatio = 0.5f;
  178. if(!target)
  179. return 0;
  180. switch(target->ID)
  181. {
  182. case Obj::TOWN:
  183. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  184. case Obj::HILL_FORT:
  185. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  186. case Obj::CREATURE_BANK:
  187. return getCreatureBankArmyReward(target, hero);
  188. case Obj::CREATURE_GENERATOR1:
  189. case Obj::CREATURE_GENERATOR2:
  190. case Obj::CREATURE_GENERATOR3:
  191. case Obj::CREATURE_GENERATOR4:
  192. return getDwellingScore(ai->cb.get(), target, checkGold);
  193. case Obj::CRYPT:
  194. case Obj::SHIPWRECK:
  195. case Obj::SHIPWRECK_SURVIVOR:
  196. case Obj::WARRIORS_TOMB:
  197. return 1000;
  198. case Obj::ARTIFACT:
  199. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  200. case Obj::DRAGON_UTOPIA:
  201. return 10000;
  202. case Obj::HERO:
  203. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  204. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  205. : 0;
  206. default:
  207. return 0;
  208. }
  209. }
  210. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  211. {
  212. if(!target)
  213. return 0;
  214. switch(target->ID)
  215. {
  216. case Obj::HILL_FORT:
  217. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
  218. case Obj::SCHOOL_OF_MAGIC:
  219. case Obj::SCHOOL_OF_WAR:
  220. return 1000;
  221. case Obj::UNIVERSITY:
  222. return 2000;
  223. case Obj::CREATURE_GENERATOR1:
  224. case Obj::CREATURE_GENERATOR2:
  225. case Obj::CREATURE_GENERATOR3:
  226. case Obj::CREATURE_GENERATOR4:
  227. return getDwellingArmyCost(target);
  228. default:
  229. return 0;
  230. }
  231. }
  232. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  233. {
  234. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  235. float objectValue = 0;
  236. for(auto obj : objectsUnderTreat)
  237. {
  238. vstd::amax(objectValue, getStrategicalValue(obj));
  239. }
  240. return objectValue / 2.0f + enemy->level / 15.0f;
  241. }
  242. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  243. {
  244. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  245. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  246. if(requiredResources[resType] == 0)
  247. return 0;
  248. if(dailyIncome[resType] == 0)
  249. return 1.0f;
  250. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  251. return std::min(ratio, 1.0f);
  252. }
  253. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  254. {
  255. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  256. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  257. if(requiredResources[resType] == 0)
  258. return 0;
  259. float ratio = dailyIncome[resType] == 0
  260. ? requiredResources[resType] / 50
  261. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  262. return std::min(ratio, 1.0f);
  263. }
  264. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  265. {
  266. if(!target)
  267. return 0;
  268. switch(target->ID)
  269. {
  270. case Obj::MINE:
  271. return target->subID == Res::GOLD
  272. ? 0.5f
  273. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  274. case Obj::RESOURCE:
  275. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  276. case Obj::TOWN:
  277. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  278. return 1;
  279. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  280. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  281. : 0.5f;
  282. case Obj::HERO:
  283. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  284. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  285. : 0;
  286. default:
  287. return 0;
  288. }
  289. }
  290. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  291. {
  292. if(!hut->wasVisited(hero->tempOwner))
  293. return role == HeroRole::SCOUT ? 2 : 0;
  294. auto skill = SecondarySkill(hut->ability);
  295. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  296. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  297. return 0;
  298. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  299. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  300. }
  301. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  302. {
  303. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  304. if(!target)
  305. return 0;
  306. switch(target->ID)
  307. {
  308. case Obj::STAR_AXIS:
  309. case Obj::SCHOLAR:
  310. case Obj::SCHOOL_OF_MAGIC:
  311. case Obj::SCHOOL_OF_WAR:
  312. case Obj::GARDEN_OF_REVELATION:
  313. case Obj::MARLETTO_TOWER:
  314. case Obj::MERCENARY_CAMP:
  315. case Obj::SHRINE_OF_MAGIC_GESTURE:
  316. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  317. case Obj::TREE_OF_KNOWLEDGE:
  318. return 1;
  319. case Obj::LEARNING_STONE:
  320. return 1.0f / std::sqrt(hero->level);
  321. case Obj::ARENA:
  322. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  323. return 2;
  324. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  325. return 8;
  326. case Obj::WITCH_HUT:
  327. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  328. case Obj::HERO:
  329. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  330. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  331. : 0;
  332. default:
  333. return 0;
  334. }
  335. }
  336. uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  337. {
  338. auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
  339. if(treatNode.maximumDanger.danger == 0)
  340. return 0;
  341. if(treatNode.maximumDanger.turn <= turn)
  342. return treatNode.maximumDanger.danger;
  343. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
  344. }
  345. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  346. {
  347. return getEnemyHeroDanger(path.targetTile(), path.turn());
  348. }
  349. int32_t getArmyCost(const CArmedInstance * army)
  350. {
  351. int32_t value = 0;
  352. for(auto stack : army->Slots())
  353. {
  354. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  355. }
  356. return value;
  357. }
  358. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  359. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  360. {
  361. if(!target)
  362. return 0;
  363. const int dailyIncomeMultiplier = 5;
  364. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  365. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  366. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  367. switch(target->ID)
  368. {
  369. case Obj::RESOURCE:
  370. return isGold ? 600 : 100;
  371. case Obj::TREASURE_CHEST:
  372. return 1500;
  373. case Obj::WATER_WHEEL:
  374. return 1000;
  375. case Obj::TOWN:
  376. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  377. case Obj::MINE:
  378. case Obj::ABANDONED_MINE:
  379. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  380. case Obj::MYSTICAL_GARDEN:
  381. case Obj::WINDMILL:
  382. return 100;
  383. case Obj::CAMPFIRE:
  384. return 800;
  385. case Obj::WAGON:
  386. return 100;
  387. case Obj::CREATURE_BANK:
  388. return getCreatureBankResources(target, hero)[Res::GOLD];
  389. case Obj::CRYPT:
  390. case Obj::DERELICT_SHIP:
  391. return 3000;
  392. case Obj::DRAGON_UTOPIA:
  393. return 10000;
  394. case Obj::SEA_CHEST:
  395. return 1500;
  396. case Obj::HERO:
  397. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  398. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  399. : 0;
  400. default:
  401. return 0;
  402. }
  403. }
  404. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  405. {
  406. public:
  407. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  408. {
  409. if(task->goalType != Goals::HERO_EXCHANGE)
  410. return;
  411. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  412. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  413. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  414. }
  415. };
  416. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  417. {
  418. public:
  419. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  420. {
  421. if(task->goalType != Goals::ARMY_UPGRADE)
  422. return;
  423. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  424. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  425. evaluationContext.armyReward += upgradeValue;
  426. }
  427. };
  428. class DefendTownEvaluator : public IEvaluationContextBuilder
  429. {
  430. private:
  431. uint64_t townArmyIncome(const CGTownInstance * town) const
  432. {
  433. uint64_t result = 0;
  434. for(auto creatureInfo : town->creatures)
  435. {
  436. if(creatureInfo.second.empty())
  437. continue;
  438. auto creature = creatureInfo.second.back().toCreature();
  439. result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
  440. }
  441. return result;
  442. }
  443. public:
  444. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  445. {
  446. if(task->goalType != Goals::DEFEND_TOWN)
  447. return;
  448. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  449. const CGTownInstance * town = defendTown.town;
  450. auto & treat = defendTown.getTreat();
  451. auto armyIncome = townArmyIncome(town);
  452. auto dailyIncome = town->dailyIncome()[Res::GOLD];
  453. auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
  454. float multiplier = 1;
  455. if(treat.turn < defendTown.getTurn())
  456. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  457. evaluationContext.armyReward += armyIncome * multiplier;
  458. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  459. evaluationContext.strategicalValue += strategicalValue * multiplier;
  460. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  461. auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
  462. vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
  463. }
  464. };
  465. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  466. {
  467. private:
  468. const Nullkiller * ai;
  469. public:
  470. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  471. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  472. {
  473. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  474. return;
  475. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  476. const AIPath & path = chain.getPath();
  477. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  478. evaluationContext.movementCost += path.movementCost();
  479. evaluationContext.closestWayRatio = chain.closestWayRatio;
  480. std::map<const CGHeroInstance *, float> costsPerHero;
  481. for(auto & node : path.nodes)
  482. {
  483. vstd::amax(costsPerHero[node.targetHero], node.cost);
  484. }
  485. for(auto pair : costsPerHero)
  486. {
  487. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  488. evaluationContext.movementCostByRole[role] += pair.second;
  489. }
  490. auto heroPtr = task->hero;
  491. auto day = ai->cb->getDate(Date::DAY);
  492. auto hero = heroPtr.get(ai->cb.get());
  493. bool checkGold = evaluationContext.danger == 0;
  494. auto army = path.heroArmy;
  495. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  496. if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
  497. {
  498. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  499. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  500. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  501. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  502. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  503. }
  504. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  505. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  506. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  507. vstd::amax(evaluationContext.turn, path.turn());
  508. }
  509. };
  510. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  511. {
  512. private:
  513. const Nullkiller * ai;
  514. public:
  515. ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  516. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  517. {
  518. if(task->goalType != Goals::UNLOCK_CLUSTER)
  519. return;
  520. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  521. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  522. auto hero = clusterGoal.hero.get();
  523. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  524. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  525. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  526. {
  527. return o1.second.priority > o2.second.priority;
  528. });
  529. int boost = 1;
  530. for(auto objInfo : objects)
  531. {
  532. auto target = objInfo.first;
  533. auto day = ai->cb->getDate(Date::DAY);
  534. bool checkGold = objInfo.second.danger == 0;
  535. auto army = hero;
  536. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  537. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  538. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  539. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  540. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  541. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  542. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  543. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  544. boost <<= 1;
  545. if(boost > 8)
  546. break;
  547. }
  548. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  549. }
  550. };
  551. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  552. {
  553. public:
  554. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  555. {
  556. if(task->goalType != Goals::BUILD_STRUCTURE)
  557. return;
  558. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  559. auto & bi = buildThis.buildingInfo;
  560. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  561. evaluationContext.heroRole = HeroRole::MAIN;
  562. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  563. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  564. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  565. if(bi.creatureID != CreatureID::NONE)
  566. {
  567. if(bi.baseCreatureID == bi.creatureID)
  568. {
  569. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  570. evaluationContext.armyReward += bi.armyStrength;
  571. }
  572. else
  573. {
  574. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  575. //evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  576. evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
  577. }
  578. }
  579. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  580. {
  581. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  582. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  583. }
  584. else
  585. {
  586. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  587. }
  588. }
  589. };
  590. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  591. {
  592. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  593. return 0;
  594. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  595. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  596. return upgradedPower - creaturesToUpgrade.power;
  597. }
  598. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  599. :ai(ai)
  600. {
  601. initVisitTile();
  602. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  603. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  604. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  605. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  606. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  607. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  608. }
  609. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  610. {
  611. Goals::TGoalVec parts;
  612. EvaluationContext context(ai);
  613. if(goal->goalType == Goals::COMPOSITION)
  614. {
  615. parts = goal->decompose();
  616. }
  617. else
  618. {
  619. parts.push_back(goal);
  620. }
  621. for(auto subgoal : parts)
  622. {
  623. context.goldCost += subgoal->goldCost;
  624. for(auto builder : evaluationContextBuilders)
  625. {
  626. builder->buildEvaluationContext(context, subgoal);
  627. }
  628. }
  629. return context;
  630. }
  631. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  632. {
  633. auto evaluationContext = buildEvaluationContext(task);
  634. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  635. + (evaluationContext.armyReward > 0 ? 1 : 0)
  636. + (evaluationContext.skillReward > 0 ? 1 : 0)
  637. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  638. double result = 0;
  639. try
  640. {
  641. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  642. heroRoleVariable->setValue(evaluationContext.heroRole);
  643. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  644. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  645. goldRewardVariable->setValue(evaluationContext.goldReward);
  646. armyRewardVariable->setValue(evaluationContext.armyReward);
  647. skillRewardVariable->setValue(evaluationContext.skillReward);
  648. dangerVariable->setValue(evaluationContext.danger);
  649. rewardTypeVariable->setValue(rewardType);
  650. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  651. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  652. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  653. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  654. turnVariable->setValue(evaluationContext.turn);
  655. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  656. engine->process();
  657. result = value->getValue();
  658. }
  659. catch(fl::Exception & fe)
  660. {
  661. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  662. }
  663. #if AI_TRACE_LEVEL >= 2
  664. 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",
  665. task->toString(),
  666. evaluationContext.armyLossPersentage,
  667. (int)evaluationContext.turn,
  668. evaluationContext.movementCostByRole[HeroRole::MAIN],
  669. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  670. evaluationContext.goldReward,
  671. evaluationContext.goldCost,
  672. evaluationContext.armyReward,
  673. evaluationContext.danger,
  674. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  675. evaluationContext.strategicalValue,
  676. evaluationContext.closestWayRatio,
  677. evaluationContext.enemyHeroDangerRatio,
  678. result);
  679. #endif
  680. return result;
  681. }