private HeuristicValue GetUnitPriority(UnitDesign unitDesign) { HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(this.currentProductionPriority, "Current unit priority", new object[0]); HeuristicValue heuristicValue2 = new HeuristicValue(0f); int num = this.availableMilitaryBody.IndexOf(unitDesign.UnitBodyDefinition.Name); if (num >= 0) { float num2 = this.bodyCount[num] / this.overralUnitCount; float num3 = this.wantedBodyRatio[num]; if (num2 > num3) { heuristicValue2.Log("Too much of this body already", new object[0]); heuristicValue2.Add(num2, "Current ratio", new object[0]); heuristicValue2.Divide(num3, "Wanted ratio", new object[0]); heuristicValue2.Clamp(0f, 2f); heuristicValue2.Multiply(-1f, "invert", new object[0]); } else { heuristicValue2.Log("Not enough of this body for now.", new object[0]); heuristicValue2.Add(num3, "Wanted ratio", new object[0]); heuristicValue2.Divide(num2, "Current ratio", new object[0]); heuristicValue2.Clamp(0f, 2f); } } heuristicValue2.Multiply(0.05f, "constant", new object[0]); heuristicValue.Boost(heuristicValue2, "Body ratio boost", new object[0]); DepartmentOfTheInterior agency = this.AIEntity.Empire.GetAgency <DepartmentOfTheInterior>(); if (unitDesign.Name.ToString().Contains("Preacher") && this.VillageLayer.ConversionArmiesCount > 0 && (this.VictoryLayer == null || this.VictoryLayer.CurrentVictoryDesign != AILayer_Victory.VictoryDesign.Preacher)) { heuristicValue.Boost(-0.4f, "Bad Unit Malus", new object[0]); } else if (unitDesign.Name.ToString().Contains("EyelessOnesCaecator")) { heuristicValue.Boost(-0.3f, "Bad Unit Malus", new object[0]); } else if (unitDesign.Name.ToString().Contains("CeratanDrider")) { heuristicValue.Boost(-0.15f, "Bad Unit Malus", new object[0]); } if (unitDesign.Name.ToString().Contains("Mastermind") && agency.AssimilatedFactions.Count > 0) { foreach (Faction faction in agency.AssimilatedFactions) { if (faction.Name != "Ceratan" && faction.Name != "EyelessOnes") { heuristicValue.Boost(-0.2f, "Bad Unit Malus", new object[0]); break; } } } return(heuristicValue); }
private void ComputeCostalBoost() { DepartmentOfTheInterior agency = base.Empire.GetAgency <DepartmentOfTheInterior>(); this.costalCityCount = 0; for (int i = 0; i < agency.Cities.Count; i++) { if (agency.Cities[i].Districts.Any((District match) => this.worldPositionningService.IsWaterTile(match.WorldPosition))) { this.costalCityCount++; } } this.costalColonizationBoost.Reset(); if (this.costalCityCount < 3) { int num = 3; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add((float)agency.Cities.Count, "City count", new object[0]); heuristicValue.Subtract((float)(this.costalCityCount * num), "Costal city * {0}", new object[] { num }); heuristicValue.Divide((float)num, "Costal gap", new object[0]); heuristicValue.Clamp(0.1f, 1f); heuristicValue.Multiply(this.costalCityRatioMaxBoost, "Factor from xml", new object[0]); this.costalColonizationBoost.Boost(heuristicValue, "Costal city ratio boost", new object[0]); } if (base.Empire.SimulationObject.Tags.Contains(DownloadableContent16.AffinitySeaDemons)) { this.costalColonizationBoost.Boost(0.1f, "Sea demons", new object[0]); } }
protected HeuristicValue ComputePowerFitness(float enemyPower, float myPower) { HeuristicValue heuristicValue = new HeuristicValue(0f); enemyPower += 1f; myPower += 1f; if (enemyPower > myPower) { float num = myPower / enemyPower; if (num < 0.8f) { heuristicValue.Value = -1f; heuristicValue.Log("Enemy really too strong. Ratio My/enemyPower = {0}", new object[] { num }); return(heuristicValue); } heuristicValue.Add(0.8f, "Max ratio as we are under the enemy power.", new object[0]); heuristicValue.Boost(-1f + num, "inverted negative ratio", new object[0]); } else { heuristicValue.Add(0.8f, "Max ratio as we are over the enemy power.", new object[0]); HeuristicValue heuristicValue2 = new HeuristicValue(0f); heuristicValue2.Add(enemyPower, "Enemy power", new object[0]); heuristicValue2.Divide(myPower, "My power", new object[0]); HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(1f, "constant", new object[0]); heuristicValue3.Subtract(heuristicValue2, "Enemy/my power ratio", new object[0]); heuristicValue3.Clamp(-1f, 1f); heuristicValue.Boost(heuristicValue3, "Boost based on power", new object[0]); } return(heuristicValue); }
private HeuristicValue GetTaskFitness(BaseNavyArmy navyGarrison) { HeuristicValue heuristicValue = new HeuristicValue(0f); base.Owner.GetAgency <DepartmentOfForeignAffairs>(); if (navyGarrison.Garrison.GUID == base.TargetGuid) { heuristicValue.Value = -1f; heuristicValue.Log("Cannot reinforce itself.", new object[0]); } else if (navyGarrison.Role == BaseNavyArmy.ArmyRole.Land || navyGarrison.Role == BaseNavyArmy.ArmyRole.Forteress || navyGarrison.Role == BaseNavyArmy.ArmyRole.Convoi) { heuristicValue.Value = -1f; heuristicValue.Log("Role is not valid for the task. Role={0}.", new object[] { navyGarrison.Role.ToString() }); } else if (navyGarrison.Garrison.StandardUnits.Count == 0) { heuristicValue.Value = -1f; heuristicValue.Log("Army is empty, cannot be used as reinforcement.", new object[0]); } else { heuristicValue.Add(this.NavyFortress.WantToKeepArmyFitness, "Fortress army need", new object[0]); if (navyGarrison.Role == BaseNavyArmy.ArmyRole.TaskForce) { heuristicValue.Boost(-0.1f, "constant avoid reinforce while task force.", new object[0]); float num = (float)navyGarrison.Garrison.CurrentUnitSlot; float operand = Math.Abs((float)this.ReinforcementSlots - num); HeuristicValue heuristicValue2 = new HeuristicValue(0f); heuristicValue2.Add(operand, "ABS(TaskSlotNeeded - armySize)", new object[0]); heuristicValue2.Divide(num, "Army size", new object[0]); heuristicValue.Subtract(heuristicValue2, "Size ratio", new object[0]); } if (heuristicValue.Value > 0f) { if (this.NavyFortress.ArmySize < BaseNavyArmy.ArmyState.Medium) { heuristicValue.Boost(0.2f, "(constant)Under medium", new object[0]); } else if (this.NavyFortress.ArmySize < BaseNavyArmy.ArmyState.High) { heuristicValue.Boost(0.1f, "(constant)Under high", new object[0]); } float numberOfTurnToReach = (float)this.worldPositionService.GetDistance(navyGarrison.Garrison.WorldPosition, this.NavyFortress.Garrison.WorldPosition) / navyGarrison.GetMaximumMovement(); heuristicValue.Multiply(base.ComputeDistanceFitness(numberOfTurnToReach, navyGarrison.Role), "Distance", new object[0]); } } return(heuristicValue); }
private void ComputeOpportunityScore_PointOfInterest(BaseNavyArmy army) { NavyArmy navyArmy = army as NavyArmy; if (navyArmy == null) { return; } Army army2 = army.Garrison as Army; if (army2 != null && army2.HasCatspaw) { return; } for (int i = 0; i < this.worldPositionService.World.Regions.Length; i++) { if (this.worldPositionService.World.Regions[i].IsOcean) { for (int j = 0; j < this.worldPositionService.World.Regions[i].PointOfInterests.Length; j++) { PointOfInterest pointOfInterest = this.worldPositionService.World.Regions[i].PointOfInterests[j]; float num = this.ComputeOpportunityTurnOverhead(army, pointOfInterest.WorldPosition); if ((army.CurrentMainTask == null || this.IsDetourWorthChecking(army, num)) && this.CouldSearch(army, pointOfInterest) && this.IsCloseEnoughToOrigin(army, pointOfInterest.WorldPosition, 2f)) { HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(1f, "constant", new object[0]); HeuristicValue heuristicValue2 = new HeuristicValue(0f); float operand = 1f; heuristicValue2.Add(operand, "Factor from xml(constant for now)", new object[0]); heuristicValue2.Multiply(num, "Nb turn added by opportunity", new object[0]); heuristicValue2.Add(1f, "Constant to avoid divide by 0", new object[0]); heuristicValue.Divide(heuristicValue2, "Distance factor", new object[0]); navyArmy.Opportunities.Add(new BehaviorOpportunity { OpportunityPosition = pointOfInterest.WorldPosition, Score = heuristicValue, Type = BehaviorOpportunity.OpportunityType.Ruin }); } } } } }
protected HeuristicValue ComputeDistanceFitness(float numberOfTurnToReach, BaseNavyArmy.ArmyRole armyRole) { HeuristicValue heuristicValue = new HeuristicValue(0f); float num = 5f; heuristicValue.Add(numberOfTurnToReach, "Turn to reach", new object[0]); float operand = 4f; heuristicValue.Divide(operand, "constant", new object[0]); heuristicValue.Clamp(0f, num); HeuristicValue heuristicValue2 = new HeuristicValue(0f); heuristicValue2.Add(num, "constant", new object[0]); heuristicValue2.Subtract(heuristicValue, "Turn ratio", new object[0]); HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(heuristicValue2, "inverted turn ratio", new object[0]); heuristicValue3.Divide(num, "constant for normalization", new object[0]); return(heuristicValue3); }
private void ComputeOpportunityScore_Orbs(BaseNavyArmy army) { NavyArmy navyArmy = army as NavyArmy; if (navyArmy == null) { return; } IOrbAIHelper service = AIScheduler.Services.GetService <IOrbAIHelper>(); for (int i = 0; i < service.OrbSpawns.Count; i++) { OrbSpawnInfo orbSpawnInfo = service.OrbSpawns[i]; if (orbSpawnInfo != null && orbSpawnInfo.CurrentOrbCount != 0f) { HeuristicValue heuristicValue = orbSpawnInfo.EmpireNeedModifier[army.Garrison.Empire.Index]; if (heuristicValue > 0f) { float num = this.ComputeOpportunityTurnOverhead(army, orbSpawnInfo.WorldPosition); if ((army.CurrentMainTask == null || this.IsDetourWorthChecking(army, num)) && this.worldPositionService.IsOceanTile(orbSpawnInfo.WorldPosition) && this.IsCloseEnoughToOrigin(army, orbSpawnInfo.WorldPosition, 1f)) { HeuristicValue heuristicValue2 = new HeuristicValue(0f); heuristicValue2.Add(heuristicValue, "Orb position eval", new object[0]); float orbDistanceExponent = service.GetOrbDistanceExponent(army.Garrison.Empire); HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(num, "Nb turn added by opportunity", new object[0]); heuristicValue3.Power(orbDistanceExponent, "From xml registry", new object[0]); heuristicValue3.Add(1f, "avoid divide by 0", new object[0]); heuristicValue2.Divide(heuristicValue3, "DistanceFactor", new object[0]); navyArmy.Opportunities.Add(new BehaviorOpportunity { OpportunityPosition = orbSpawnInfo.WorldPosition, Score = heuristicValue2, Type = BehaviorOpportunity.OpportunityType.Orbs }); } } } } }
private void ResetProductionPriority(float currentMilitaryPower) { this.InitialProductionPriority.Reset(); if (this.needMilitaryPower < currentMilitaryPower) { float num = 2f; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(currentMilitaryPower, "Current military power", new object[0]); heuristicValue.Divide(this.needMilitaryPower, "Wanted military power", new object[0]); HeuristicValue heuristicValue2 = new HeuristicValue(0f); heuristicValue2.Add(heuristicValue, "Ratio", new object[0]); heuristicValue2.Clamp(0f, num); heuristicValue2.Divide(num, "Normalize", new object[0]); heuristicValue2.Multiply(0.7f, "Max difference", new object[0]); this.InitialProductionPriority.Add(0.8f, "Max priority when over wanted", new object[0]); this.InitialProductionPriority.Subtract(heuristicValue2, "Current higher than wanted", new object[0]); } else if (currentMilitaryPower > 0f) { float num2 = 4f; HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(this.needMilitaryPower, "Wanted military power", new object[0]); heuristicValue3.Divide(currentMilitaryPower, "Current military power", new object[0]); HeuristicValue heuristicValue4 = new HeuristicValue(0f); heuristicValue4.Add(heuristicValue3, "Ratio", new object[0]); heuristicValue4.Clamp(0f, num2); heuristicValue4.Divide(num2, "Normalize", new object[0]); heuristicValue4.Multiply(0.6f, "Max difference", new object[0]); this.InitialProductionPriority.Add(0.3f, "Minimal priority", new object[0]); this.InitialProductionPriority.Add(heuristicValue4, "Current is under needed", new object[0]); } else { this.InitialProductionPriority.Add(0.8f, "current == 0, max priority!", new object[0]); } }