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); }
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); }