private void ComputeObjectivePriority() { base.GlobalPriority.Reset(); AILayer_Strategy layer = base.AIEntity.GetLayer <AILayer_Strategy>(); base.GlobalPriority.Add(layer.StrategicNetwork.GetAgentValue("Pacification"), "Startegic network 'Pacification'", new object[0]); for (int i = 0; i < this.globalObjectiveMessages.Count; i++) { GlobalObjectiveMessage globalObjectiveMessage = this.globalObjectiveMessages[i]; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(0.5f, "(constant)", new object[0]); Region region = this.worldPositionningService.GetRegion(globalObjectiveMessage.RegionIndex); if (region.City != null && region.City.Empire == base.AIEntity.Empire) { if (base.AIEntity.Empire.GetAgency <DepartmentOfForeignAffairs>().IsInWarWithSomeone()) { heuristicValue.Boost(0.5f, "At war", new object[0]); } if ((float)region.City.UnitsCount < (float)region.City.MaximumUnitSlot * 0.5f) { heuristicValue.Boost(0.2f, "City defense low", new object[0]); } } globalObjectiveMessage.LocalPriority = heuristicValue; globalObjectiveMessage.GlobalPriority = base.GlobalPriority; globalObjectiveMessage.TimeOut = 1; } }
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 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 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 ComputeObjectivePriority() { base.GlobalPriority.Reset(); base.GlobalPriority.Add(1f, "(constant) always high priority", new object[0]); for (int i = 0; i < this.globalObjectiveMessages.Count; i++) { HeuristicValue heuristicValue = new HeuristicValue(0.5f); if (base.AIEntity.Empire.GetAgency <DepartmentOfForeignAffairs>().IsInWarWithSomeone()) { heuristicValue.Boost(0.5f, "(constant) At war", new object[0]); } Region region = this.worldPositionningService.GetRegion(this.globalObjectiveMessages[i].RegionIndex); if ((float)region.City.UnitsCount < (float)region.City.MaximumUnitSlot * 0.5f) { heuristicValue.Boost(0.2f, "(constant) City defense is low", new object[0]); } this.globalObjectiveMessages[i].LocalPriority = heuristicValue; this.globalObjectiveMessages[i].GlobalPriority = base.GlobalPriority; this.globalObjectiveMessages[i].TimeOut = 1; } }
private void ComputeObjectivePriority() { bool flag = false; if (this.departmentOfForeignAffairs.IsInWarWithSomeone()) { flag = true; } else { foreach (City city in this.departmentOfTheInterior.Cities) { if (!this.worldAtlasAIHelper.IsRegionPacified(base.AIEntity.Empire, city.Region) || city.BesiegingEmpireIndex >= 0) { flag = true; break; } } } base.GlobalPriority.Reset(); base.GlobalPriority.Add(0.1f, "(constant)", new object[0]); AILayer_Colonization layer = base.AIEntity.GetLayer <AILayer_Colonization>(); for (int i = 0; i < this.globalObjectiveMessages.Count; i++) { GlobalObjectiveMessage globalObjectiveMessage = this.globalObjectiveMessages[i]; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(layer.GetColonizationInterest(globalObjectiveMessage.RegionIndex), "Region colo interest", new object[0]); if (this.departmentOfCreepingNodes != null) { if (this.departmentOfCreepingNodes.Nodes.Any((CreepingNode CN) => CN.Region.Index == globalObjectiveMessage.RegionIndex)) { heuristicValue.Boost(1f, "bloom in region", new object[0]); } else if (this.departmentOfCreepingNodes.Nodes.Count > 0) { heuristicValue.Max(0.5f, "bloom in region", new object[0]); } } heuristicValue.Multiply(0.1f, "(constant)", new object[0]); globalObjectiveMessage.LocalPriority = heuristicValue; globalObjectiveMessage.GlobalPriority = base.GlobalPriority; if (i < 1 && !flag && base.AIEntity.Empire.GetAgency <DepartmentOfDefense>().Armies.Count > 2) { globalObjectiveMessage.LocalPriority.Boost(0.75f, "(constant)", new object[0]); globalObjectiveMessage.GlobalPriority.Boost(0.75f, "(constant)", new object[0]); } globalObjectiveMessage.TimeOut = 1; } }
protected override void RefreshObjectives(StaticString context, StaticString pass) { base.RefreshObjectives(context, pass); AILayer_Military layer = base.AIEntity.GetLayer <AILayer_Military>(); base.GlobalPriority.Reset(); AILayer_Strategy layer2 = base.AIEntity.GetLayer <AILayer_Strategy>(); base.GlobalPriority.Add(layer2.StrategicNetwork.GetAgentValue("InternalMilitary"), "Strategic network 'InternalMilitary'", new object[0]); base.GlobalPriority.Boost(-0.5f, "Avoid patrol to be high", new object[0]); base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.Patrol.ToString(), ref this.patrolObjectives); base.ValidateMessages(ref this.patrolObjectives); if (base.AIEntity.Empire is MajorEmpire) { MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire; for (int i = 0; i < majorEmpire.ConvertedVillages.Count; i++) { Village village = majorEmpire.ConvertedVillages[i]; if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, village.Region, 0.95f)) { GlobalObjectiveMessage globalObjectiveMessage = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index); if (globalObjectiveMessage == null) { globalObjectiveMessage = base.GenerateObjective(village.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage); } globalObjectiveMessage.TimeOut = 1; globalObjectiveMessage.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]); globalObjectiveMessage.LocalPriority = heuristicValue; } } for (int j = 0; j < majorEmpire.TamedKaijus.Count; j++) { Kaiju kaiju = majorEmpire.TamedKaijus[j]; if (kaiju.OnGarrisonMode()) { GlobalObjectiveMessage globalObjectiveMessage2 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index); if (globalObjectiveMessage2 == null) { globalObjectiveMessage2 = base.GenerateObjective(kaiju.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage2); } globalObjectiveMessage2.TimeOut = 1; globalObjectiveMessage2.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue2 = new HeuristicValue(0.6f); AIRegionData regionData = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index); if (regionData != null) { float operand = Mathf.Min(1f, 0.1f * (float)regionData.BorderWithNeutral + 0.2f * (float)regionData.BorderWithEnnemy); heuristicValue2.Boost(operand, "Border with enemy!", new object[0]); } globalObjectiveMessage2.LocalPriority = heuristicValue2; } } } for (int k = 0; k < this.departmentOfTheInterior.Cities.Count; k++) { City city = this.departmentOfTheInterior.Cities[k]; if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, city.Region, 0.8f)) { GlobalObjectiveMessage globalObjectiveMessage3 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index); if (globalObjectiveMessage3 == null) { globalObjectiveMessage3 = base.GenerateObjective(city.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage3); } globalObjectiveMessage3.TimeOut = 1; globalObjectiveMessage3.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]); globalObjectiveMessage3.LocalPriority = heuristicValue3; } } if (base.AIEntity.Empire is MajorEmpire) { using (List <int> .Enumerator enumerator = this.questSolverLayer.QuestRegions.GetEnumerator()) { while (enumerator.MoveNext()) { int regionIndex = enumerator.Current; GlobalObjectiveMessage globalObjectiveMessage4 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == regionIndex); if (globalObjectiveMessage4 == null) { globalObjectiveMessage4 = base.GenerateObjective(regionIndex); this.patrolObjectives.Add(globalObjectiveMessage4); } if (globalObjectiveMessage4 != null) { globalObjectiveMessage4.GlobalPriority.Value = 0.85f; globalObjectiveMessage4.LocalPriority.Value = 0.85f; } } } } if (this.departmentOfForeignAffairs.IsInWarWithSomeone()) { base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(), ref this.warPatrolObjectives); base.ValidateMessages(ref this.warPatrolObjectives); if (base.AIEntity.Empire is MajorEmpire) { MajorEmpire majorEmpire2 = base.AIEntity.Empire as MajorEmpire; for (int l = 0; l < majorEmpire2.ConvertedVillages.Count; l++) { Village village = majorEmpire2.ConvertedVillages[l]; GlobalObjectiveMessage globalObjectiveMessage5 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index); if (globalObjectiveMessage5 == null) { globalObjectiveMessage5 = base.GenerateObjective(village.Region.Index); globalObjectiveMessage5.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(); this.warPatrolObjectives.Add(globalObjectiveMessage5); } globalObjectiveMessage5.TimeOut = 1; globalObjectiveMessage5.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue4 = new HeuristicValue(0f); heuristicValue4.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]); globalObjectiveMessage5.LocalPriority = heuristicValue4; } for (int m = 0; m < majorEmpire2.TamedKaijus.Count; m++) { Kaiju kaiju = majorEmpire2.TamedKaijus[m]; if (kaiju.OnGarrisonMode()) { GlobalObjectiveMessage globalObjectiveMessage6 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index); if (globalObjectiveMessage6 == null) { globalObjectiveMessage6 = base.GenerateObjective(kaiju.Region.Index); this.warPatrolObjectives.Add(globalObjectiveMessage6); } globalObjectiveMessage6.TimeOut = 1; globalObjectiveMessage6.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue5 = new HeuristicValue(0.8f); AIRegionData regionData2 = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index); if (regionData2 != null) { float operand2 = Mathf.Min(1f, 0.2f * (float)regionData2.BorderWithNeutral + 0.3f * (float)regionData2.BorderWithEnnemy); heuristicValue5.Boost(operand2, "Border with enemy!", new object[0]); } globalObjectiveMessage6.LocalPriority = heuristicValue5; } } } for (int n = 0; n < this.departmentOfTheInterior.Cities.Count; n++) { City city = this.departmentOfTheInterior.Cities[n]; GlobalObjectiveMessage globalObjectiveMessage7 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index); if (globalObjectiveMessage7 == null) { globalObjectiveMessage7 = base.GenerateObjective(city.Region.Index); globalObjectiveMessage7.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(); this.warPatrolObjectives.Add(globalObjectiveMessage7); } globalObjectiveMessage7.TimeOut = 1; globalObjectiveMessage7.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue6 = new HeuristicValue(0f); heuristicValue6.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]); if (this.worldAtlasHelper.GetRegionData(city.Empire.Index, city.Region.Index).BorderWithEnnemy > 0) { heuristicValue6.Boost(0.2f, "Border with enemy!", new object[0]); } globalObjectiveMessage7.LocalPriority = heuristicValue6; } bool flag = false; for (int num = 0; num < this.warPatrolObjectives.Count; num++) { GlobalObjectiveMessage warPatrolObjective = this.warPatrolObjectives[num]; if (base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(warPatrolObjective.ID) == null) { GlobalObjectiveMessage globalObjectiveMessage8 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == warPatrolObjective.RegionIndex); if (globalObjectiveMessage8 != null) { AICommander commanderProcessingTheNeededGlobalObjective = base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(globalObjectiveMessage8.ID); if (commanderProcessingTheNeededGlobalObjective != null) { commanderProcessingTheNeededGlobalObjective.Release(); flag = true; } } } } if (flag) { base.AIEntity.KillAllCommanders("AICommander_Exploration"); } } }