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Merge pull request #474 from vcmi/FuzzyHelperRework

FuzzyHelper refactoring + Ai Map Object Evaluation improvements
DjWarmonger 7 years ago
parent
commit
f484baea9f

+ 4 - 4
AI/VCAI/AIUtility.cpp

@@ -10,7 +10,7 @@
 #include "StdInc.h"
 #include "AIUtility.h"
 #include "VCAI.h"
-#include "Fuzzy.h"
+#include "FuzzyHelper.h"
 
 #include "../../lib/UnlockGuard.h"
 #include "../../lib/CConfigHandler.h"
@@ -245,7 +245,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
 			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
 			if(armedObj)
 			{
-				float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
+				float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
 				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
 			}
 		}
@@ -258,7 +258,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
 				auto guards = cb->getGuardingCreatures(it->second->visitablePos());
 				for(auto cre : guards)
 				{
-					vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
+					vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
 				}
 			}
 		}
@@ -267,7 +267,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
 	auto guards = cb->getGuardingCreatures(tile);
 	for(auto cre : guards)
 	{
-		vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
+		vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
 	}
 
 	//TODO mozna odwiedzic blockvis nie ruszajac straznika

+ 4 - 2
AI/VCAI/CMakeLists.txt

@@ -15,7 +15,8 @@ set(VCAI_SRCS
 		SectorMap.cpp
 		BuildingManager.cpp
 		MapObjectsEvaluator.cpp
-		Fuzzy.cpp
+		FuzzyEngines.cpp
+		FuzzyHelper.cpp
 		Goals.cpp
 		main.cpp
 		VCAI.cpp
@@ -31,7 +32,8 @@ set(VCAI_HEADERS
 		SectorMap.h
 		BuildingManager.h
 		MapObjectsEvaluator.h
-		Fuzzy.h
+		FuzzyEngines.h
+		FuzzyHelper.h
 		Goals.h
 		VCAI.h
 )

+ 0 - 643
AI/VCAI/Fuzzy.cpp

@@ -1,643 +0,0 @@
-/*
- * Fuzzy.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
-*/
-#include "StdInc.h"
-#include "Fuzzy.h"
-#include <limits>
-
-#include "../../lib/mapObjects/MapObjects.h"
-#include "../../lib/mapObjects/CommonConstructors.h"
-#include "../../lib/CCreatureHandler.h"
-#include "../../lib/CPathfinder.h"
-#include "../../lib/CGameStateFwd.h"
-#include "../../lib/VCMI_Lib.h"
-#include "../../CCallback.h"
-#include "VCAI.h"
-#include "MapObjectsEvaluator.h"
-
-#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
-#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
-
-struct BankConfig;
-class CBankInfo;
-class Engine;
-class InputVariable;
-class CGTownInstance;
-
-FuzzyHelper * fh;
-
-extern boost::thread_specific_ptr<CCallback> cb;
-extern boost::thread_specific_ptr<VCAI> ai;
-
-engineBase::engineBase()
-{
-	engine.addRuleBlock(&rules);
-}
-
-void engineBase::configure()
-{
-	engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
-	logAi->info(engine.toString());
-}
-
-void engineBase::addRule(const std::string & txt)
-{
-	rules.addRule(fl::Rule::parse(txt, &engine));
-}
-
-struct armyStructure
-{
-	float walkers, shooters, flyers;
-	ui32 maxSpeed;
-};
-
-armyStructure evaluateArmyStructure(const CArmedInstance * army)
-{
-	ui64 totalStrenght = army->getArmyStrength();
-	double walkersStrenght = 0;
-	double flyersStrenght = 0;
-	double shootersStrenght = 0;
-	ui32 maxSpeed = 0;
-
-	for(auto s : army->Slots())
-	{
-		bool walker = true;
-		if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
-		{
-			shootersStrenght += s.second->getPower();
-			walker = false;
-		}
-		if(s.second->type->hasBonusOfType(Bonus::FLYING))
-		{
-			flyersStrenght += s.second->getPower();
-			walker = false;
-		}
-		if(walker)
-			walkersStrenght += s.second->getPower();
-
-		vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
-	}
-	armyStructure as;
-	as.walkers = walkersStrenght / totalStrenght;
-	as.shooters = shootersStrenght / totalStrenght;
-	as.flyers = flyersStrenght / totalStrenght;
-	as.maxSpeed = maxSpeed;
-	assert(as.walkers || as.flyers || as.shooters);
-	return as;
-}
-
-FuzzyHelper::FuzzyHelper()
-{
-	initTacticalAdvantage();
-	ta.configure();
-	initVisitTile();
-	vt.configure();
-	initWanderTarget();
-	wanderTarget.configure();
-}
-
-
-void FuzzyHelper::initTacticalAdvantage()
-{
-	try
-	{
-		ta.ourShooters = new fl::InputVariable("OurShooters");
-		ta.ourWalkers = new fl::InputVariable("OurWalkers");
-		ta.ourFlyers = new fl::InputVariable("OurFlyers");
-		ta.enemyShooters = new fl::InputVariable("EnemyShooters");
-		ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
-		ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
-
-		//Tactical advantage calculation
-		std::vector<fl::InputVariable *> helper =
-		{
-			ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
-		};
-
-		for(auto val : helper)
-		{
-			ta.engine.addInputVariable(val);
-			val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
-			val->addTerm(new fl::Ramp("MANY", 0.4, 1));
-			val->setRange(0.0, 1.0);
-		}
-
-		ta.ourSpeed = new fl::InputVariable("OurSpeed");
-		ta.enemySpeed = new fl::InputVariable("EnemySpeed");
-
-		helper = {ta.ourSpeed, ta.enemySpeed};
-
-		for(auto val : helper)
-		{
-			ta.engine.addInputVariable(val);
-			val->addTerm(new fl::Ramp("LOW", 6.5, 3));
-			val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
-			val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
-			val->setRange(0, 25);
-		}
-
-		ta.castleWalls = new fl::InputVariable("CastleWalls");
-		ta.engine.addInputVariable(ta.castleWalls);
-		{
-			fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
-			ta.castleWalls->addTerm(none);
-
-			fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
-								   CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
-			ta.castleWalls->addTerm(medium);
-
-			fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
-			ta.castleWalls->addTerm(high);
-
-			ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
-		}
-
-
-		ta.bankPresent = new fl::InputVariable("Bank");
-		ta.engine.addInputVariable(ta.bankPresent);
-		{
-			fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
-			ta.bankPresent->addTerm(termFalse);
-			fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
-			ta.bankPresent->addTerm(termTrue);
-			ta.bankPresent->setRange(0, 1);
-		}
-
-		ta.threat = new fl::OutputVariable("Threat");
-		ta.engine.addOutputVariable(ta.threat);
-		ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
-		ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
-		ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
-		ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
-
-		ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
-		ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
-		ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
-		ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
-
-		ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
-		ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
-		//just to cover all cases
-		ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
-		ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
-		ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
-
-		ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
-		ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
-
-		ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
-		ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
-		ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
-
-	}
-	catch(fl::Exception & pe)
-	{
-		logAi->error("initTacticalAdvantage: %s", pe.getWhat());
-	}
-}
-
-float FuzzyHelper::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
-{
-	float turns = 0.0f;
-	float distance = CPathfinderHelper::getMovementCost(h, tile);
-	if(distance)
-	{
-		if(distance < h->movement) //we can move there within one turn
-			turns = (fl::scalar)distance / h->movement;
-		else
-			turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
-	}
-	return turns;
-}
-
-ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
-{
-	//this one is not fuzzy anymore, just calculate weighted average
-
-	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
-
-	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
-
-	ui64 totalStrength = 0;
-	ui8 totalChance = 0;
-	for(auto config : bankInfo->getPossibleGuards())
-	{
-		totalStrength += config.second.totalStrength * config.first;
-		totalChance += config.first;
-	}
-	return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
-
-}
-
-float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
-{
-	float output = 1;
-	try
-	{
-		armyStructure ourStructure = evaluateArmyStructure(we);
-		armyStructure enemyStructure = evaluateArmyStructure(enemy);
-
-		ta.ourWalkers->setValue(ourStructure.walkers);
-		ta.ourShooters->setValue(ourStructure.shooters);
-		ta.ourFlyers->setValue(ourStructure.flyers);
-		ta.ourSpeed->setValue(ourStructure.maxSpeed);
-
-		ta.enemyWalkers->setValue(enemyStructure.walkers);
-		ta.enemyShooters->setValue(enemyStructure.shooters);
-		ta.enemyFlyers->setValue(enemyStructure.flyers);
-		ta.enemySpeed->setValue(enemyStructure.maxSpeed);
-
-		bool bank = dynamic_cast<const CBank *>(enemy);
-		if(bank)
-			ta.bankPresent->setValue(1);
-		else
-			ta.bankPresent->setValue(0);
-
-		const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
-		if(fort)
-			ta.castleWalls->setValue(fort->fortLevel());
-		else
-			ta.castleWalls->setValue(0);
-
-		//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
-		ta.engine.process();
-		output = ta.threat->getValue();
-	}
-	catch(fl::Exception & fe)
-	{
-		logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
-	}
-
-	if(output < 0 || (output != output))
-	{
-		fl::InputVariable * tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
-		std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
-		std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
-
-		for(int i = 0; i < boost::size(tab); i++)
-			log << names[i] << ": " << tab[i]->getValue() << " ";
-		logAi->error(log.str());
-		assert(false);
-	}
-
-	return output;
-}
-
-float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
-{
-	float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
-	boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
-	int objValue = 0;
-
-	if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
-	{
-		objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
-	}
-	else
-	{
-		MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
-		logGlobal->warn("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
-	}
-	
-	float output = -1.0f;
-	try
-	{
-		wanderTarget.distance->setValue(distFromObject);
-		wanderTarget.objectValue->setValue(objValue);
-		wanderTarget.engine.process();
-		output = wanderTarget.visitGain->getValue();
-	}
-	catch (fl::Exception & fe)
-	{
-		logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
-	}
-	assert(output >= 0.0f);
-	return output;
-}
-
-FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
-{
-	//TODO: smart pointers?
-	delete ourWalkers;
-	delete ourShooters;
-	delete ourFlyers;
-	delete enemyWalkers;
-	delete enemyShooters;
-	delete enemyFlyers;
-	delete ourSpeed;
-	delete enemySpeed;
-	delete bankPresent;
-	delete castleWalls;
-	delete threat;
-}
-
-//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
-
-Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
-{
-	if(vec.empty()) //no possibilities found
-		return sptr(Goals::Invalid());
-
-	ai->cachedSectorMaps.clear();
-
-	//a trick to switch between heroes less often - calculatePaths is costly
-	auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
-	{
-		return lhs->hero.h < rhs->hero.h;
-	};
-	boost::sort(vec, sortByHeroes);
-
-	for(auto g : vec)
-	{
-		setPriority(g);
-	}
-
-	auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
-	{
-		return lhs->priority < rhs->priority;
-	};
-	return *boost::max_element(vec, compareGoals);
-}
-
-float FuzzyHelper::evaluate(Goals::Explore & g)
-{
-	return 1;
-}
-float FuzzyHelper::evaluate(Goals::RecruitHero & g)
-{
-	return 1;
-}
-FuzzyHelper::EvalVisitTile::~EvalVisitTile()
-{
-	delete strengthRatio;
-	delete heroStrength;
-	delete turnDistance;
-	delete missionImportance;
-	delete estimatedReward;
-}
-
-void FuzzyHelper::initVisitTile()
-{
-	try
-	{
-		vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
-		vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
-		vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
-		vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
-		vt.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
-		vt.value = new fl::OutputVariable("Value");
-		vt.value->setMinimum(0);
-		vt.value->setMaximum(5);
-
-		std::vector<fl::InputVariable *> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance, vt.estimatedReward};
-		for(auto val : helper)
-		{
-			vt.engine.addInputVariable(val);
-		}
-		vt.engine.addOutputVariable(vt.value);
-
-		vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
-		vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
-		vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
-
-		//strength compared to our main hero
-		vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
-		vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
-		vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
-		vt.heroStrength->setRange(0.0, 1.0);
-
-		vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
-		vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
-		vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
-		vt.turnDistance->setRange(0.0, 3.0);
-
-		vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
-		vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
-		vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
-		vt.missionImportance->setRange(0.0, 5.0);
-
-		vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
-		vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
-		vt.estimatedReward->setRange(0.0, 5.0);
-
-		//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
-		//should be same as "mission Importance" to keep consistency
-		vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
-		vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
-		vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
-		vt.value->setRange(0.0, 5.0);
-
-		//use unarmed scouts if possible
-		vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
-		//we may want to use secondary hero(es) rather than main hero
-		vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
-		vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
-		//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
-		vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
-		//attempt to arm secondary heroes is not stupid
-		vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
-		vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
-
-		//do not cancel important goals
-		vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
-		vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
-		vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
-		//pick nearby objects if it's easy, avoid long walks
-		vt.addRule("if turnDistance is SMALL then Value is HIGH");
-		vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
-		vt.addRule("if turnDistance is LONG then Value is LOW");
-		//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
-		vt.addRule("if estimatedReward is HIGH then Value is very HIGH");
-		vt.addRule("if estimatedReward is LOW then Value is somewhat LOW");
-	}
-	catch(fl::Exception & fe)
-	{
-		logAi->error("visitTile: %s", fe.getWhat());
-	}
-}
-
-void FuzzyHelper::initWanderTarget()
-{
-	try
-	{
-		wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
-		wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
-		wanderTarget.visitGain = new fl::OutputVariable("visitGain");
-		wanderTarget.visitGain->setMinimum(0);
-		wanderTarget.visitGain->setMaximum(10);
-
-		wanderTarget.engine.addInputVariable(wanderTarget.distance);
-		wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
-		wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
-
-		//for now distance variable same as in as VisitTile
-		wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0)); 
-		wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
-		wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
-		wanderTarget.distance->setRange(0, 3.0);
-
-		//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
-		wanderTarget.objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
-		wanderTarget.objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
-		wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
-		wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
-
-		wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0)); 
-		wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
-		wanderTarget.visitGain->addTerm(new fl::Ramp("HIGH", 5, 10));
-		wanderTarget.visitGain->setRange(0, 10);
-
-		wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
-		wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
-
-		wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
-		wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
-		
-		wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
-		wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
-	}
-	catch(fl::Exception & fe)
-	{
-		logAi->error("FindWanderTarget: %s", fe.getWhat());
-	}
-}
-
-float FuzzyHelper::evaluate(Goals::VisitTile & g)
-{
-	//we assume that hero is already set and we want to choose most suitable one for the mission
-	if(!g.hero)
-		return 0;
-
-	//assert(cb->isInTheMap(g.tile));
-	float turns = calculateTurnDistanceInputValue(g.hero.h, g.tile);
-	float missionImportance = 0;
-	if(vstd::contains(ai->lockedHeroes, g.hero))
-		missionImportance = ai->lockedHeroes[g.hero]->priority;
-
-	float strengthRatio = 10.0f; //we are much stronger than enemy
-	ui64 danger = evaluateDanger(g.tile, g.hero.h);
-	if(danger)
-		strengthRatio = (fl::scalar)g.hero.h->getTotalStrength() / danger;
-
-	float tilePriority = 0;
-	if(g.objid == -1)
-	{
-		vt.estimatedReward->setEnabled(false);
-	}
-	else if(g.objid == Obj::TOWN) //TODO: move to getObj eventually and add appropiate logic there
-	{
-		vt.estimatedReward->setEnabled(true);
-		tilePriority = 5;
-	}
-
-	try
-	{
-		vt.strengthRatio->setValue(strengthRatio);
-		vt.heroStrength->setValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
-		vt.turnDistance->setValue(turns);
-		vt.missionImportance->setValue(missionImportance);
-		vt.estimatedReward->setValue(tilePriority);
-
-		vt.engine.process();
-		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
-		g.priority = vt.value->getValue();
-	}
-	catch(fl::Exception & fe)
-	{
-		logAi->error("evaluate VisitTile: %s", fe.getWhat());
-	}
-	assert(g.priority >= 0);
-	return g.priority;
-}
-float FuzzyHelper::evaluate(Goals::VisitHero & g)
-{
-	auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
-	if(!obj)
-		return -100; //hero died in the meantime
-	//TODO: consider direct copy (constructor?)
-	g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
-	return g.priority;
-}
-float FuzzyHelper::evaluate(Goals::GatherArmy & g)
-{
-	//the more army we need, the more important goal
-	//the more army we lack, the less important goal
-	float army = g.hero->getArmyStrength();
-	float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
-	return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
-}
-
-float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
-{
-	if(!g.hero.h)
-		throw cannotFulfillGoalException("ClearWayTo called without hero!");
-
-	int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
-
-	if(t.valid())
-	{
-		if(isSafeToVisit(g.hero, t))
-		{
-			g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
-		}
-		else
-		{
-			g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
-				sethero(g.hero).setisAbstract(true).accept(this));
-		}
-		return g.priority;
-	}
-	else
-		return -1;
-
-}
-
-float FuzzyHelper::evaluate(Goals::BuildThis & g)
-{
-	return g.priority; //TODO
-}
-float FuzzyHelper::evaluate(Goals::DigAtTile & g)
-{
-	return 0;
-}
-float FuzzyHelper::evaluate(Goals::CollectRes & g)
-{
-	return g.priority; //handled by ResourceManager
-}
-float FuzzyHelper::evaluate(Goals::Build & g)
-{
-	return 0;
-}
-float FuzzyHelper::evaluate(Goals::BuyArmy & g)
-{
-	return g.priority;
-}
-float FuzzyHelper::evaluate(Goals::Invalid & g)
-{
-	return -1e10;
-}
-float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
-{
-	logAi->warn("Cannot evaluate goal %s", g.name());
-	return g.priority;
-}
-void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
-{
-	g->setpriority(g->accept(this)); //this enforces returned value is set
-}
-
-FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
-{ 
-	delete distance;
-	delete objectValue;
-	delete visitGain;
-}

+ 0 - 100
AI/VCAI/Fuzzy.h

@@ -1,100 +0,0 @@
-/*
- * Fuzzy.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
-*/
-#pragma once
-#include "fl/Headers.h"
-#include "Goals.h"
-
-class VCAI;
-class CArmedInstance;
-class CBank;
-struct SectorMap;
-
-class engineBase
-{
-public:
-	fl::Engine engine;
-	fl::RuleBlock rules;
-
-	engineBase();
-	void configure();
-	void addRule(const std::string & txt);
-};
-
-class FuzzyHelper
-{
-	friend class VCAI;
-
-	class TacticalAdvantage : public engineBase
-	{
-	public:
-		fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
-		fl::InputVariable * ourSpeed, * enemySpeed;
-		fl::InputVariable * bankPresent;
-		fl::InputVariable * castleWalls;
-		fl::OutputVariable * threat;
-		~TacticalAdvantage();
-	} ta;
-
-	class EvalVisitTile : public engineBase
-	{
-	public:
-		fl::InputVariable * strengthRatio;
-		fl::InputVariable * heroStrength;
-		fl::InputVariable * turnDistance;
-		fl::InputVariable * missionImportance;
-		fl::InputVariable * estimatedReward;
-		fl::OutputVariable * value;
-		fl::RuleBlock rules;
-		~EvalVisitTile();
-	} vt;
-
-	class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
-	{
-	public:
-		fl::InputVariable * distance;
-		fl::InputVariable * objectValue;
-		fl::OutputVariable * visitGain;
-		~EvalWanderTargetObject();
-	} wanderTarget;
-
-private:
-	float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
-
-public:
-	enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
-	//blocks should be initialized in this order, which may be confusing :/
-
-	FuzzyHelper();
-	void initTacticalAdvantage();
-	void initVisitTile();
-	void initWanderTarget();
-
-	float evaluate(Goals::Explore & g);
-	float evaluate(Goals::RecruitHero & g);
-	float evaluate(Goals::VisitTile & g);
-	float evaluate(Goals::VisitHero & g);
-	float evaluate(Goals::BuildThis & g);
-	float evaluate(Goals::DigAtTile & g);
-	float evaluate(Goals::CollectRes & g);
-	float evaluate(Goals::Build & g);
-	float evaluate(Goals::BuyArmy & g);
-	float evaluate(Goals::GatherArmy & g);
-	float evaluate(Goals::ClearWayTo & g);
-	float evaluate(Goals::Invalid & g);
-	float evaluate(Goals::AbstractGoal & g);
-	void setPriority(Goals::TSubgoal & g);
-
-	ui64 estimateBankDanger(const CBank * bank);
-	float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
-	float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
-
-	Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
-	//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
-};

+ 434 - 0
AI/VCAI/FuzzyEngines.cpp

@@ -0,0 +1,434 @@
+/*
+* FuzzyEngines.cpp, part of VCMI engine
+*
+* Authors: listed in file AUTHORS in main folder
+*
+* License: GNU General Public License v2.0 or later
+* Full text of license available in license.txt file, in main folder
+*
+*/
+#include "StdInc.h"
+#include "FuzzyEngines.h"
+
+#include "../../lib/mapObjects/MapObjects.h"
+#include "VCAI.h"
+#include "MapObjectsEvaluator.h"
+
+#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
+#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
+
+extern boost::thread_specific_ptr<VCAI> ai;
+
+engineBase::engineBase()
+{
+	engine.addRuleBlock(&rules);
+}
+
+void engineBase::configure()
+{
+	engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
+	logAi->info(engine.toString());
+}
+
+void engineBase::addRule(const std::string & txt)
+{
+	rules.addRule(fl::Rule::parse(txt, &engine));
+}
+
+struct armyStructure
+{
+	float walkers, shooters, flyers;
+	ui32 maxSpeed;
+};
+
+armyStructure evaluateArmyStructure(const CArmedInstance * army)
+{
+	ui64 totalStrenght = army->getArmyStrength();
+	double walkersStrenght = 0;
+	double flyersStrenght = 0;
+	double shootersStrenght = 0;
+	ui32 maxSpeed = 0;
+
+	for(auto s : army->Slots())
+	{
+		bool walker = true;
+		if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
+		{
+			shootersStrenght += s.second->getPower();
+			walker = false;
+		}
+		if(s.second->type->hasBonusOfType(Bonus::FLYING))
+		{
+			flyersStrenght += s.second->getPower();
+			walker = false;
+		}
+		if(walker)
+			walkersStrenght += s.second->getPower();
+
+		vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
+	}
+	armyStructure as;
+	as.walkers = walkersStrenght / totalStrenght;
+	as.shooters = shootersStrenght / totalStrenght;
+	as.flyers = flyersStrenght / totalStrenght;
+	as.maxSpeed = maxSpeed;
+	assert(as.walkers || as.flyers || as.shooters);
+	return as;
+}
+
+float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
+{
+	float turns = 0.0f;
+	float distance = CPathfinderHelper::getMovementCost(h, tile);
+	if(distance)
+	{
+		if(distance < h->movement) //we can move there within one turn
+			turns = (fl::scalar)distance / h->movement;
+		else
+			turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
+	}
+	return turns;
+}
+
+TacticalAdvantageEngine::TacticalAdvantageEngine()
+{
+	try
+	{
+		ourShooters = new fl::InputVariable("OurShooters");
+		ourWalkers = new fl::InputVariable("OurWalkers");
+		ourFlyers = new fl::InputVariable("OurFlyers");
+		enemyShooters = new fl::InputVariable("EnemyShooters");
+		enemyWalkers = new fl::InputVariable("EnemyWalkers");
+		enemyFlyers = new fl::InputVariable("EnemyFlyers");
+
+		//Tactical advantage calculation
+		std::vector<fl::InputVariable *> helper =
+		{
+			ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
+		};
+
+		for(auto val : helper)
+		{
+			engine.addInputVariable(val);
+			val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
+			val->addTerm(new fl::Ramp("MANY", 0.4, 1));
+			val->setRange(0.0, 1.0);
+		}
+
+		ourSpeed = new fl::InputVariable("OurSpeed");
+		enemySpeed = new fl::InputVariable("EnemySpeed");
+
+		helper = { ourSpeed, enemySpeed };
+
+		for(auto val : helper)
+		{
+			engine.addInputVariable(val);
+			val->addTerm(new fl::Ramp("LOW", 6.5, 3));
+			val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
+			val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
+			val->setRange(0, 25);
+		}
+
+		castleWalls = new fl::InputVariable("CastleWalls");
+		engine.addInputVariable(castleWalls);
+		{
+			fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
+			castleWalls->addTerm(none);
+
+			fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
+				CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
+			castleWalls->addTerm(medium);
+
+			fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
+			castleWalls->addTerm(high);
+
+			castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
+		}
+
+
+		bankPresent = new fl::InputVariable("Bank");
+		engine.addInputVariable(bankPresent);
+		{
+			fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
+			bankPresent->addTerm(termFalse);
+			fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
+			bankPresent->addTerm(termTrue);
+			bankPresent->setRange(0, 1);
+		}
+
+		threat = new fl::OutputVariable("Threat");
+		engine.addOutputVariable(threat);
+		threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
+		threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
+		threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
+		threat->setRange(MIN_AI_STRENGTH, 1.5);
+
+		addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
+		addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
+		addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
+		addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
+
+		addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
+		addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
+		//just to cover all cases
+		addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
+		addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
+		addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
+
+		addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
+		addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
+
+		addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
+		addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
+		addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
+
+	}
+	catch(fl::Exception & pe)
+	{
+		logAi->error("initTacticalAdvantage: %s", pe.getWhat());
+	}
+	configure();
+}
+
+float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
+{
+	float output = 1;
+	try
+	{
+		armyStructure ourStructure = evaluateArmyStructure(we);
+		armyStructure enemyStructure = evaluateArmyStructure(enemy);
+
+		ourWalkers->setValue(ourStructure.walkers);
+		ourShooters->setValue(ourStructure.shooters);
+		ourFlyers->setValue(ourStructure.flyers);
+		ourSpeed->setValue(ourStructure.maxSpeed);
+
+		enemyWalkers->setValue(enemyStructure.walkers);
+		enemyShooters->setValue(enemyStructure.shooters);
+		enemyFlyers->setValue(enemyStructure.flyers);
+		enemySpeed->setValue(enemyStructure.maxSpeed);
+
+		bool bank = dynamic_cast<const CBank *>(enemy);
+		if(bank)
+			bankPresent->setValue(1);
+		else
+			bankPresent->setValue(0);
+
+		const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
+		if(fort)
+			castleWalls->setValue(fort->fortLevel());
+		else
+			castleWalls->setValue(0);
+
+		engine.process();
+		output = threat->getValue();
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
+	}
+
+	if(output < 0 || (output != output))
+	{
+		fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
+		std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
+		std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
+
+		for(int i = 0; i < boost::size(tab); i++)
+			log << names[i] << ": " << tab[i]->getValue() << " ";
+		logAi->error(log.str());
+		assert(false);
+	}
+
+	return output;
+}
+
+//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
+
+HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
+{
+	try
+	{
+		strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
+		heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
+		turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
+		missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
+		value = new fl::OutputVariable("Value");
+		value->setMinimum(0);
+		value->setMaximum(5);
+
+		std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
+		for(auto val : helper)
+		{
+			engine.addInputVariable(val);
+		}
+		engine.addOutputVariable(value);
+
+		strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
+		strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
+		strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
+
+		//strength compared to our main hero
+		heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
+		heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
+		heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
+		heroStrength->setRange(0.0, 1.0);
+
+		turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
+		turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
+		turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
+		turnDistance->setRange(0.0, 3.0);
+
+		missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
+		missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
+		missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
+		missionImportance->setRange(0.0, 5.0);
+
+		//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
+		//should be same as "mission Importance" to keep consistency
+		value->addTerm(new fl::Ramp("LOW", 2.5, 0));
+		value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
+		value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
+		value->setRange(0.0, 5.0);
+
+		//use unarmed scouts if possible
+		addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
+		//we may want to use secondary hero(es) rather than main hero
+		addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
+		addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
+		//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
+		addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
+		//attempt to arm secondary heroes is not stupid
+		addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
+		addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
+
+		//do not cancel important goals
+		addRule("if lockedMissionImportance is HIGH then Value is very LOW");
+		addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
+		addRule("if lockedMissionImportance is LOW then Value is HIGH");
+		//pick nearby objects if it's easy, avoid long walks
+		addRule("if turnDistance is SHORT then Value is HIGH");
+		addRule("if turnDistance is MEDIUM then Value is MEDIUM");
+		addRule("if turnDistance is LONG then Value is LOW");
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
+	}
+}
+
+void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
+{
+	float turns = calculateTurnDistanceInputValue(goal.hero.h, goal.tile);
+	float missionImportanceData = 0;
+	if(vstd::contains(ai->lockedHeroes, goal.hero))
+		missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
+
+	float strengthRatioData = 10.0f; //we are much stronger than enemy
+	ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
+	if(danger)
+		strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;
+
+	try
+	{
+		strengthRatio->setValue(strengthRatioData);
+		heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
+		turnDistance->setValue(turns);
+		missionImportance->setValue(missionImportanceData);
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
+	}
+}
+
+VisitObjEngine::VisitObjEngine()
+{
+	try
+	{
+		objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
+
+		engine.addInputVariable(objectValue);
+
+		//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
+		objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
+		objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
+		objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
+		objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
+
+		addRule("if objectValue is HIGH then Value is HIGH");
+		addRule("if objectValue is MEDIUM then Value is MEDIUM");
+		addRule("if objectValue is LOW then Value is LOW");
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("FindWanderTarget: %s", fe.getWhat());
+	}
+	configure();
+}
+
+float VisitObjEngine::evaluate(Goals::VisitObj & goal)
+{
+	if(!goal.hero)
+		return 0;
+
+	auto obj = ai->myCb->getObj(ObjectInstanceID(goal.objid));
+
+
+	boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj);
+	int objValue = 0;
+
+	if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
+	{
+		objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
+	}
+	else
+	{
+		MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
+		logGlobal->warn("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
+	}
+
+	setSharedFuzzyVariables(goal);
+
+	float output = -1.0f;
+	try
+	{
+		objectValue->setValue(objValue);
+		engine.process();
+		output = value->getValue();
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
+	}
+	assert(output >= 0.0f);
+	return output;
+}
+
+VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
+{
+	configure();
+}
+
+float VisitTileEngine::evaluate(Goals::VisitTile & goal)
+{
+	//we assume that hero is already set and we want to choose most suitable one for the mission
+	if(!goal.hero)
+		return 0;
+
+	//assert(cb->isInTheMap(g.tile));
+
+	setSharedFuzzyVariables(goal);
+
+	try
+	{
+		engine.process();
+		goal.priority = value->getValue();
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("evaluate VisitTile: %s", fe.getWhat());
+	}
+	assert(goal.priority >= 0);
+	return goal.priority;
+}

+ 72 - 0
AI/VCAI/FuzzyEngines.h

@@ -0,0 +1,72 @@
+/*
+* FuzzyEngines.h, part of VCMI engine
+*
+* Authors: listed in file AUTHORS in main folder
+*
+* License: GNU General Public License v2.0 or later
+* Full text of license available in license.txt file, in main folder
+*
+*/
+#pragma once
+#include "fl/Headers.h"
+#include "Goals.h"
+
+class CArmedInstance;
+
+class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
+{
+protected:
+	fl::Engine engine;
+	fl::RuleBlock rules;
+	virtual void configure();
+	void addRule(const std::string & txt);
+public:
+	engineBase();
+};
+
+class TacticalAdvantageEngine : public engineBase
+{
+public:
+	TacticalAdvantageEngine();
+	float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
+private:
+	fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
+	fl::InputVariable * ourSpeed, *enemySpeed;
+	fl::InputVariable * bankPresent;
+	fl::InputVariable * castleWalls;
+	fl::OutputVariable * threat;
+};
+
+class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
+{
+public:
+	HeroMovementGoalEngineBase();
+
+protected:
+	void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
+
+	fl::InputVariable * strengthRatio;
+	fl::InputVariable * heroStrength;
+	fl::InputVariable * turnDistance;
+	fl::InputVariable * missionImportance;
+	fl::OutputVariable * value;
+
+private:
+	float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
+};
+
+class VisitTileEngine : public HeroMovementGoalEngineBase
+{
+public:
+	VisitTileEngine();
+	float evaluate(Goals::VisitTile & goal);
+};
+
+class VisitObjEngine : public HeroMovementGoalEngineBase
+{
+public:
+	VisitObjEngine();
+	float evaluate(Goals::VisitObj & goal);
+protected:
+	fl::InputVariable * objectValue;
+};

+ 156 - 0
AI/VCAI/FuzzyHelper.cpp

@@ -0,0 +1,156 @@
+/*
+ * FuzzyHelper.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+*/
+#include "StdInc.h"
+#include "FuzzyHelper.h"
+
+#include "../../lib/mapObjects/CommonConstructors.h"
+#include "VCAI.h"
+
+FuzzyHelper * fh;
+
+extern boost::thread_specific_ptr<VCAI> ai;
+
+Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
+{
+	if(vec.empty()) //no possibilities found
+		return sptr(Goals::Invalid());
+
+	ai->cachedSectorMaps.clear();
+
+	//a trick to switch between heroes less often - calculatePaths is costly
+	auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
+	{
+		return lhs->hero.h < rhs->hero.h;
+	};
+	boost::sort(vec, sortByHeroes);
+
+	for(auto g : vec)
+	{
+		setPriority(g);
+	}
+
+	auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
+	{
+		return lhs->priority < rhs->priority;
+	};
+	return *boost::max_element(vec, compareGoals);
+}
+
+ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
+{
+	//this one is not fuzzy anymore, just calculate weighted average
+
+	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
+
+	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
+
+	ui64 totalStrength = 0;
+	ui8 totalChance = 0;
+	for(auto config : bankInfo->getPossibleGuards())
+	{
+		totalStrength += config.second.totalStrength * config.first;
+		totalChance += config.first;
+	}
+	return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
+
+}
+
+float FuzzyHelper::evaluate(Goals::VisitTile & g)
+{
+	return visitTileEngine.evaluate(g);
+}
+float FuzzyHelper::evaluate(Goals::VisitObj & g)
+{
+	return visitObjEngine.evaluate(g);
+}
+float FuzzyHelper::evaluate(Goals::VisitHero & g)
+{
+	auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
+	if(!obj)
+		return -100; //hero died in the meantime
+	//TODO: consider direct copy (constructor?)
+	g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
+	return g.priority;
+}
+float FuzzyHelper::evaluate(Goals::GatherArmy & g)
+{
+	//the more army we need, the more important goal
+	//the more army we lack, the less important goal
+	float army = g.hero->getArmyStrength();
+	float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
+	return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
+}
+
+float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
+{
+	if (!g.hero.h)
+		return 0; //lowest priority
+
+	int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
+
+	if(t.valid())
+	{
+		if(isSafeToVisit(g.hero, t))
+		{
+			g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
+		}
+		else
+		{
+			g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
+				sethero(g.hero).setisAbstract(true).accept(this));
+		}
+		return g.priority;
+	}
+	else
+		return -1;
+
+}
+
+float FuzzyHelper::evaluate(Goals::BuildThis & g)
+{
+	return g.priority; //TODO
+}
+float FuzzyHelper::evaluate(Goals::DigAtTile & g)
+{
+	return 0;
+}
+float FuzzyHelper::evaluate(Goals::CollectRes & g)
+{
+	return g.priority; //handled by ResourceManager
+}
+float FuzzyHelper::evaluate(Goals::Build & g)
+{
+	return 0;
+}
+float FuzzyHelper::evaluate(Goals::BuyArmy & g)
+{
+	return g.priority;
+}
+float FuzzyHelper::evaluate(Goals::Explore & g)
+{
+	return 1;
+}
+float FuzzyHelper::evaluate(Goals::RecruitHero & g)
+{
+	return 1;
+}
+float FuzzyHelper::evaluate(Goals::Invalid & g)
+{
+	return -1e10;
+}
+float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
+{
+	logAi->warn("Cannot evaluate goal %s", g.name());
+	return g.priority;
+}
+void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
+{
+	g->setpriority(g->accept(this)); //this enforces returned value is set
+}

+ 42 - 0
AI/VCAI/FuzzyHelper.h

@@ -0,0 +1,42 @@
+/*
+ * FuzzyHelper.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+*/
+#pragma once
+#include "FuzzyEngines.h"
+
+class CBank;
+
+class FuzzyHelper
+{
+public:
+	TacticalAdvantageEngine tacticalAdvantageEngine;
+	VisitTileEngine visitTileEngine;
+	VisitObjEngine visitObjEngine;
+
+	float evaluate(Goals::Explore & g);
+	float evaluate(Goals::RecruitHero & g);
+	float evaluate(Goals::VisitTile & g);
+	float evaluate(Goals::VisitObj & g);
+	float evaluate(Goals::VisitHero & g);
+	float evaluate(Goals::BuildThis & g);
+	float evaluate(Goals::DigAtTile & g);
+	float evaluate(Goals::CollectRes & g);
+	float evaluate(Goals::Build & g);
+	float evaluate(Goals::BuyArmy & g);
+	float evaluate(Goals::GatherArmy & g);
+	float evaluate(Goals::ClearWayTo & g);
+	float evaluate(Goals::Invalid & g);
+	float evaluate(Goals::AbstractGoal & g);
+	void setPriority(Goals::TSubgoal & g);
+
+	ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
+
+	Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
+	//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
+};

+ 67 - 49
AI/VCAI/Goals.cpp

@@ -10,7 +10,7 @@
 #include "StdInc.h"
 #include "Goals.h"
 #include "VCAI.h"
-#include "Fuzzy.h"
+#include "FuzzyHelper.h"
 #include "ResourceManager.h"
 #include "BuildingManager.h"
 #include "../../lib/mapping/CMap.h" //for victory conditions
@@ -77,7 +77,7 @@ std::string Goals::AbstractGoal::name() const //TODO: virtualize
 	case GATHER_TROOPS:
 		desc = "GATHER TROOPS";
 		break;
-	case GET_OBJ:
+	case VISIT_OBJ:
 	{
 		auto obj = cb->getObjInstance(ObjectInstanceID(objid));
 		if(obj)
@@ -153,7 +153,7 @@ bool Goals::AbstractGoal::operator==(AbstractGoal & g)
 		break;
 
 	//assigned hero and object
-	case GET_OBJ:
+	case VISIT_OBJ:
 	case FIND_OBJ: //TODO: use subtype?
 	case VISIT_HERO:
 	case GET_ART_TYPE:
@@ -350,7 +350,7 @@ TSubgoal Win::whatToDoToAchieve()
 						return sptr(Goals::Conquer());
 
 
-				return sptr(Goals::GetObj(goal.object->id.getNum()));
+				return sptr(Goals::VisitObj(goal.object->id.getNum()));
 			}
 			else
 			{
@@ -404,7 +404,7 @@ TSubgoal Win::whatToDoToAchieve()
 					return sptr(Goals::DigAtTile(grailPos));
 				} //TODO: use FIND_OBJ
 				else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
-					return sptr(Goals::GetObj(obj->id.getNum()));
+					return sptr(Goals::VisitObj(obj->id.getNum()));
 				else
 					return sptr(Goals::Explore());
 			}
@@ -414,7 +414,7 @@ TSubgoal Win::whatToDoToAchieve()
 		{
 			if(goal.object)
 			{
-				return sptr(Goals::GetObj(goal.object->id.getNum()));
+				return sptr(Goals::VisitObj(goal.object->id.getNum()));
 			}
 			else
 			{
@@ -489,7 +489,7 @@ TSubgoal FindObj::whatToDoToAchieve()
 		}
 	}
 	if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
-		return sptr(Goals::GetObj(o->id.getNum()));
+		return sptr(Goals::VisitObj(o->id.getNum()));
 	else
 		return sptr(Goals::Explore());
 }
@@ -507,50 +507,86 @@ bool Goals::FindObj::fulfillsMe(TSubgoal goal)
 	return false;
 }
 
-std::string GetObj::completeMessage() const
+std::string VisitObj::completeMessage() const
 {
 	return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
 }
 
-TSubgoal GetObj::whatToDoToAchieve()
+TGoalVec VisitObj::getAllPossibleSubgoals()
 {
-	const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
+	TGoalVec goalList;
+	const CGObjectInstance * obj = cb->getObjInstance(ObjectInstanceID(objid));
 	if(!obj)
-		return sptr(Goals::Explore());
-	if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
-		throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
+	{
+		throw cannotFulfillGoalException("Object is missing - goal is invalid now!");
+	}
 
 	int3 pos = obj->visitablePos();
 	if(hero)
 	{
 		if(ai->isAccessibleForHero(pos, hero))
-			return sptr(Goals::VisitTile(pos).sethero(hero));
+		{
+			if(isSafeToVisit(hero, pos))
+				goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero)));
+			else
+				goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
+
+			return goalList;
+		}
 	}
 	else
 	{
-		for(auto h : cb->getHeroesInfo())
+		for(auto potentialVisitor : cb->getHeroesInfo())
 		{
-			if(ai->isAccessibleForHero(pos, h))
-				return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
+			if(ai->isAccessibleForHero(pos, potentialVisitor))
+			{
+				if(isSafeToVisit(potentialVisitor, pos))
+					goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
+				else
+					goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
+			}
+		}
+		if(!goalList.empty())
+		{
+			return goalList;
 		}
 	}
-	return sptr(Goals::ClearWayTo(pos).sethero(hero));
+
+	goalList.push_back(sptr(Goals::ClearWayTo(pos)));
+	return goalList;
+}
+
+TSubgoal VisitObj::whatToDoToAchieve()
+{
+	auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
+
+	if(bestGoal->goalType == Goals::VISIT_OBJ && bestGoal->hero)
+		bestGoal->setisElementar(true);
+
+	return bestGoal;
+}
+
+Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::VISIT_OBJ)
+{
+	objid = Objid;
+	tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
+	priority = 3;
 }
 
-bool Goals::GetObj::operator==(AbstractGoal & g)
+bool Goals::VisitObj::operator==(AbstractGoal & g)
 {
 	if (g.goalType != goalType)
 		return false;
 	return g.objid == objid;
 }
 
-bool GetObj::fulfillsMe(TSubgoal goal)
+bool VisitObj::fulfillsMe(TSubgoal goal)
 {
-	if(goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
+	if(goal->goalType == Goals::VISIT_TILE)
 	{
 		if (!hero || hero == goal->hero)
 		{
-			auto obj = cb->getObj(ObjectInstanceID(objid));
+			auto obj = cb->getObjInstance(ObjectInstanceID(objid));
 			if (obj && obj->visitablePos() == goal->tile) //object could be removed
 				return true;
 		}
@@ -695,7 +731,7 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
 				if(shouldVisit(h, topObj))
 				{
 					//do NOT use VISIT_TILE, as tile with quets guard can't be visited
-					ret.push_back(sptr(Goals::GetObj(topObj->id.getNum()).sethero(h)));
+					ret.push_back(sptr(Goals::VisitObj(topObj->id.getNum()).sethero(h))); //TODO: Recheck this code - object visit became elementar goal
 					continue; //do not try to visit tile or gather army
 				}
 				else
@@ -912,8 +948,6 @@ TSubgoal VisitTile::whatToDoToAchieve()
 	{
 		if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
 		{
-			if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
-				ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
 			ret->setisElementar(true);
 			return ret;
 		}
@@ -1103,22 +1137,10 @@ TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
 		}
 		for (auto obj : ourObjs)
 		{
-			int3 dest = obj->visitablePos();
-			auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
-			if (t.valid()) //we know any path at all
+			if (ai->isAccessibleForHero(obj->visitablePos(), h))
 			{
-				if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
-				{
-					if (isSafeToVisit(h, dest))
-					{
-						if (dest != t) //there is something blocking our way
-							ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
-						else
-							ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
-					}
-					else //we need to get army in order to pick that object
-						ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
-				}
+				//further decomposition and evaluation will be handled by VisitObj
+				ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
 			}
 		}
 	}
@@ -1200,7 +1222,7 @@ TSubgoal Goals::CollectRes::whatToDoToTrade()
 			auto objid = m->o->id.getNum();
 			if (backObj->tempOwner != ai->playerID) //top object not owned
 			{
-				return sptr(Goals::GetObj(objid)); //just go there
+				return sptr(Goals::VisitObj(objid)); //just go there
 			}
 			else //either it's our town, or we have hero there
 			{
@@ -1306,7 +1328,7 @@ TSubgoal GatherTroops::whatToDoToAchieve()
 			if(!nearest)
 				throw cannotFulfillGoalException("Cannot find nearest dwelling!");
 
-			return sptr(Goals::GetObj(nearest->id.getNum()));
+			return sptr(Goals::VisitObj(nearest->id.getNum()));
 		}
 		else
 			return sptr(Goals::Explore());
@@ -1386,13 +1408,9 @@ TGoalVec Conquer::getAllPossibleSubgoals()
 							{
 								ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
 							}
-							else //just visit that tile
+							else //just get that object
 							{
-								if(obj->ID.num == Obj::TOWN)
-									//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
-									ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there
-								else
-									ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
+								ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
 							}
 						}
 					}
@@ -1612,7 +1630,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
 TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance * obj)
 {
 	if(obj)
-		return sptr(Goals::GetObj(obj->id.getNum()));
+		return sptr(Goals::VisitObj(obj->id.getNum()));
 	else
 		return sptr(Goals::Explore());
 }

+ 5 - 13
AI/VCAI/Goals.h

@@ -46,7 +46,7 @@ enum EGoals
 	GATHER_TROOPS, // val of creatures with objid
 
 	OBJECT_GOALS_BEGIN,
-	GET_OBJ, //visit or defeat or collect the object
+	VISIT_OBJ, //visit or defeat or collect the object
 	FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
 	VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
 
@@ -461,21 +461,13 @@ public:
 	bool fulfillsMe(TSubgoal goal) override;
 };
 
-class DLL_EXPORT GetObj : public CGoal<GetObj>
+class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
 {
 public:
-	GetObj() {} // empty constructor not allowed
+	VisitObj() = delete; // empty constructor not allowed
+	VisitObj(int Objid);
 
-	GetObj(int Objid)
-		: CGoal(Goals::GET_OBJ)
-	{
-		objid = Objid;
-		priority = 3;
-	}
-	TGoalVec getAllPossibleSubgoals() override
-	{
-		return TGoalVec();
-	}
+	TGoalVec getAllPossibleSubgoals() override;
 	TSubgoal whatToDoToAchieve() override;
 	bool operator==(AbstractGoal & g) override;
 	bool fulfillsMe(TSubgoal goal) override;

+ 25 - 2
AI/VCAI/MapObjectsEvaluator.cpp

@@ -2,6 +2,9 @@
 #include "MapObjectsEvaluator.h"
 #include "../../lib/GameConstants.h"
 #include "../../lib/VCMI_Lib.h"
+#include "../../lib/CCreatureHandler.h"
+#include "../../lib/mapObjects/CGTownInstance.h"
+#include "../../lib/CRandomGenerator.h"
 
 MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
 {
@@ -29,9 +32,9 @@ MapObjectsEvaluator::MapObjectsEvaluator()
 				{
 					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = VLC->objtypeh->getObjGroupAiValue(primaryID).get();
 				}
-				else
+				else //some default handling when aiValue not found
 				{
-					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0; //some default handling when aiValue not found
+					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
 				}
 			}
 		}	
@@ -49,6 +52,26 @@ boost::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int seco
 	return boost::optional<int>();
 }
 
+boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
+{
+	if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
+	{
+		auto dwelling = dynamic_cast<const CGDwelling *>(obj);
+		int aiValue = 0;
+		for(auto & creLevel : dwelling->creatures)
+		{
+			for(auto & creatureID : creLevel.second)
+			{
+				auto creature = VLC->creh->creatures[creatureID];
+				aiValue += (creature->AIValue * creature->growth);
+			}
+		}
+		return aiValue;
+	}
+	else
+		return getObjectValue(obj->ID, obj->subID);
+}
+
 void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
 {
 	CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);

+ 1 - 0
AI/VCAI/MapObjectsEvaluator.h

@@ -19,6 +19,7 @@ public:
 	MapObjectsEvaluator();
 	static MapObjectsEvaluator & getInstance();
 	boost::optional<int> getObjectValue(int primaryID, int secondaryID) const;
+	boost::optional<int> getObjectValue(const CGObjectInstance * obj) const;
 	void addObjectData(int primaryID, int secondaryID, int value);
 	void removeObjectData(int primaryID, int secondaryID);
 };

+ 75 - 31
AI/VCAI/VCAI.cpp

@@ -9,7 +9,7 @@
  */
 #include "StdInc.h"
 #include "VCAI.h"
-#include "Fuzzy.h"
+#include "FuzzyHelper.h"
 #include "ResourceManager.h"
 #include "BuildingManager.h"
 
@@ -268,7 +268,7 @@ void VCAI::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * vi
 	{
 		markObjectVisited(visitedObj);
 		unreserveObject(visitor, visitedObj);
-		completeGoal(sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
+		completeGoal(sptr(Goals::VisitObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
 		//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
 		if (visitedObj->ID == Obj::HERO)
 		{
@@ -416,6 +416,38 @@ void VCAI::objectRemoved(const CGObjectInstance * obj)
 	for(auto h : cb->getHeroesInfo())
 		unreserveObject(h, obj);
 
+
+	vstd::erase_if(lockedHeroes, [&](const std::pair<HeroPtr, Goals::TSubgoal> & x) -> bool
+	{
+		if((x.second->goalType == Goals::VISIT_OBJ) && (x.second->objid == obj->id.getNum()))
+			return true;
+		else
+			return false;
+	});
+
+	vstd::erase_if(ultimateGoalsFromBasic, [&](const std::pair<Goals::TSubgoal, Goals::TGoalVec> & x) -> bool
+	{
+		if((x.first->goalType == Goals::VISIT_OBJ) && (x.first->objid == obj->id.getNum()))
+			return true;
+		else
+			return false;
+	});
+
+	auto goalErasePredicate = [&](const Goals::TSubgoal & x) ->bool
+	{
+		if((x->goalType == Goals::VISIT_OBJ) && (x->objid == obj->id.getNum()))
+			return true;
+		else
+			return false;
+	};
+
+	vstd::erase_if(basicGoals, goalErasePredicate);
+	vstd::erase_if(goalsToAdd, goalErasePredicate);
+	vstd::erase_if(goalsToRemove, goalErasePredicate);
+
+	for(auto goal : ultimateGoalsFromBasic)
+		vstd::erase_if(goal.second, goalErasePredicate);
+	
 	//TODO: Find better way to handle hero boat removal
 	if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
 	{
@@ -1015,7 +1047,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
 		}
 		break;
 	}
-	completeGoal(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
+	completeGoal(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h)));
 }
 
 void VCAI::moveCreaturesToHero(const CGTownInstance * t)
@@ -1324,7 +1356,6 @@ bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
 
 void VCAI::wander(HeroPtr h)
 {
-
 	auto visitTownIfAny = [this](HeroPtr h) -> bool
 	{
 		if (h->visitedTown)
@@ -1333,6 +1364,7 @@ void VCAI::wander(HeroPtr h)
 			buildArmyIn(h->visitedTown);
 			return true;
 		}
+		return false;
 	};
 
 	//unclaim objects that are now dangerous for us
@@ -1462,30 +1494,26 @@ void VCAI::wander(HeroPtr h)
 		//end of objs empty
 
 		if(dests.size()) //performance improvement
-		{
-			auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool //TODO: create elementar GetObj goal usable for goal decomposition and Wander based on VisitTile logic and object value on top of it
+		{			
+			Goals::TGoalVec targetObjectGoals;
+			for(auto destination : dests)
 			{
-				return fh->getWanderTargetObjectValue( *h.get(), l) < fh->getWanderTargetObjectValue(*h.get(), r);
-			};
-
-			const ObjectIdRef & dest = *boost::max_element(dests, fuzzyLogicSorter); //find best object to visit based on fuzzy logic evaluation, TODO: use elementar version of GetObj here in future
+				targetObjectGoals.push_back(sptr(Goals::VisitObj(destination.id.getNum()).sethero(h).setisAbstract(true)));
+			}
+			auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
+			decomposeGoal(bestObjectGoal)->accept(this);
 
 			//wander should not cause heroes to be reserved - they are always considered free
-			logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());
-			if (!goVisitObj(dest, h))
+			if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
 			{
-				if (!dest)
-				{
-					logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
-				}
-				else
-				{
-					logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
-					break;
-				}
+				auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
+				if(chosenObject != nullptr)
+					logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
 			}
-			else //we reached our destination
-				visitTownIfAny(h);
+			else
+				logAi->debug("Trying to realize goal of type %d as part of wandering.", bestObjectGoal->goalType);
+
+			visitTownIfAny(h);
 		}
 	}
 	visitTownIfAny(h); //in case hero is just sitting in town
@@ -2008,6 +2036,22 @@ void VCAI::tryRealize(Goals::VisitTile & g)
 	}
 }
 
+void VCAI::tryRealize(Goals::VisitObj & g)
+{
+	auto position = g.tile;
+	if(!g.hero->movement)
+		throw cannotFulfillGoalException("Cannot visit object: hero is out of MPs!");
+	if(position == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
+	{
+		logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
+		throw goalFulfilledException(sptr(g));
+	}
+	if(ai->moveHeroToTile(position, g.hero.get()))
+	{
+		throw goalFulfilledException(sptr(g));
+	}
+}
+
 void VCAI::tryRealize(Goals::VisitHero & g)
 {
 	if(!g.hero->movement)
@@ -2364,7 +2408,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(hero))
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
+					return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
 				}
 			}
 			for (auto art : q.quest->m5arts)
@@ -2380,7 +2424,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(hero))
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
+					return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
 				}
 			}
 			return sptr(Goals::FindObj(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
@@ -2393,7 +2437,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
+					return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
 				}
 			}
 			for (auto creature : q.quest->m6creatures)
@@ -2410,7 +2454,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()));
+					return sptr(Goals::VisitObj(q.obj->id.getNum()));
 				}
 				else
 				{
@@ -2430,9 +2474,9 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 		{
 			auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
 			if (obj)
-				return sptr(Goals::GetObj(obj->id.getNum()));
+				return sptr(Goals::VisitObj(obj->id.getNum()));
 			else
-				return sptr(Goals::GetObj(q.obj->id.getNum())); //visit seer hut
+				return sptr(Goals::VisitObj(q.obj->id.getNum())); //visit seer hut
 			break;
 		}
 		case CQuest::MISSION_PRIMARY_STAT:
@@ -2442,7 +2486,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(hero))
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
+					return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
 				}
 			}
 			for (int i = 0; i < q.quest->m2stats.size(); ++i)
@@ -2458,7 +2502,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
 			{
 				if (q.quest->checkQuest(hero))
 				{
-					return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
+					return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
 				}
 			}
 			logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);

+ 2 - 1
AI/VCAI/VCAI.h

@@ -121,6 +121,7 @@ public:
 	void tryRealize(Goals::Explore & g);
 	void tryRealize(Goals::RecruitHero & g);
 	void tryRealize(Goals::VisitTile & g);
+	void tryRealize(Goals::VisitObj & g);
 	void tryRealize(Goals::VisitHero & g);
 	void tryRealize(Goals::BuildThis & g);
 	void tryRealize(Goals::DigAtTile & g);
@@ -284,7 +285,7 @@ public:
 		h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
 		h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
 		h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
-		h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
+		h.template registerType<Goals::AbstractGoal, Goals::VisitObj>();
 		h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
 		//h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
 		h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();