FuzzyHelper.cpp 4.1 KB

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  1. /*
  2. * FuzzyHelper.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "FuzzyHelper.h"
  12. #include "../Goals/Goals.h"
  13. #include "Nullkiller.h"
  14. #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  16. #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
  17. namespace NKAI
  18. {
  19. ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
  20. {
  21. auto cb = ai->cb.get();
  22. const TerrainTile * t = cb->getTile(tile, false);
  23. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  24. return 190000000; //MUCH
  25. ui64 objectDanger = 0;
  26. ui64 guardDanger = 0;
  27. auto visitableObjects = cb->getVisitableObjs(tile);
  28. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  29. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  30. {
  31. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) -> bool
  32. {
  33. return !objWithID<Obj::HERO>(obj);
  34. });
  35. }
  36. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  37. {
  38. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  39. if(objWithID<Obj::HERO>(dangerousObject))
  40. {
  41. auto hero = dynamic_cast<const CGHeroInstance *>(dangerousObject);
  42. if(hero->visitedTown && !hero->visitedTown->garrisonHero)
  43. {
  44. objectDanger += evaluateDanger(hero->visitedTown.get());
  45. }
  46. }
  47. if(objectDanger)
  48. {
  49. //TODO: don't downcast objects AI shouldn't know about!
  50. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  51. if(armedObj)
  52. {
  53. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  54. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  55. }
  56. }
  57. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  58. {
  59. //check guard on the other side of the gate
  60. auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
  61. if(it != ai->memory->knownSubterraneanGates.end())
  62. {
  63. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  64. for(auto cre : guards)
  65. {
  66. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
  67. visitor,
  68. dynamic_cast<const CArmedInstance *>(cre));
  69. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
  70. }
  71. }
  72. }
  73. }
  74. if(checkGuards)
  75. {
  76. auto guards = cb->getGuardingCreatures(tile);
  77. for(auto cre : guards)
  78. {
  79. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  80. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
  81. }
  82. }
  83. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  84. return std::max(objectDanger, guardDanger);
  85. }
  86. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
  87. {
  88. auto cb = ai->cb.get();
  89. if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  90. return 0;
  91. switch(obj->ID)
  92. {
  93. case Obj::TOWN:
  94. {
  95. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  96. auto danger = town->getUpperArmy()->getArmyStrength();
  97. if(danger || town->visitingHero)
  98. {
  99. auto fortLevel = town->fortLevel();
  100. if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
  101. danger += 10000;
  102. else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
  103. danger += 4000;
  104. }
  105. return danger;
  106. }
  107. case Obj::HERO:
  108. {
  109. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(obj);
  110. return getHeroArmyStrengthWithCommander(hero, hero);
  111. }
  112. case Obj::ARTIFACT:
  113. case Obj::RESOURCE:
  114. {
  115. if(!vstd::contains(ai->memory->alreadyVisited, obj))
  116. return 0;
  117. [[fallthrough]];
  118. }
  119. default:
  120. {
  121. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  122. if (a)
  123. return a->getArmyStrength();
  124. else
  125. return 0;
  126. }
  127. }
  128. }
  129. }