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							- #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"
 
- /*
 
-  * 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
 
-  *
 
- */
 
- #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 IObjectInfo;
 
- class CBankInfo;
 
- class Engine;
 
- class InputVariable;
 
- class CGTownInstance;
 
- //using namespace Goals;
 
- 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");
 
- 	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();
 
- }
 
- 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());
 
- 	}
 
- }
 
- 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 / totalChance;
 
- }
 
- float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
 
- {
 
- 	float output = 1;
 
- 	try
 
- 	{
 
- 		armyStructure ourStructure = evaluateArmyStructure(we);
 
- 		armyStructure enemyStructure = evaluateArmyStructure(enemy);
 
- 		ta.ourWalkers->setInputValue(ourStructure.walkers);
 
- 		ta.ourShooters->setInputValue(ourStructure.shooters);
 
- 		ta.ourFlyers->setInputValue(ourStructure.flyers);
 
- 		ta.ourSpeed->setInputValue(ourStructure.maxSpeed);
 
- 		ta.enemyWalkers->setInputValue(enemyStructure.walkers);
 
- 		ta.enemyShooters->setInputValue(enemyStructure.shooters);
 
- 		ta.enemyFlyers->setInputValue(enemyStructure.flyers);
 
- 		ta.enemySpeed->setInputValue(enemyStructure.maxSpeed);
 
- 		bool bank = dynamic_cast<const CBank*> (enemy);
 
- 		if (bank)
 
- 			ta.bankPresent->setInputValue(1);
 
- 		else
 
- 			ta.bankPresent->setInputValue(0);
 
- 		const CGTownInstance * fort = dynamic_cast<const CGTownInstance*> (enemy);
 
- 		if (fort)
 
- 		{
 
- 			ta.castleWalls->setInputValue(fort->fortLevel());
 
- 		}
 
- 		else
 
- 			ta.castleWalls->setInputValue(0);
 
- 		//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
 
- 		ta.engine.process();
 
- 		output = ta.threat->getOutputValue();
 
- 	}
 
- 	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]->getInputValue() << " ";
 
- 		logAi->error(log.str());
 
- 		assert(false);
 
- 	}
 
- 	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;
 
- 	};
 
- 	boost::sort (vec, compareGoals);
 
- 	return vec.back();
 
- }
 
- float FuzzyHelper::evaluate (Goals::Explore & g)
 
- {
 
- 	return 1;
 
- }
 
- float FuzzyHelper::evaluate (Goals::RecruitHero & g)
 
- {
 
- 	return 1; //just try to recruit hero as one of options
 
- }
 
- FuzzyHelper::EvalVisitTile::~EvalVisitTile()
 
- {
 
- 	delete strengthRatio;
 
- 	delete heroStrength;
 
- 	delete turnDistance;
 
- 	delete missionImportance;
 
- }
 
- 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.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};
 
- 		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);
 
- 		//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");
 
- 	}
 
- 	catch (fl::Exception & fe)
 
- 	{
 
- 		logAi->error("visitTile: %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 = 0;
 
- 	float distance = CPathfinderHelper::getMovementCost(g.hero.h, g.tile);
 
- 	if (!distance) //we stand on that tile
 
- 		turns = 0;
 
- 	else
 
- 	{
 
- 		if (distance < g.hero->movement) //we can move there within one turn
 
- 			turns = (fl::scalar)distance / g.hero->movement;
 
- 		else
 
- 			turns = 1 + (fl::scalar)(distance - g.hero->movement) / g.hero->maxMovePoints(true); //bool on land?
 
- 	}
 
- 	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;
 
- 	try
 
- 	{
 
- 		vt.strengthRatio->setInputValue(strengthRatio);
 
- 		vt.heroStrength->setInputValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
 
- 		vt.turnDistance->setInputValue(turns);
 
- 		vt.missionImportance->setInputValue(missionImportance);
 
- 		vt.engine.process();
 
- 		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
 
- 		g.priority = vt.value->getOutputValue();
 
- 	}
 
- 	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();
 
- 	return g.value / std::max(g.value - army, 1000.0f);
 
- }
 
- 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 1;
 
- }
 
- float FuzzyHelper::evaluate (Goals::DigAtTile & g)
 
- {
 
- 	return 0;
 
- }
 
- float FuzzyHelper::evaluate (Goals::CollectRes & g)
 
- {
 
- 	return 0;
 
- }
 
- float FuzzyHelper::evaluate (Goals::Build & g)
 
- {
 
- 	return 0;
 
- }
 
- 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)
 
- {
 
- 	g->setpriority(g->accept(this)); //this enforces returned value is set
 
- }
 
 
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