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							- /*
 
-  * 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 "../Goals/Goals.h"
 
- #include "Nullkiller.h"
 
- namespace NKAI
 
- {
 
- 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
 
- }
 
- ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
 
- {
 
- 	auto cb = ai->cb.get();
 
- 	const TerrainTile * t = cb->getTile(tile, false);
 
- 	if(!t) //we can know about guard but can't check its tile (the edge of fow)
 
- 		return 190000000; //MUCH
 
- 	ui64 objectDanger = 0;
 
- 	ui64 guardDanger = 0;
 
- 	auto visitableObjects = cb->getVisitableObjs(tile);
 
- 	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
 
- 	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
 
- 	{
 
- 		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
 
- 		{
 
- 			return !objWithID<Obj::HERO>(obj);
 
- 		});
 
- 	}
 
- 	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
 
- 	{
 
- 		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
 
- 		if(objectDanger)
 
- 		{
 
- 			//TODO: don't downcast objects AI shouldn't know about!
 
- 			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
 
- 			if(armedObj)
 
- 			{
 
- 				float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
 
- 				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
 
- 			}
 
- 		}
 
- 		if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
 
- 		{
 
- 			//check guard on the other side of the gate
 
- 			auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
 
- 			if(it != ai->memory->knownSubterraneanGates.end())
 
- 			{
 
- 				auto guards = cb->getGuardingCreatures(it->second->visitablePos());
 
- 				for(auto cre : guards)
 
- 				{
 
- 					float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
 
- 						visitor, 
 
- 						dynamic_cast<const CArmedInstance *>(cre));
 
- 					vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if(checkGuards)
 
- 	{
 
- 		auto guards = cb->getGuardingCreatures(tile);
 
- 		for(auto cre : guards)
 
- 		{
 
- 			float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
 
- 			vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
 
- 		}
 
- 	}
 
- 	//TODO mozna odwiedzic blockvis nie ruszajac straznika
 
- 	return std::max(objectDanger, guardDanger);
 
- }
 
- ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
 
- {
 
- 	auto cb = ai->cb.get();
 
- 	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
 
- 		return 0;
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::TOWN:
 
- 	{
 
- 		const CGTownInstance * cre = dynamic_cast<const CGTownInstance *>(obj);
 
- 		return cre->getUpperArmy()->getArmyStrength();
 
- 	}
 
- 	case Obj::ARTIFACT:
 
- 	case Obj::RESOURCE:
 
- 	{
 
- 		if(!vstd::contains(ai->memory->alreadyVisited, obj))
 
- 			return 0;
 
- 		FALLTHROUGH;
 
- 	}
 
- 	case Obj::MONSTER:
 
- 	case Obj::HERO:
 
- 	case Obj::GARRISON:
 
- 	case Obj::GARRISON2:
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 	case Obj::CREATURE_GENERATOR4:
 
- 	case Obj::MINE:
 
- 	case Obj::ABANDONED_MINE:
 
- 	{
 
- 		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
 
- 		return a->getArmyStrength();
 
- 	}
 
- 	case Obj::CRYPT: //crypt
 
- 	case Obj::CREATURE_BANK: //crebank
 
- 	case Obj::DRAGON_UTOPIA:
 
- 	case Obj::SHIPWRECK: //shipwreck
 
- 	case Obj::DERELICT_SHIP: //derelict ship
 
- 							 //	case Obj::PYRAMID:
 
- 		return estimateBankDanger(dynamic_cast<const CBank *>(obj));
 
- 	case Obj::PYRAMID:
 
- 	{
 
- 		if(obj->subID == 0)
 
- 			return estimateBankDanger(dynamic_cast<const CBank *>(obj));
 
- 		else
 
- 			return 0;
 
- 	}
 
- 	default:
 
- 		return 0;
 
- 	}
 
- }
 
- }
 
 
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