PriorityEvaluator.h 3.6 KB

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  1. /*
  2. * PriorityEvaluator.h, 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. #pragma once
  11. #if __has_include(<fuzzylite/Headers.h>)
  12. # include <fuzzylite/Headers.h>
  13. #else
  14. # include <fl/Headers.h>
  15. #endif
  16. #include "../Goals/CGoal.h"
  17. #include "../Pathfinding/AIPathfinder.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. VCMI_LIB_NAMESPACE_END
  20. namespace NKAI
  21. {
  22. class BuildingInfo;
  23. class Nullkiller;
  24. struct HitMapInfo;
  25. class RewardEvaluator
  26. {
  27. public:
  28. const Nullkiller * ai;
  29. RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
  30. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
  31. uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
  32. int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
  33. float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
  34. float getResourceRequirementStrength(int resType) const;
  35. float getStrategicalValue(const CGObjectInstance * target) const;
  36. float getTotalResourceRequirementStrength(int resType) const;
  37. float evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const;
  38. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
  39. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
  40. uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
  41. const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
  42. uint64_t townArmyGrowth(const CGTownInstance * town) const;
  43. uint64_t getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
  44. };
  45. struct DLL_EXPORT EvaluationContext
  46. {
  47. float movementCost;
  48. std::map<HeroRole, float> movementCostByRole;
  49. int manaCost;
  50. uint64_t danger;
  51. float closestWayRatio;
  52. float armyLossPersentage;
  53. float armyReward;
  54. uint64_t armyGrowth;
  55. int32_t goldReward;
  56. int32_t goldCost;
  57. float skillReward;
  58. float strategicalValue;
  59. HeroRole heroRole;
  60. uint8_t turn;
  61. RewardEvaluator evaluator;
  62. float enemyHeroDangerRatio;
  63. EvaluationContext(const Nullkiller * ai);
  64. void addNonCriticalStrategicalValue(float value);
  65. };
  66. class IEvaluationContextBuilder
  67. {
  68. public:
  69. virtual ~IEvaluationContextBuilder() = default;
  70. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
  71. };
  72. class Nullkiller;
  73. class PriorityEvaluator
  74. {
  75. public:
  76. PriorityEvaluator(const Nullkiller * ai);
  77. ~PriorityEvaluator();
  78. void initVisitTile();
  79. float evaluate(Goals::TSubgoal task);
  80. private:
  81. const Nullkiller * ai;
  82. fl::Engine * engine;
  83. fl::InputVariable * armyLossPersentageVariable;
  84. fl::InputVariable * heroRoleVariable;
  85. fl::InputVariable * mainTurnDistanceVariable;
  86. fl::InputVariable * scoutTurnDistanceVariable;
  87. fl::InputVariable * turnVariable;
  88. fl::InputVariable * goldRewardVariable;
  89. fl::InputVariable * armyRewardVariable;
  90. fl::InputVariable * armyGrowthVariable;
  91. fl::InputVariable * dangerVariable;
  92. fl::InputVariable * skillRewardVariable;
  93. fl::InputVariable * strategicalValueVariable;
  94. fl::InputVariable * rewardTypeVariable;
  95. fl::InputVariable * closestHeroRatioVariable;
  96. fl::InputVariable * goldPressureVariable;
  97. fl::InputVariable * goldCostVariable;
  98. fl::InputVariable * fearVariable;
  99. fl::OutputVariable * value;
  100. std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
  101. EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
  102. };
  103. }