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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 "Goals/Goals.h"
 
- #include "VCAI.h"
 
- #include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
 
- #include "../../lib/mapObjects/CBank.h"
 
- #include "../../lib/mapObjects/CGCreature.h"
 
- #include "../../lib/mapObjects/CGDwelling.h"
 
- #include "../../lib/gameState/InfoAboutArmy.h"
 
- FuzzyHelper * fh;
 
- Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
 
- {
 
- 	if(vec.empty())
 
- 	{
 
- 		logAi->debug("FuzzyHelper found no goals. Returning Goals::Invalid.");
 
- 		//no possibilities found
 
- 		return sptr(Goals::Invalid());
 
- 	}
 
- 	//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;
 
- 	};
 
- 	for(auto goal : vec)
 
- 	{
 
- 		logAi->trace("FuzzyHelper evaluated goal %s, priority=%.4f", goal->name(), goal->priority);
 
- 	}
 
- 	Goals::TSubgoal result = *boost::max_element(vec, compareGoals);
 
- 	logAi->debug("FuzzyHelper returned goal %s, priority=%.4f", result->name(), result->priority);
 
- 	return result;
 
- }
 
- ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
 
- {
 
- 	//this one is not fuzzy anymore, just calculate weighted average
 
- 	auto objectInfo = bank->getObjectHandler()->getObjectInfo(bank->appearance);
 
- 	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
 
- 	ui64 totalStrength = 0;
 
- 	ui8 totalChance = 0;
 
- 	for(auto config : bankInfo->getPossibleGuards(bank->cb))
 
- 	{
 
- 		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)
 
- {
 
- 	if(g.parent)
 
- 	{
 
- 		g.parent->accept(this);
 
- 	}
 
- 	return visitTileEngine.evaluate(g);
 
- }
 
- float FuzzyHelper::evaluate(Goals::BuildBoat & g)
 
- {
 
- 	const float buildBoatPenalty = 0.25;
 
- 	if(!g.parent)
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return g.parent->accept(this) - buildBoatPenalty;
 
- }
 
- float FuzzyHelper::evaluate(Goals::AdventureSpellCast & g)
 
- {
 
- 	if(!g.parent)
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	const CSpell * spell = g.getSpell();
 
- 	const float spellCastPenalty = (float)g.hero->getSpellCost(spell) / g.hero->mana;
 
- 	return g.parent->accept(this) - spellCastPenalty;
 
- }
 
- float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
 
- {
 
- 	// TODO: How to evaluate quest complexity?
 
- 	const float questPenalty = 0.2f;
 
- 	if(!g.parent)
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return g.parent->accept(this) * questPenalty;
 
- }
 
- float FuzzyHelper::evaluate(Goals::VisitObj & g)
 
- {
 
- 	if(g.parent)
 
- 	{
 
- 		g.parent->accept(this);
 
- 	}
 
- 	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
 
- 	}
 
- 	else
 
- 	{
 
- 		g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).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 = static_cast<float>(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
 
- 	return g.whatToDoToAchieve()->accept(this);
 
- }
 
- 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
 
- }
 
- ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
 
- {
 
- 	return evaluateDanger(tile, visitor, ai);
 
- }
 
- ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai)
 
- {
 
- 	auto cb = ai->myCb;
 
- 	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, ai); //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 = static_cast<ui64>(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->knownSubterraneanGates.find(dangerousObject);
 
- 			if(it != ai->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, ai) * tacticalAdvantage);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	auto guards = cb->getGuardingCreatures(tile);
 
- 	for(auto cre : guards)
 
- 	{
 
- 		float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
 
- 		vstd::amax(guardDanger, evaluateDanger(cre, ai) * 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, const VCAI * ai)
 
- {
 
- 	auto cb = ai->myCb;
 
- 	if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
 
- 		return 0;
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::HERO:
 
- 	{
 
- 		InfoAboutHero iah;
 
- 		cb->getHeroInfo(obj, iah);
 
- 		return iah.army.getStrength();
 
- 	}
 
- 	case Obj::TOWN:
 
- 	case Obj::GARRISON:
 
- 	case Obj::GARRISON2:
 
- 	{
 
- 		InfoAboutTown iat;
 
- 		cb->getTownInfo(obj, iat);
 
- 		return iat.army.getStrength();
 
- 	}
 
- 	case Obj::MONSTER:
 
- 	{
 
- 		//TODO!!!!!!!!
 
- 		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
 
- 		return cre->getArmyStrength();
 
- 	}
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 	case Obj::CREATURE_GENERATOR4:
 
- 	{
 
- 		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
 
- 		return d->getArmyStrength();
 
- 	}
 
- 	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));
 
- 	default:
 
- 		return 0;
 
- 	}
 
- }
 
 
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