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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 "Nullkiller.h"
- #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
- #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
- #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
- namespace NKAI
- {
- 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
- }
- 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.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::TOWN:
- {
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
- auto danger = town->getUpperArmy()->getArmyStrength();
- if(danger || town->visitingHero)
- {
- auto fortLevel = town->fortLevel();
- if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
- danger += 10000;
- else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
- danger += 4000;
- }
- return danger;
- }
- 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:
- case Obj::PANDORAS_BOX:
- case Obj::CRYPT: //crypt
- case Obj::CREATURE_BANK: //crebank
- case Obj::DRAGON_UTOPIA:
- case Obj::SHIPWRECK: //shipwreck
- case Obj::DERELICT_SHIP: //derelict ship
- {
- const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
- return a->getArmyStrength();
- }
- case Obj::PYRAMID:
- {
- return estimateBankDanger(dynamic_cast<const CBank *>(obj));
- }
- default:
- return 0;
- }
- }
- }
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