FuzzyHelper.cpp 4.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171
  1. /*
  2. * FuzzyHelper.cpp, 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. #include "../StdInc.h"
  11. #include "FuzzyHelper.h"
  12. #include "../Goals/Goals.h"
  13. #include "Nullkiller.h"
  14. #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  16. #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
  17. namespace NKAI
  18. {
  19. ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
  20. {
  21. //this one is not fuzzy anymore, just calculate weighted average
  22. auto objectInfo = bank->getObjectHandler()->getObjectInfo(bank->appearance);
  23. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  24. ui64 totalStrength = 0;
  25. ui8 totalChance = 0;
  26. for(auto config : bankInfo->getPossibleGuards(bank->cb))
  27. {
  28. totalStrength += config.second.totalStrength * config.first;
  29. totalChance += config.first;
  30. }
  31. return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
  32. }
  33. ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
  34. {
  35. auto cb = ai->cb.get();
  36. const TerrainTile * t = cb->getTile(tile, false);
  37. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  38. return 190000000; //MUCH
  39. ui64 objectDanger = 0;
  40. ui64 guardDanger = 0;
  41. auto visitableObjects = cb->getVisitableObjs(tile);
  42. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  43. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  44. {
  45. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
  46. {
  47. return !objWithID<Obj::HERO>(obj);
  48. });
  49. }
  50. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  51. {
  52. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  53. if(objectDanger)
  54. {
  55. //TODO: don't downcast objects AI shouldn't know about!
  56. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  57. if(armedObj)
  58. {
  59. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  60. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  61. }
  62. }
  63. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  64. {
  65. //check guard on the other side of the gate
  66. auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
  67. if(it != ai->memory->knownSubterraneanGates.end())
  68. {
  69. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  70. for(auto cre : guards)
  71. {
  72. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
  73. visitor,
  74. dynamic_cast<const CArmedInstance *>(cre));
  75. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
  76. }
  77. }
  78. }
  79. }
  80. if(checkGuards)
  81. {
  82. auto guards = cb->getGuardingCreatures(tile);
  83. for(auto cre : guards)
  84. {
  85. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  86. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
  87. }
  88. }
  89. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  90. return std::max(objectDanger, guardDanger);
  91. }
  92. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
  93. {
  94. auto cb = ai->cb.get();
  95. if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  96. return 0;
  97. switch(obj->ID)
  98. {
  99. case Obj::TOWN:
  100. {
  101. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  102. auto danger = town->getUpperArmy()->getArmyStrength();
  103. if(danger || town->visitingHero)
  104. {
  105. auto fortLevel = town->fortLevel();
  106. if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
  107. danger += 10000;
  108. else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
  109. danger += 4000;
  110. }
  111. return danger;
  112. }
  113. case Obj::ARTIFACT:
  114. case Obj::RESOURCE:
  115. {
  116. if(!vstd::contains(ai->memory->alreadyVisited, obj))
  117. return 0;
  118. [[fallthrough]];
  119. }
  120. case Obj::MONSTER:
  121. case Obj::HERO:
  122. case Obj::GARRISON:
  123. case Obj::GARRISON2:
  124. case Obj::CREATURE_GENERATOR1:
  125. case Obj::CREATURE_GENERATOR4:
  126. case Obj::MINE:
  127. case Obj::ABANDONED_MINE:
  128. case Obj::PANDORAS_BOX:
  129. case Obj::CRYPT: //crypt
  130. case Obj::CREATURE_BANK: //crebank
  131. case Obj::DRAGON_UTOPIA:
  132. case Obj::SHIPWRECK: //shipwreck
  133. case Obj::DERELICT_SHIP: //derelict ship
  134. {
  135. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  136. return a->getArmyStrength();
  137. }
  138. case Obj::PYRAMID:
  139. {
  140. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  141. }
  142. default:
  143. return 0;
  144. }
  145. }
  146. }