FuzzyHelper.cpp 4.7 KB

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  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 "../../lib/mapObjects/CommonConstructors.h"
  13. #include "Goals/Goals.h"
  14. #include "VCAI.h"
  15. FuzzyHelper * fh;
  16. extern boost::thread_specific_ptr<VCAI> ai;
  17. extern boost::thread_specific_ptr<CCallback> cb;
  18. ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
  19. {
  20. //this one is not fuzzy anymore, just calculate weighted average
  21. auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
  22. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  23. ui64 totalStrength = 0;
  24. ui8 totalChance = 0;
  25. for(auto config : bankInfo->getPossibleGuards())
  26. {
  27. totalStrength += config.second.totalStrength * config.first;
  28. totalChance += config.first;
  29. }
  30. return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
  31. }
  32. ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
  33. {
  34. return evaluateDanger(tile, visitor, ai.get());
  35. }
  36. ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai, bool checkGuards)
  37. {
  38. auto cb = ai->myCb;
  39. const TerrainTile * t = cb->getTile(tile, false);
  40. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  41. return 190000000; //MUCH
  42. ui64 objectDanger = 0;
  43. ui64 guardDanger = 0;
  44. auto visitableObjects = cb->getVisitableObjs(tile);
  45. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  46. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  47. {
  48. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
  49. {
  50. return !objWithID<Obj::HERO>(obj);
  51. });
  52. }
  53. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  54. {
  55. objectDanger = evaluateDanger(dangerousObject, ai); //unguarded objects can also be dangerous or unhandled
  56. if(objectDanger)
  57. {
  58. //TODO: don't downcast objects AI shouldn't know about!
  59. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  60. if(armedObj)
  61. {
  62. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  63. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  64. }
  65. }
  66. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  67. {
  68. //check guard on the other side of the gate
  69. auto it = ai->knownSubterraneanGates.find(dangerousObject);
  70. if(it != ai->knownSubterraneanGates.end())
  71. {
  72. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  73. for(auto cre : guards)
  74. {
  75. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  76. vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage);
  77. }
  78. }
  79. }
  80. }
  81. if(checkGuards)
  82. {
  83. auto guards = cb->getGuardingCreatures(tile);
  84. for(auto cre : guards)
  85. {
  86. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  87. vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage); //we are interested in strongest monster around
  88. }
  89. }
  90. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  91. return std::max(objectDanger, guardDanger);
  92. }
  93. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const VCAI * ai)
  94. {
  95. auto cb = ai->myCb;
  96. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  97. return 0;
  98. switch(obj->ID)
  99. {
  100. case Obj::TOWN:
  101. {
  102. const CGTownInstance * cre = dynamic_cast<const CGTownInstance *>(obj);
  103. return cre->getUpperArmy()->getArmyStrength();
  104. }
  105. case Obj::ARTIFACT:
  106. case Obj::RESOURCE:
  107. {
  108. if(!vstd::contains(ai->alreadyVisited, obj))
  109. {
  110. return 0;
  111. }
  112. // passthrough
  113. }
  114. case Obj::MONSTER:
  115. case Obj::HERO:
  116. case Obj::GARRISON:
  117. case Obj::GARRISON2:
  118. case Obj::CREATURE_GENERATOR1:
  119. case Obj::CREATURE_GENERATOR4:
  120. case Obj::MINE:
  121. case Obj::ABANDONED_MINE:
  122. {
  123. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  124. return a->getArmyStrength();
  125. }
  126. case Obj::CRYPT: //crypt
  127. case Obj::CREATURE_BANK: //crebank
  128. case Obj::DRAGON_UTOPIA:
  129. case Obj::SHIPWRECK: //shipwreck
  130. case Obj::DERELICT_SHIP: //derelict ship
  131. // case Obj::PYRAMID:
  132. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  133. case Obj::PYRAMID:
  134. {
  135. if(obj->subID == 0)
  136. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  137. else
  138. return 0;
  139. }
  140. default:
  141. return 0;
  142. }
  143. }