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							- #include "StdInc.h"
 
- #include "Fuzzy.h"
 
- #include <limits>
 
- #include "../../lib/mapObjects/MapObjects.h"
 
- #include "../../lib/mapObjects/CommonConstructors.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- #include "../../CCallback.h"
 
- #include "VCAI.h"
 
- /*
 
-  * Fuzzy.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
 
-  *
 
- */
 
- #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 
- #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
 
- struct BankConfig;
 
- class FuzzyEngine;
 
- class InputLVar;
 
- class CGTownInstance;
 
- using namespace boost::assign;
 
- using namespace vstd;
 
- //using namespace Goals;
 
- FuzzyHelper *fh;
 
- extern boost::thread_specific_ptr<CCallback> cb;
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- struct armyStructure
 
- {
 
- 	float walkers, shooters, flyers;
 
- 	ui32 maxSpeed;
 
- };
 
- armyStructure evaluateArmyStructure (const CArmedInstance * army)
 
- {
 
- 	ui64 totalStrenght = army->getArmyStrength();
 
- 	double walkersStrenght = 0;
 
- 	double flyersStrenght = 0;
 
- 	double shootersStrenght = 0;
 
- 	ui32 maxSpeed = 0;
 
- 	for(auto s : army->Slots())
 
- 	{
 
- 		bool walker = true;
 
- 		if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
 
- 		{
 
- 			shootersStrenght += s.second->getPower();
 
- 			walker = false;
 
- 		}
 
- 		if (s.second->type->hasBonusOfType(Bonus::FLYING))
 
- 		{
 
- 			flyersStrenght += s.second->getPower();
 
- 			walker = false;
 
- 		}
 
- 		if (walker)
 
- 			walkersStrenght += s.second->getPower();
 
- 		amax (maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
 
- 	}
 
- 	armyStructure as;
 
- 	as.walkers = walkersStrenght / totalStrenght;
 
- 	as.shooters = shootersStrenght / totalStrenght;
 
- 	as.flyers = flyersStrenght / totalStrenght;
 
- 	as.maxSpeed = maxSpeed;
 
- 	return as;
 
- }
 
- FuzzyHelper::FuzzyHelper()
 
- {
 
- 	engine.hedgeSet().add(new fl::HedgeSomewhat());
 
- 	engine.hedgeSet().add(new fl::HedgeVery());
 
- 	engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
 
- 	initBank();
 
- 	initTacticalAdvantage();
 
- 	initVisitTile();
 
- 	
 
- 	logAi->infoStream() << engine.toString();
 
- }
 
- void FuzzyHelper::initBank()
 
- {
 
- 	try
 
- 	{
 
- 		//Trivial bank estimation
 
- 		bankInput = new fl::InputLVar("BankInput");
 
- 		bankDanger = new fl::OutputLVar("BankDanger");
 
- 		bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5));
 
- 		engine.addInputLVar (bankInput);
 
- 		engine.addOutputLVar (bankDanger);
 
- 		engine.addRuleBlock (&bankBlock);
 
- 		
 
- 		for (int i = 0; i < 4; ++i)
 
- 		{
 
- 			bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
 
- 			bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
 
- 		}
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
 
- 	}
 
- }
 
- void FuzzyHelper::initTacticalAdvantage()
 
- {
 
- 	try
 
- 	{
 
- 		//Tactical advantage calculation
 
- 		std::vector<fl::InputLVar*> helper;
 
- 		ta.ourShooters = new fl::InputLVar("OurShooters");
 
- 		ta.ourWalkers = new fl::InputLVar("OurWalkers");
 
- 		ta.ourFlyers = new fl::InputLVar("OurFlyers");
 
- 		ta.enemyShooters = new fl::InputLVar("EnemyShooters");
 
- 		ta.enemyWalkers = new fl::InputLVar("EnemyWalkers");
 
- 		ta.enemyFlyers = new fl::InputLVar("EnemyFlyers");
 
- 		helper += ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers;
 
- 		for (auto val : helper)
 
- 		{
 
- 			engine.addInputLVar(val);
 
- 			val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
 
- 			val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
 
- 		}
 
- 		helper.clear();
 
- 		ta.ourSpeed =  new fl::InputLVar("OurSpeed");
 
- 		ta.enemySpeed = new fl::InputLVar("EnemySpeed");
 
- 		helper += ta.ourSpeed, ta.enemySpeed;
 
- 		for (auto val : helper)
 
- 		{
 
- 			engine.addInputLVar(val);
 
- 			val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true));
 
- 			val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5));
 
- 			val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false));
 
- 		}
 
- 		
 
- 		ta.castleWalls = new fl::InputLVar("CastleWalls");
 
- 		engine.addInputLVar(ta.castleWalls);
 
- 		ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
 
- 		ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
 
- 		ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false));
 
- 		ta.bankPresent = new fl::InputLVar("Bank");
 
- 		engine.addInputLVar(ta.bankPresent);
 
- 		ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
 
- 		ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
 
- 		ta.threat = new fl::OutputLVar("Threat");
 
- 		engine.addOutputLVar(ta.threat);
 
- 		ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true));
 
- 		ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
 
- 		ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
 
- 		engine.addRuleBlock (&ta.tacticalAdvantage);
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
 
- 		//just to cover all cases
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
 
- 		ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
 
- 	}
 
- 	catch(fl::ParsingException & pe)
 
- 	{
 
-         logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
 
- 	}
 
- }
 
- ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
 
- {
 
- 	auto info = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
 
- 	ui64 val = std::numeric_limits<ui64>::max();
 
- 	try
 
- 	{
 
- 		bankDanger->term("Bank0")->setMinimum(info->minGuards().totalStrength * 0.5f);
 
- 		bankDanger->term("Bank0")->setMaximum(info->minGuards().totalStrength * 1.5f);
 
- 		bankDanger->term("Bank1")->setMinimum(info->maxGuards().totalStrength * 0.5f);
 
- 		bankDanger->term("Bank1")->setMaximum(info->maxGuards().totalStrength * 1.5f);
 
- 		//comparison purposes
 
- 		//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
 
- 		//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
 
- 		bankInput->setInput (0.5);
 
- 		engine.process (BANK_DANGER);
 
- 		//engine.process();
 
- 		val = bankDanger->output().defuzzify(); //some expected value of this bank
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
 
- 	}
 
- 	return val;
 
- }
 
- float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
 
- {
 
- 	float output = 1;
 
- 	try
 
- 	{
 
- 		armyStructure ourStructure = evaluateArmyStructure(we);
 
- 		armyStructure enemyStructure = evaluateArmyStructure(enemy);
 
- 		ta.ourWalkers->setInput(ourStructure.walkers);
 
- 		ta.ourShooters->setInput(ourStructure.shooters);
 
- 		ta.ourFlyers->setInput(ourStructure.flyers);
 
- 		ta.ourSpeed->setInput(ourStructure.maxSpeed);
 
- 		ta.enemyWalkers->setInput(enemyStructure.walkers);
 
- 		ta.enemyShooters->setInput(enemyStructure.shooters);
 
- 		ta.enemyFlyers->setInput(enemyStructure.flyers);
 
- 		ta.enemySpeed->setInput(enemyStructure.maxSpeed);
 
- 		bool bank = dynamic_cast<const CBank*>(enemy);
 
- 		if (bank)
 
- 			ta.bankPresent->setInput(1);
 
- 		else
 
- 			ta.bankPresent->setInput(0);
 
- 		const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
 
- 		if (fort)
 
- 		{
 
- 			ta.castleWalls->setInput (fort->fortLevel());
 
- 		}
 
- 		else
 
- 			ta.castleWalls->setInput(0);
 
- 		engine.process (TACTICAL_ADVANTAGE);
 
- 		//engine.process();
 
- 		output = ta.threat->output().defuzzify();
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
 
- 	}
 
- 	return output;
 
- }
 
- FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
 
- {
 
- 	//TODO: smart pointers?
 
- 	delete ourWalkers;
 
- 	delete ourShooters;
 
- 	delete ourFlyers;
 
- 	delete enemyWalkers;
 
- 	delete enemyShooters;
 
- 	delete enemyFlyers;
 
- 	delete ourSpeed;
 
- 	delete enemySpeed;
 
- 	delete bankPresent;
 
- 	delete castleWalls;
 
- 	delete threat;
 
- }
 
- //shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
 
- Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
 
- {
 
- 	if (vec.empty()) //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;
 
- 	};
 
- 	boost::sort (vec, compareGoals);
 
- 	return vec.back();
 
- }
 
- float FuzzyHelper::evaluate (Goals::Explore & g)
 
- {
 
- 	return 1;
 
- }
 
- float FuzzyHelper::evaluate (Goals::RecruitHero & g)
 
- {
 
- 	return 1; //just try to recruit hero as one of options
 
- }
 
- FuzzyHelper::EvalVisitTile::~EvalVisitTile()
 
- {
 
- 	delete strengthRatio;
 
- 	delete heroStrength;
 
- 	delete turnDistance;
 
- 	delete missionImportance;
 
- }
 
- void FuzzyHelper::initVisitTile()
 
- {
 
- 	try
 
- 	{
 
- 		std::vector<fl::InputLVar*> helper;
 
- 		vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
 
- 		vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
 
- 		vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
 
- 		vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
 
- 		vt.value = new fl::OutputLVar("Value");
 
- 		helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
 
- 		for (auto val : helper)
 
- 		{
 
- 			engine.addInputLVar(val);
 
- 		}
 
- 		engine.addOutputLVar (vt.value);
 
- 		vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
 
- 		vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
 
- 		//strength compared to our main hero
 
- 		vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
 
- 		vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
 
- 		vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
 
- 		vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
 
- 		vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
 
- 		vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
 
- 		vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
 
- 		vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
 
- 		vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
 
- 		//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
 
- 		 //should be same as "mission Importance" to keep consistency
 
- 		vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
 
- 		vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
 
- 		vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
 
- 		engine.addRuleBlock (&vt.rules);
 
- 		//use unarmed scouts if possible
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine));
 
- 		//we may want to use secondary hero(es) rather than main hero
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
 
- 		//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
 
- 		//attempt to arm secondary heroes is not stupid
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
 
- 		
 
- 		//do not cancel important goals
 
- 		vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
 
- 		//pick nearby objects if it's easy, avoid long walks
 
- 		vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
 
- 		vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message();
 
- 	}
 
- }
 
- float FuzzyHelper::evaluate (Goals::VisitTile & g)
 
- {
 
- 	//we assume that hero is already set and we want to choose most suitable one for the mission
 
- 	if (!g.hero)
 
- 		return 0;
 
- 	//assert(cb->isInTheMap(g.tile));
 
- 	float turns = 0;
 
- 	float distance = cb->getMovementCost(g.hero.h, g.tile);
 
- 	if (!distance) //we stand on that tile
 
- 		turns = 0;
 
- 	else
 
- 	{
 
- 		if (distance < g.hero->movement) //we can move there within one turn
 
- 			turns = (fl::flScalar)distance /g.hero->movement;
 
- 		else
 
- 			turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
 
- 	}
 
- 	
 
- 	float missionImportance = 0;
 
- 	if (vstd::contains(ai->lockedHeroes, g.hero))
 
- 		missionImportance = ai->lockedHeroes[g.hero]->priority;
 
- 	float strengthRatio = 10.0f; //we are much stronger than enemy
 
- 	ui64 danger = evaluateDanger (g.tile, g.hero.h);
 
- 	if (danger)
 
- 		strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
 
- 	try
 
- 	{
 
- 		vt.strengthRatio->setInput (strengthRatio);
 
- 		vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
 
- 		vt.turnDistance->setInput (turns);
 
- 		vt.missionImportance->setInput (missionImportance);
 
- 		//engine.process();
 
- 		engine.process (VISIT_TILE);
 
- 		g.priority = vt.value->output().defuzzify();
 
- 	}
 
- 	catch (fl::FuzzyException & fe)
 
- 	{
 
-         logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message();
 
- 	}
 
- 	return g.priority;
 
- }
 
- float FuzzyHelper::evaluate (Goals::VisitHero & g)
 
- {
 
- 	auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
 
- 	if (!obj)
 
- 		return -100; //hero died in the meantime
 
- 	//TODO: consider direct copy (constructor?)
 
- 	g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).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 = g.hero->getArmyStrength();
 
- 	return g.value / std::max(g.value - army, 1000.0f);
 
- }
 
- float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
 
- {
 
- 	if (!g.hero.h)
 
- 		throw cannotFulfillGoalException("ClearWayTo called without hero!");
 
- 	SectorMap sm(g.hero);
 
- 	int3 t = sm.firstTileToGet(g.hero, g.tile);
 
- 	if (t.valid())
 
- 	{
 
- 		if (isSafeToVisit(g.hero, t))
 
- 		{
 
- 			g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
 
- 		}
 
- 		else
 
- 		{
 
- 			g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
 
- 				sethero(g.hero).setisAbstract(true).accept(this));
 
- 		}
 
- 		return g.priority;
 
- 	}
 
- 	else
 
- 		return -1;
 
- }
 
- float FuzzyHelper::evaluate (Goals::BuildThis & g)
 
- {
 
- 	return 1;
 
- }
 
- float FuzzyHelper::evaluate (Goals::DigAtTile & g)
 
- {
 
- 	return 0;
 
- }
 
- float FuzzyHelper::evaluate (Goals::CollectRes & g)
 
- {
 
- 	return 0;
 
- }
 
- float FuzzyHelper::evaluate (Goals::Build & g)
 
- {
 
- 	return 0;
 
- }
 
- float FuzzyHelper::evaluate (Goals::Invalid & g)
 
- {
 
- 	return -1e10;
 
- }
 
- float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
 
- {
 
- 	logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name();
 
- 	return g.priority;
 
- }
 
- void FuzzyHelper::setPriority (Goals::TSubgoal & g)
 
- {
 
- 	g->setpriority(g->accept(this)); //this enforces returned value is set
 
- }
 
 
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