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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/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;
- };
- std::sort(vec.begin(), vec.end(), 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 = *std::max_element(vec.begin(), vec.end(), compareGoals);
- logAi->debug("FuzzyHelper returned goal %s, priority=%.4f", result->name(), result->priority);
- return result;
- }
- 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();
- }
- default:
- {
- const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
- if (a)
- return a->getArmyStrength();
- else
- return 0;
- }
- }
- }
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