| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332 | /* * 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/CBank.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;	};	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;	};	for(auto goal : vec)	{		logAi->trace("FuzzyHelper evaluated goal %s, priority=%.4f", goal->name(), goal->priority);	}	Goals::TSubgoal result = *boost::max_element(vec, compareGoals);	logAi->debug("FuzzyHelper returned goal %s, priority=%.4f", result->name(), result->priority);	return result;}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())	{		totalStrength += config.second.totalStrength * config.first;		totalChance += config.first;	}	return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero}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();	}	case Obj::MONSTER:	{		//TODO!!!!!!!!		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);		return cre->getArmyStrength();	}	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:	{		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);		return d->getArmyStrength();	}	case Obj::MINE:	case Obj::ABANDONED_MINE:	{		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);		return a->getArmyStrength();	}	case Obj::CRYPT: //crypt	case Obj::CREATURE_BANK: //crebank	case Obj::DRAGON_UTOPIA:	case Obj::SHIPWRECK: //shipwreck	case Obj::DERELICT_SHIP: //derelict ship	case Obj::PYRAMID:		return estimateBankDanger(dynamic_cast<const CBank *>(obj));	default:		return 0;	}}
 |