FuzzyHelper.cpp 4.4 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 "Nullkiller.h"
  15. ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
  16. {
  17. //this one is not fuzzy anymore, just calculate weighted average
  18. auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
  19. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  20. ui64 totalStrength = 0;
  21. ui8 totalChance = 0;
  22. for(auto config : bankInfo->getPossibleGuards())
  23. {
  24. totalStrength += config.second.totalStrength * config.first;
  25. totalChance += config.first;
  26. }
  27. return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
  28. }
  29. ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, bool checkGuards)
  30. {
  31. auto cb = ai->cb.get();
  32. const TerrainTile * t = cb->getTile(tile, false);
  33. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  34. return 190000000; //MUCH
  35. ui64 objectDanger = 0;
  36. ui64 guardDanger = 0;
  37. auto visitableObjects = cb->getVisitableObjs(tile);
  38. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  39. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  40. {
  41. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
  42. {
  43. return !objWithID<Obj::HERO>(obj);
  44. });
  45. }
  46. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  47. {
  48. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  49. if(objectDanger)
  50. {
  51. //TODO: don't downcast objects AI shouldn't know about!
  52. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  53. if(armedObj)
  54. {
  55. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  56. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  57. }
  58. }
  59. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  60. {
  61. //check guard on the other side of the gate
  62. auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
  63. if(it != ai->memory->knownSubterraneanGates.end())
  64. {
  65. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  66. for(auto cre : guards)
  67. {
  68. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
  69. visitor,
  70. dynamic_cast<const CArmedInstance *>(cre));
  71. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
  72. }
  73. }
  74. }
  75. }
  76. if(checkGuards)
  77. {
  78. auto guards = cb->getGuardingCreatures(tile);
  79. for(auto cre : guards)
  80. {
  81. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  82. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
  83. }
  84. }
  85. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  86. return std::max(objectDanger, guardDanger);
  87. }
  88. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
  89. {
  90. auto cb = ai->cb.get();
  91. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  92. return 0;
  93. switch(obj->ID)
  94. {
  95. case Obj::TOWN:
  96. {
  97. const CGTownInstance * cre = dynamic_cast<const CGTownInstance *>(obj);
  98. return cre->getUpperArmy()->getArmyStrength();
  99. }
  100. case Obj::ARTIFACT:
  101. case Obj::RESOURCE:
  102. {
  103. if(!vstd::contains(ai->memory->alreadyVisited, obj))
  104. {
  105. return 0;
  106. }
  107. // passthrough
  108. }
  109. case Obj::MONSTER:
  110. case Obj::HERO:
  111. case Obj::GARRISON:
  112. case Obj::GARRISON2:
  113. case Obj::CREATURE_GENERATOR1:
  114. case Obj::CREATURE_GENERATOR4:
  115. case Obj::MINE:
  116. case Obj::ABANDONED_MINE:
  117. {
  118. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  119. return a->getArmyStrength();
  120. }
  121. case Obj::CRYPT: //crypt
  122. case Obj::CREATURE_BANK: //crebank
  123. case Obj::DRAGON_UTOPIA:
  124. case Obj::SHIPWRECK: //shipwreck
  125. case Obj::DERELICT_SHIP: //derelict ship
  126. // case Obj::PYRAMID:
  127. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  128. case Obj::PYRAMID:
  129. {
  130. if(obj->subID == 0)
  131. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  132. else
  133. return 0;
  134. }
  135. default:
  136. return 0;
  137. }
  138. }