PriorityEvaluator.h 4.3 KB

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  1. /*
  2. * PriorityEvaluator.h, 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. #pragma once
  11. #if __has_include(<fuzzylite/Headers.h>)
  12. # include <fuzzylite/Headers.h>
  13. #else
  14. # include <fl/Headers.h>
  15. #endif
  16. #include "../Goals/CGoal.h"
  17. #include "../Pathfinding/AIPathfinder.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. VCMI_LIB_NAMESPACE_END
  20. namespace NKAI
  21. {
  22. class BuildingInfo;
  23. class Nullkiller;
  24. struct HitMapInfo;
  25. class RewardEvaluator
  26. {
  27. public:
  28. const Nullkiller * ai;
  29. RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
  30. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
  31. uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
  32. int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
  33. float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
  34. float getResourceRequirementStrength(GameResID resType) const;
  35. float getResourceRequirementStrength(const TResources & res) const;
  36. float getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero = nullptr) const;
  37. float getConquestValue(const CGObjectInstance* target) const;
  38. float getTotalResourceRequirementStrength(GameResID resType) const;
  39. float evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const;
  40. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
  41. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
  42. uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
  43. const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
  44. uint64_t townArmyGrowth(const CGTownInstance * town) const;
  45. float getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
  46. };
  47. struct DLL_EXPORT EvaluationContext
  48. {
  49. float movementCost;
  50. std::map<HeroRole, float> movementCostByRole;
  51. int manaCost;
  52. uint64_t danger;
  53. float closestWayRatio;
  54. float armyLossRatio;
  55. float armyReward;
  56. uint64_t armyGrowth;
  57. int32_t goldReward;
  58. int32_t goldCost;
  59. float skillReward;
  60. float strategicalValue;
  61. float conquestValue;
  62. HeroRole heroRole;
  63. uint8_t turn;
  64. RewardEvaluator evaluator;
  65. float enemyHeroDangerRatio;
  66. float threat;
  67. float armyInvolvement;
  68. int defenseValue;
  69. bool isDefend;
  70. int threatTurns;
  71. TResources buildingCost;
  72. bool involvesSailing;
  73. bool isTradeBuilding;
  74. bool isExchange;
  75. bool isArmyUpgrade;
  76. bool isHero;
  77. bool isEnemy;
  78. int explorePriority;
  79. float powerRatio;
  80. EvaluationContext(const Nullkiller * ai);
  81. void addNonCriticalStrategicalValue(float value);
  82. };
  83. class IEvaluationContextBuilder
  84. {
  85. public:
  86. virtual ~IEvaluationContextBuilder() = default;
  87. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
  88. };
  89. class Nullkiller;
  90. class PriorityEvaluator
  91. {
  92. public:
  93. PriorityEvaluator(const Nullkiller * ai);
  94. ~PriorityEvaluator();
  95. void initVisitTile();
  96. float evaluate(Goals::TSubgoal task, int priorityTier = BUILDINGS);
  97. enum PriorityTier : int32_t
  98. {
  99. BUILDINGS = 0,
  100. INSTAKILL,
  101. INSTADEFEND,
  102. KILL,
  103. HIGH_PRIO_EXPLORE,
  104. HUNTER_GATHER,
  105. LOW_PRIO_EXPLORE,
  106. FAR_KILL,
  107. DEFEND,
  108. FAR_HUNTER_GATHER,
  109. MAX_PRIORITY_TIER = FAR_HUNTER_GATHER
  110. };
  111. private:
  112. const Nullkiller * ai;
  113. fl::Engine * engine;
  114. fl::InputVariable * armyLossRatioVariable;
  115. fl::InputVariable * heroRoleVariable;
  116. fl::InputVariable * mainTurnDistanceVariable;
  117. fl::InputVariable * scoutTurnDistanceVariable;
  118. fl::InputVariable * turnVariable;
  119. fl::InputVariable * goldRewardVariable;
  120. fl::InputVariable * armyRewardVariable;
  121. fl::InputVariable * armyGrowthVariable;
  122. fl::InputVariable * dangerVariable;
  123. fl::InputVariable * skillRewardVariable;
  124. fl::InputVariable * strategicalValueVariable;
  125. fl::InputVariable * rewardTypeVariable;
  126. fl::InputVariable * closestHeroRatioVariable;
  127. fl::InputVariable * goldPressureVariable;
  128. fl::InputVariable * goldCostVariable;
  129. fl::InputVariable * fearVariable;
  130. fl::OutputVariable * value;
  131. std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
  132. EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
  133. };
  134. }