FuzzyHelper.cpp 5.2 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 "../Goals/Goals.h"
  13. #include "Nullkiller.h"
  14. #include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
  15. #include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  16. #include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
  17. namespace NKAI
  18. {
  19. ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
  20. {
  21. //this one is not fuzzy anymore, just calculate weighted average
  22. auto objectInfo = bank->getObjectHandler()->getObjectInfo(bank->appearance);
  23. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  24. ui64 totalStrength = 0;
  25. ui8 totalChance = 0;
  26. for(auto config : bankInfo->getPossibleGuards(bank->cb))
  27. {
  28. totalStrength += config.second.totalStrength * config.first;
  29. totalChance += config.first;
  30. }
  31. return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
  32. }
  33. ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
  34. {
  35. auto cb = ai->cb.get();
  36. const TerrainTile * t = cb->getTile(tile, false);
  37. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  38. return 190000000; //MUCH
  39. ui64 objectDanger = 0;
  40. ui64 guardDanger = 0;
  41. auto visitableObjects = cb->getVisitableObjs(tile);
  42. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  43. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  44. {
  45. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) -> bool
  46. {
  47. return !objWithID<Obj::HERO>(obj);
  48. });
  49. }
  50. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  51. {
  52. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  53. if(objWithID<Obj::HERO>(dangerousObject))
  54. {
  55. auto hero = dynamic_cast<const CGHeroInstance *>(dangerousObject);
  56. if(hero->visitedTown && !hero->visitedTown->garrisonHero)
  57. {
  58. objectDanger += evaluateDanger(hero->visitedTown.get());
  59. }
  60. objectDanger *= ai->heroManager->getFightingStrengthCached(hero);
  61. }
  62. if(objectDanger)
  63. {
  64. //TODO: don't downcast objects AI shouldn't know about!
  65. auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
  66. if(armedObj)
  67. {
  68. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
  69. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  70. }
  71. }
  72. if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  73. {
  74. //check guard on the other side of the gate
  75. auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
  76. if(it != ai->memory->knownSubterraneanGates.end())
  77. {
  78. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  79. for(auto cre : guards)
  80. {
  81. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
  82. visitor,
  83. dynamic_cast<const CArmedInstance *>(cre));
  84. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
  85. }
  86. }
  87. }
  88. }
  89. if(checkGuards)
  90. {
  91. auto guards = cb->getGuardingCreatures(tile);
  92. for(auto cre : guards)
  93. {
  94. float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
  95. vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
  96. }
  97. }
  98. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  99. return std::max(objectDanger, guardDanger);
  100. }
  101. ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
  102. {
  103. auto cb = ai->cb.get();
  104. if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  105. return 0;
  106. switch(obj->ID)
  107. {
  108. case Obj::TOWN:
  109. {
  110. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  111. auto danger = town->getUpperArmy()->getArmyStrength();
  112. if(danger || town->visitingHero)
  113. {
  114. auto fortLevel = town->fortLevel();
  115. if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
  116. danger += 10000;
  117. else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
  118. danger += 4000;
  119. }
  120. return danger;
  121. }
  122. case Obj::HERO:
  123. {
  124. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(obj);
  125. return getHeroArmyStrengthWithCommander(hero, hero);
  126. }
  127. case Obj::ARTIFACT:
  128. case Obj::RESOURCE:
  129. {
  130. if(!vstd::contains(ai->memory->alreadyVisited, obj))
  131. return 0;
  132. [[fallthrough]];
  133. }
  134. case Obj::MONSTER:
  135. case Obj::GARRISON:
  136. case Obj::GARRISON2:
  137. case Obj::CREATURE_GENERATOR1:
  138. case Obj::CREATURE_GENERATOR4:
  139. case Obj::MINE:
  140. case Obj::ABANDONED_MINE:
  141. case Obj::PANDORAS_BOX:
  142. case Obj::CRYPT: //crypt
  143. case Obj::CREATURE_BANK: //crebank
  144. case Obj::DRAGON_UTOPIA:
  145. case Obj::SHIPWRECK: //shipwreck
  146. case Obj::DERELICT_SHIP: //derelict ship
  147. {
  148. const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
  149. return a->getArmyStrength();
  150. }
  151. case Obj::PYRAMID:
  152. {
  153. return estimateBankDanger(dynamic_cast<const CBank *>(obj));
  154. }
  155. default:
  156. return 0;
  157. }
  158. }
  159. }