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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 "../../lib/mapObjects/CommonConstructors.h"
 
- #include "VCAI.h"
 
- FuzzyHelper * fh;
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
 
- {
 
- 	if(vec.empty()) //no possibilities found
 
- 		return sptr(Goals::Invalid());
 
- 	ai->cachedSectorMaps.clear();
 
- 	//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;
 
- 	};
 
- 	return *boost::max_element(vec, compareGoals);
 
- }
 
- ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
 
- {
 
- 	//this one is not fuzzy anymore, just calculate weighted average
 
- 	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->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)
 
- {
 
- 	return visitTileEngine.evaluate(g);
 
- }
 
- float FuzzyHelper::evaluate(Goals::VisitObj & g)
 
- {
 
- 	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
 
- 	//TODO: consider direct copy (constructor?)
 
- 	g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).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 = 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
 
- 	int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
 
- 	if(t.valid())
 
- 	{
 
- 		if(isSafeToVisit(g.hero, t))
 
- 		{
 
- 			g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
 
- 		}
 
- 		else
 
- 		{
 
- 			g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
 
- 				sethero(g.hero).setisAbstract(true).accept(this));
 
- 		}
 
- 		return g.priority;
 
- 	}
 
- 	else
 
- 		return -1;
 
- }
 
- 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
 
- }
 
 
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