| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 |
- /*
- * 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
- }
|