PriorityEvaluator.h 3.2 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. #include "fl/Headers.h"
  12. #include "../Goals/CGoal.h"
  13. #include "../Pathfinding/AIPathfinder.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. class CGWitchHut;
  16. VCMI_LIB_NAMESPACE_END
  17. class BuildingInfo;
  18. class Nullkiller;
  19. class RewardEvaluator
  20. {
  21. public:
  22. const Nullkiller * ai;
  23. RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
  24. uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
  25. int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
  26. float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
  27. float getResourceRequirementStrength(int resType) const;
  28. float getStrategicalValue(const CGObjectInstance * target) const;
  29. float getTotalResourceRequirementStrength(int resType) const;
  30. float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const;
  31. float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
  32. int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
  33. uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
  34. uint64_t getEnemyHeroDanger(const AIPath & path) const;
  35. uint64_t getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
  36. };
  37. struct DLL_EXPORT EvaluationContext
  38. {
  39. float movementCost;
  40. std::map<HeroRole, float> movementCostByRole;
  41. int manaCost;
  42. uint64_t danger;
  43. float closestWayRatio;
  44. float armyLossPersentage;
  45. float armyReward;
  46. int32_t goldReward;
  47. int32_t goldCost;
  48. float skillReward;
  49. float strategicalValue;
  50. HeroRole heroRole;
  51. uint8_t turn;
  52. RewardEvaluator evaluator;
  53. float enemyHeroDangerRatio;
  54. EvaluationContext(const Nullkiller * ai);
  55. };
  56. class IEvaluationContextBuilder
  57. {
  58. public:
  59. virtual ~IEvaluationContextBuilder() = default;
  60. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
  61. };
  62. class Nullkiller;
  63. class PriorityEvaluator
  64. {
  65. public:
  66. PriorityEvaluator(const Nullkiller * ai);
  67. ~PriorityEvaluator();
  68. void initVisitTile();
  69. float evaluate(Goals::TSubgoal task);
  70. private:
  71. const Nullkiller * ai;
  72. fl::Engine * engine;
  73. fl::InputVariable * armyLossPersentageVariable;
  74. fl::InputVariable * heroRoleVariable;
  75. fl::InputVariable * mainTurnDistanceVariable;
  76. fl::InputVariable * scoutTurnDistanceVariable;
  77. fl::InputVariable * turnVariable;
  78. fl::InputVariable * goldRewardVariable;
  79. fl::InputVariable * armyRewardVariable;
  80. fl::InputVariable * dangerVariable;
  81. fl::InputVariable * skillRewardVariable;
  82. fl::InputVariable * strategicalValueVariable;
  83. fl::InputVariable * rewardTypeVariable;
  84. fl::InputVariable * closestHeroRatioVariable;
  85. fl::InputVariable * goldPreasureVariable;
  86. fl::InputVariable * goldCostVariable;
  87. fl::InputVariable * fearVariable;
  88. fl::OutputVariable * value;
  89. std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
  90. EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
  91. };