2018-08-10 18:27:57 +02:00
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/*
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* FuzzyHelper.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "FuzzyHelper.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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2018-10-09 21:31:44 +02:00
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#include "Goals.h"
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2018-08-10 18:27:57 +02:00
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#include "VCAI.h"
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FuzzyHelper * fh;
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extern boost::thread_specific_ptr<VCAI> ai;
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Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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{
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2018-09-11 12:09:14 +02:00
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if(vec.empty())
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{
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logAi->debug("FuzzyHelper found no goals. Returning Goals::Invalid.");
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//no possibilities found
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2018-08-10 18:27:57 +02:00
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return sptr(Goals::Invalid());
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2018-09-11 12:09:14 +02:00
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}
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2018-08-10 18:27:57 +02:00
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//a trick to switch between heroes less often - calculatePaths is costly
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auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->hero.h < rhs->hero.h;
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};
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boost::sort(vec, sortByHeroes);
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for(auto g : vec)
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{
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setPriority(g);
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}
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auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->priority < rhs->priority;
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};
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2018-09-11 12:09:14 +02:00
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for(auto goal : vec)
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{
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logAi->debug("FuzzyHelper evaluated goal %s, priority=%i", goal->name(), goal->priority);
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}
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Goals::TSubgoal result = *boost::max_element(vec, compareGoals);
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logAi->debug("FuzzyHelper returned goal %s, priority=%i", result->name(), result->priority);
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return result;
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2018-08-10 18:27:57 +02:00
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}
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ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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{
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//this one is not fuzzy anymore, just calculate weighted average
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auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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ui64 totalStrength = 0;
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ui8 totalChance = 0;
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for(auto config : bankInfo->getPossibleGuards())
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{
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totalStrength += config.second.totalStrength * config.first;
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totalChance += config.first;
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}
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return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
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}
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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return visitTileEngine.evaluate(g);
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}
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2018-10-09 21:31:44 +02:00
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float FuzzyHelper::evaluate(Goals::BuildBoat & g)
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{
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const float buildBoatPenalty = 0.25;
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if(!g.parent)
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{
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return 0;
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}
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return g.parent->accept(this) - buildBoatPenalty;
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}
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2018-08-10 18:27:57 +02:00
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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2018-08-10 20:36:42 +02:00
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return visitObjEngine.evaluate(g);
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2018-08-10 18:27:57 +02:00
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}
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float FuzzyHelper::evaluate(Goals::VisitHero & g)
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{
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auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
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if(!obj)
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return -100; //hero died in the meantime
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2018-08-22 12:32:48 +02:00
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else
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{
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2018-10-09 21:31:44 +02:00
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g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).accept(this));
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2018-08-22 12:32:48 +02:00
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}
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2018-08-10 18:27:57 +02:00
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::GatherArmy & g)
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{
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//the more army we need, the more important goal
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//the more army we lack, the less important goal
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float army = g.hero->getArmyStrength();
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float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
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return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
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}
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float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
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{
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2018-08-21 08:40:47 +02:00
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if (!g.hero.h)
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return 0; //lowest priority
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2018-08-10 18:27:57 +02:00
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2018-08-12 13:31:31 +02:00
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return g.whatToDoToAchieve()->accept(this);
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2018-08-10 18:27:57 +02:00
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}
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float FuzzyHelper::evaluate(Goals::BuildThis & g)
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{
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return g.priority; //TODO
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}
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float FuzzyHelper::evaluate(Goals::DigAtTile & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::CollectRes & g)
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{
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return g.priority; //handled by ResourceManager
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}
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float FuzzyHelper::evaluate(Goals::Build & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::BuyArmy & g)
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{
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::Explore & g)
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{
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return 1;
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}
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float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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{
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return 1;
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}
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float FuzzyHelper::evaluate(Goals::Invalid & g)
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{
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return -1e10;
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}
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float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
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{
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logAi->warn("Cannot evaluate goal %s", g.name());
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return g.priority;
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}
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void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
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{
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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