/* * 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 "Goals/Goals.h" #include "VCAI.h" #include "../../lib/mapObjectConstructors/AObjectTypeHandler.h" #include "../../lib/mapObjectConstructors/CObjectClassesHandler.h" #include "../../lib/mapObjectConstructors/CBankInstanceConstructor.h" #include "../../lib/mapObjects/CBank.h" #include "../../lib/mapObjects/CGDwelling.h" FuzzyHelper * fh; extern boost::thread_specific_ptr ai; extern boost::thread_specific_ptr cb; Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec) { if(vec.empty()) { logAi->debug("FuzzyHelper found no goals. Returning Goals::Invalid."); //no possibilities found return sptr(Goals::Invalid()); } //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; }; for(auto goal : vec) { logAi->trace("FuzzyHelper evaluated goal %s, priority=%.4f", goal->name(), goal->priority); } Goals::TSubgoal result = *boost::max_element(vec, compareGoals); logAi->debug("FuzzyHelper returned goal %s, priority=%.4f", result->name(), result->priority); return result; } 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(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(totalChance, 1); //avoid division by zero } float FuzzyHelper::evaluate(Goals::VisitTile & g) { if(g.parent) { g.parent->accept(this); } return visitTileEngine.evaluate(g); } float FuzzyHelper::evaluate(Goals::BuildBoat & g) { const float buildBoatPenalty = 0.25; if(!g.parent) { return 0; } return g.parent->accept(this) - buildBoatPenalty; } float FuzzyHelper::evaluate(Goals::AdventureSpellCast & g) { if(!g.parent) { return 0; } const CSpell * spell = g.getSpell(); const float spellCastPenalty = (float)g.hero->getSpellCost(spell) / g.hero->mana; return g.parent->accept(this) - spellCastPenalty; } float FuzzyHelper::evaluate(Goals::CompleteQuest & g) { // TODO: How to evaluate quest complexity? const float questPenalty = 0.2f; if(!g.parent) { return 0; } return g.parent->accept(this) * questPenalty; } float FuzzyHelper::evaluate(Goals::VisitObj & g) { if(g.parent) { g.parent->accept(this); } 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 } else { g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).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 = static_cast(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 return g.whatToDoToAchieve()->accept(this); } 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 } ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor) { return evaluateDanger(tile, visitor, ai.get()); } ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai) { auto cb = ai->myCb; const TerrainTile * t = cb->getTile(tile, false); if(!t) //we can know about guard but can't check its tile (the edge of fow) return 190000000; //MUCH ui64 objectDanger = 0; ui64 guardDanger = 0; auto visitableObjects = cb->getVisitableObjs(tile); // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero. if(vstd::contains_if(visitableObjects, objWithID)) { vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) { return !objWithID(obj); }); } if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects)) { objectDanger = evaluateDanger(dangerousObject, ai); //unguarded objects can also be dangerous or unhandled if(objectDanger) { //TODO: don't downcast objects AI shouldn't know about! auto armedObj = dynamic_cast(dangerousObject); if(armedObj) { float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj); objectDanger = static_cast(objectDanger * tacticalAdvantage); //this line tends to go infinite for allied towns (?) } } if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE) { //check guard on the other side of the gate auto it = ai->knownSubterraneanGates.find(dangerousObject); if(it != ai->knownSubterraneanGates.end()) { auto guards = cb->getGuardingCreatures(it->second->visitablePos()); for(auto cre : guards) { float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast(cre)); vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage); } } } } auto guards = cb->getGuardingCreatures(tile); for(auto cre : guards) { float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast(cre)); vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage); //we are interested in strongest monster around } //TODO mozna odwiedzic blockvis nie ruszajac straznika return std::max(objectDanger, guardDanger); } ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const VCAI * ai) { auto cb = ai->myCb; if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat return 0; switch(obj->ID) { case Obj::HERO: { InfoAboutHero iah; cb->getHeroInfo(obj, iah); return iah.army.getStrength(); } case Obj::TOWN: case Obj::GARRISON: case Obj::GARRISON2: { InfoAboutTown iat; cb->getTownInfo(obj, iat); return iat.army.getStrength(); } case Obj::MONSTER: { //TODO!!!!!!!! const CGCreature * cre = dynamic_cast(obj); return cre->getArmyStrength(); } case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR4: { const CGDwelling * d = dynamic_cast(obj); return d->getArmyStrength(); } case Obj::MINE: case Obj::ABANDONED_MINE: { const CArmedInstance * a = dynamic_cast(obj); return a->getArmyStrength(); } case Obj::CRYPT: //crypt case Obj::CREATURE_BANK: //crebank case Obj::DRAGON_UTOPIA: case Obj::SHIPWRECK: //shipwreck case Obj::DERELICT_SHIP: //derelict ship // case Obj::PYRAMID: return estimateBankDanger(dynamic_cast(obj)); case Obj::PYRAMID: { if(obj->subID == 0) return estimateBankDanger(dynamic_cast(obj)); else return 0; } default: return 0; } }