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vcmi/AI/Nullkiller/Engine/PriorityEvaluator.h
2024-12-11 14:47:08 +01:00

153 lines
4.3 KiB
C++

/*
* PriorityEvaluator.h, 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
*
*/
#pragma once
#if __has_include(<fuzzylite/Headers.h>)
# include <fuzzylite/Headers.h>
#else
# include <fl/Headers.h>
#endif
#include "../Goals/CGoal.h"
#include "../Pathfinding/AIPathfinder.h"
VCMI_LIB_NAMESPACE_BEGIN
VCMI_LIB_NAMESPACE_END
namespace NKAI
{
class BuildingInfo;
class Nullkiller;
struct HitMapInfo;
class RewardEvaluator
{
public:
const Nullkiller * ai;
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
float getResourceRequirementStrength(int resType) const;
float getResourceRequirementStrength(const TResources & res) const;
float getStrategicalValue(const CGObjectInstance * target, const CGHeroInstance * hero = nullptr) const;
float getConquestValue(const CGObjectInstance* target) const;
float getTotalResourceRequirementStrength(int resType) const;
float evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const;
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
uint64_t townArmyGrowth(const CGTownInstance * town) const;
float getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
};
struct DLL_EXPORT EvaluationContext
{
float movementCost;
std::map<HeroRole, float> movementCostByRole;
int manaCost;
uint64_t danger;
float closestWayRatio;
float armyLossPersentage;
float armyReward;
uint64_t armyGrowth;
int32_t goldReward;
int32_t goldCost;
float skillReward;
float strategicalValue;
float conquestValue;
HeroRole heroRole;
uint8_t turn;
RewardEvaluator evaluator;
float enemyHeroDangerRatio;
float threat;
float armyInvolvement;
int defenseValue;
bool isDefend;
int threatTurns;
TResources buildingCost;
bool involvesSailing;
bool isTradeBuilding;
bool isExchange;
bool isArmyUpgrade;
bool isHero;
bool isEnemy;
int explorePriority;
EvaluationContext(const Nullkiller * ai);
void addNonCriticalStrategicalValue(float value);
};
class IEvaluationContextBuilder
{
public:
virtual ~IEvaluationContextBuilder() = default;
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
};
class Nullkiller;
class PriorityEvaluator
{
public:
PriorityEvaluator(const Nullkiller * ai);
~PriorityEvaluator();
void initVisitTile();
float evaluate(Goals::TSubgoal task, int priorityTier = BUILDINGS);
enum PriorityTier : int32_t
{
BUILDINGS = 0,
INSTAKILL,
INSTADEFEND,
KILL,
UPGRADE,
HIGH_PRIO_EXPLORE,
HUNTER_GATHER,
LOW_PRIO_EXPLORE,
FAR_KILL,
FAR_HUNTER_GATHER,
DEFEND
};
private:
const Nullkiller * ai;
fl::Engine * engine;
fl::InputVariable * armyLossPersentageVariable;
fl::InputVariable * heroRoleVariable;
fl::InputVariable * mainTurnDistanceVariable;
fl::InputVariable * scoutTurnDistanceVariable;
fl::InputVariable * turnVariable;
fl::InputVariable * goldRewardVariable;
fl::InputVariable * armyRewardVariable;
fl::InputVariable * armyGrowthVariable;
fl::InputVariable * dangerVariable;
fl::InputVariable * skillRewardVariable;
fl::InputVariable * strategicalValueVariable;
fl::InputVariable * rewardTypeVariable;
fl::InputVariable * closestHeroRatioVariable;
fl::InputVariable * goldPressureVariable;
fl::InputVariable * goldCostVariable;
fl::InputVariable * fearVariable;
fl::OutputVariable * value;
std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
};
}