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0cb6515ae8
* Add extra priority support for town capture evaluation * Improve building algorithm * GatherArmy: check free gold instead of total for when hiring heroes
552 lines
18 KiB
C++
552 lines
18 KiB
C++
/*
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* Fuzzy.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 "Fuzzy.h"
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#include <limits>
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/CGameStateFwd.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../CCallback.h"
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#include "VCAI.h"
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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struct BankConfig;
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class CBankInfo;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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//using namespace Goals;
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FuzzyHelper *fh;
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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engineBase::engineBase()
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{
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engine.addRuleBlock(&rules);
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}
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void engineBase::configure()
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{
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engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
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logAi->info(engine.toString());
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}
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void engineBase::addRule(const std::string &txt)
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{
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rules.addRule(fl::Rule::parse(txt, &engine));
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}
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struct armyStructure
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{
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float walkers, shooters, flyers;
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ui32 maxSpeed;
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};
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armyStructure evaluateArmyStructure (const CArmedInstance * army)
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{
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ui64 totalStrenght = army->getArmyStrength();
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double walkersStrenght = 0;
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double flyersStrenght = 0;
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double shootersStrenght = 0;
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ui32 maxSpeed = 0;
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for(auto s : army->Slots())
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{
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bool walker = true;
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if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
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{
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shootersStrenght += s.second->getPower();
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walker = false;
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}
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if (s.second->type->hasBonusOfType(Bonus::FLYING))
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{
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flyersStrenght += s.second->getPower();
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walker = false;
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}
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if (walker)
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walkersStrenght += s.second->getPower();
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vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
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}
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armyStructure as;
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as.walkers = walkersStrenght / totalStrenght;
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as.shooters = shootersStrenght / totalStrenght;
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as.flyers = flyersStrenght / totalStrenght;
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as.maxSpeed = maxSpeed;
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assert(as.walkers || as.flyers || as.shooters);
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return as;
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}
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FuzzyHelper::FuzzyHelper()
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{
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initTacticalAdvantage();
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ta.configure();
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initVisitTile();
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vt.configure();
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}
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void FuzzyHelper::initTacticalAdvantage()
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{
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try
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{
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ta.ourShooters = new fl::InputVariable("OurShooters");
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ta.ourWalkers = new fl::InputVariable("OurWalkers");
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ta.ourFlyers = new fl::InputVariable("OurFlyers");
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ta.enemyShooters = new fl::InputVariable("EnemyShooters");
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ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
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ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputVariable*> helper =
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{
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ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
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};
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for (auto val : helper)
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{
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ta.ourSpeed = new fl::InputVariable("OurSpeed");
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ta.enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = {ta.ourSpeed, ta.enemySpeed};
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for (auto val : helper)
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{
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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ta.castleWalls = new fl::InputVariable("CastleWalls");
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ta.engine.addInputVariable(ta.castleWalls);
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{
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fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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ta.castleWalls->addTerm(none);
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fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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ta.castleWalls->addTerm(medium);
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fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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ta.castleWalls->addTerm(high);
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ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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ta.bankPresent = new fl::InputVariable("Bank");
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ta.engine.addInputVariable(ta.bankPresent);
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{
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fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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ta.bankPresent->addTerm(termFalse);
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fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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ta.bankPresent->addTerm(termTrue);
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ta.bankPresent->setRange(0, 1);
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}
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ta.threat = new fl::OutputVariable("Threat");
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ta.engine.addOutputVariable(ta.threat);
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ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
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ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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//just to cover all cases
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ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch (fl::Exception & pe)
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{
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logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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}
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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::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
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{
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float output = 1;
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try
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{
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armyStructure ourStructure = evaluateArmyStructure(we);
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armyStructure enemyStructure = evaluateArmyStructure(enemy);
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ta.ourWalkers->setInputValue(ourStructure.walkers);
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ta.ourShooters->setInputValue(ourStructure.shooters);
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ta.ourFlyers->setInputValue(ourStructure.flyers);
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ta.ourSpeed->setInputValue(ourStructure.maxSpeed);
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ta.enemyWalkers->setInputValue(enemyStructure.walkers);
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ta.enemyShooters->setInputValue(enemyStructure.shooters);
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ta.enemyFlyers->setInputValue(enemyStructure.flyers);
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ta.enemySpeed->setInputValue(enemyStructure.maxSpeed);
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bool bank = dynamic_cast<const CBank*> (enemy);
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if (bank)
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ta.bankPresent->setInputValue(1);
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else
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ta.bankPresent->setInputValue(0);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance*> (enemy);
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if (fort)
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{
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ta.castleWalls->setInputValue(fort->fortLevel());
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}
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else
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ta.castleWalls->setInputValue(0);
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//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
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ta.engine.process();
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output = ta.threat->getOutputValue();
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}
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catch (fl::Exception & fe)
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{
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logAi->error("getTacticalAdvantage: %s ",fe.getWhat());
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}
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if (output < 0 || (output != output))
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{
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fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
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std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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for (int i = 0; i < boost::size(tab); i++)
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log << names[i] << ": " << tab[i]->getInputValue() << " ";
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logAi->error(log.str());
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assert(false);
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}
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return output;
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}
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FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
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{
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//TODO: smart pointers?
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delete ourWalkers;
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delete ourShooters;
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delete ourFlyers;
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delete enemyWalkers;
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delete enemyShooters;
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delete enemyFlyers;
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delete ourSpeed;
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delete enemySpeed;
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delete bankPresent;
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delete castleWalls;
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delete threat;
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}
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
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Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
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{
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if (vec.empty()) //no possibilities found
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return sptr(Goals::Invalid());
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ai->cachedSectorMaps.clear();
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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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boost::sort (vec, compareGoals);
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return vec.back();
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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; //just try to recruit hero as one of options
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}
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FuzzyHelper::EvalVisitTile::~EvalVisitTile()
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{
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delete strengthRatio;
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delete heroStrength;
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delete turnDistance;
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delete missionImportance;
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delete estimatedReward;
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}
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void FuzzyHelper::initVisitTile()
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{
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try
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{
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vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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vt.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
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vt.value = new fl::OutputVariable("Value");
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vt.value->setMinimum(0);
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vt.value->setMaximum(5);
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std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance, vt.estimatedReward};
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for (auto val : helper)
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{
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vt.engine.addInputVariable(val);
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}
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vt.engine.addOutputVariable(vt.value);
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vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
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//strength compared to our main hero
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vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
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vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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vt.heroStrength->setRange(0.0, 1.0);
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vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
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vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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vt.turnDistance->setRange(0.0, 3.0);
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vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.missionImportance->setRange(0.0, 5.0);
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vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.estimatedReward->setRange(0.0, 5.0);
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//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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//should be same as "mission Importance" to keep consistency
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vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.value->setRange(0.0,5.0);
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//use unarmed scouts if possible
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vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
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//we may want to use secondary hero(es) rather than main hero
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vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
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//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
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//attempt to arm secondary heroes is not stupid
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vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
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vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
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//do not cancel important goals
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vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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vt.addRule("if turnDistance is SMALL then Value is HIGH");
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vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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vt.addRule("if turnDistance is LONG then Value is LOW");
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//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
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vt.addRule("if estimatedReward is HIGH then Value is very HIGH");
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vt.addRule("if estimatedReward is LOW then Value is somewhat LOW");
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}
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catch (fl::Exception & fe)
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{
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logAi->error("visitTile: %s",fe.getWhat());
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}
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}
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float FuzzyHelper::evaluate (Goals::VisitTile & g)
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{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if (!g.hero)
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return 0;
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//assert(cb->isInTheMap(g.tile));
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float turns = 0;
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float distance = CPathfinderHelper::getMovementCost(g.hero.h, g.tile);
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if (!distance) //we stand on that tile
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turns = 0;
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else
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{
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if (distance < g.hero->movement) //we can move there within one turn
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turns = (fl::scalar)distance / g.hero->movement;
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else
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turns = 1 + (fl::scalar)(distance - g.hero->movement) / g.hero->maxMovePoints(true); //bool on land?
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}
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float missionImportance = 0;
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if (vstd::contains(ai->lockedHeroes, g.hero))
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missionImportance = ai->lockedHeroes[g.hero]->priority;
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float strengthRatio = 10.0f; //we are much stronger than enemy
|
|
ui64 danger = evaluateDanger (g.tile, g.hero.h);
|
|
if (danger)
|
|
strengthRatio = (fl::scalar)g.hero.h->getTotalStrength() / danger;
|
|
|
|
float tilePriority = 0;
|
|
if(g.objid == -1)
|
|
vt.estimatedReward->setEnabled(false);
|
|
else if(g.objid == Obj::TOWN) //TODO: move to getObj eventually and add appropiate logic there
|
|
{
|
|
vt.estimatedReward->setEnabled(true);
|
|
tilePriority = 5;
|
|
}
|
|
|
|
try
|
|
{
|
|
vt.strengthRatio->setInputValue(strengthRatio);
|
|
vt.heroStrength->setInputValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
|
vt.turnDistance->setInputValue(turns);
|
|
vt.missionImportance->setInputValue(missionImportance);
|
|
vt.estimatedReward->setInputValue(tilePriority);
|
|
|
|
vt.engine.process();
|
|
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
|
g.priority = vt.value->getOutputValue();
|
|
}
|
|
catch (fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate VisitTile: %s",fe.getWhat());
|
|
}
|
|
assert (g.priority >= 0);
|
|
return g.priority;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::VisitHero & g)
|
|
{
|
|
auto obj = cb->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)
|
|
throw cannotFulfillGoalException("ClearWayTo called without hero!");
|
|
|
|
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 1;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::DigAtTile & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::CollectRes & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::Build & g)
|
|
{
|
|
return 0;
|
|
}
|
|
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)
|
|
{
|
|
g->setpriority(g->accept(this)); //this enforces returned value is set
|
|
}
|