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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
335 lines
8.3 KiB
C++
335 lines
8.3 KiB
C++
/*
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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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#include "Goals/Goals.h"
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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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extern boost::thread_specific_ptr<CCallback> cb;
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Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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{
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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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return sptr(Goals::Invalid());
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}
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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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for(auto goal : vec)
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{
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logAi->trace("FuzzyHelper evaluated goal %s, priority=%.4f", 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=%.4f", result->name(), result->priority);
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return result;
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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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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitTileEngine.evaluate(g);
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}
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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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float FuzzyHelper::evaluate(Goals::AdventureSpellCast & g)
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{
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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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const CSpell * spell = g.getSpell();
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const float spellCastPenalty = (float)g.hero->getSpellCost(spell) / g.hero->mana;
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return g.parent->accept(this) - spellCastPenalty;
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}
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float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
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{
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// TODO: How to evaluate quest complexity?
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const float questPenalty = 0.2f;
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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) * questPenalty;
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}
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitObjEngine.evaluate(g);
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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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{
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return -100; //hero died in the meantime
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}
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else
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{
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g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).accept(this));
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}
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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 = static_cast<float>(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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if (!g.hero.h)
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return 0; //lowest priority
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return g.whatToDoToAchieve()->accept(this);
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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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ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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{
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return evaluateDanger(tile, visitor, ai.get());
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}
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ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai)
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{
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auto cb = ai->myCb;
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const TerrainTile * t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0;
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ui64 guardDanger = 0;
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auto visitableObjects = cb->getVisitableObjs(tile);
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// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
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if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
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{
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vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
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{
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return !objWithID<Obj::HERO>(obj);
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});
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}
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if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
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{
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objectDanger = evaluateDanger(dangerousObject, ai); //unguarded objects can also be dangerous or unhandled
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if(objectDanger)
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{
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//TODO: don't downcast objects AI shouldn't know about!
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auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
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if(armedObj)
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{
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float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
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objectDanger = static_cast<ui64>(objectDanger * tacticalAdvantage); //this line tends to go infinite for allied towns (?)
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}
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}
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if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
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{
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//check guard on the other side of the gate
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auto it = ai->knownSubterraneanGates.find(dangerousObject);
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if(it != ai->knownSubterraneanGates.end())
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{
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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for(auto cre : guards)
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{
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float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
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vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage);
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}
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}
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}
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}
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auto guards = cb->getGuardingCreatures(tile);
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for(auto cre : guards)
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{
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float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
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vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage); //we are interested in strongest monster around
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}
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const VCAI * ai)
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{
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auto cb = ai->myCb;
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if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
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return 0;
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switch(obj->ID)
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{
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case Obj::HERO:
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{
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InfoAboutHero iah;
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cb->getHeroInfo(obj, iah);
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return iah.army.getStrength();
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}
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case Obj::TOWN:
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case Obj::GARRISON:
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case Obj::GARRISON2:
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{
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InfoAboutTown iat;
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cb->getTownInfo(obj, iat);
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return iat.army.getStrength();
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}
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case Obj::MONSTER:
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{
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//TODO!!!!!!!!
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const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
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return d->getArmyStrength();
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}
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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{
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const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
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return a->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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case Obj::SHIPWRECK: //shipwreck
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case Obj::DERELICT_SHIP: //derelict ship
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// case Obj::PYRAMID:
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return estimateBankDanger(dynamic_cast<const CBank *>(obj));
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case Obj::PYRAMID:
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{
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if(obj->subID == 0)
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return estimateBankDanger(dynamic_cast<const CBank *>(obj));
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else
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return 0;
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}
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default:
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return 0;
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}
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} |