mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
552 lines
18 KiB
C++
552 lines
18 KiB
C++
/*
|
|
* Fuzzy.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 "Fuzzy.h"
|
|
#include <limits>
|
|
|
|
#include "../../lib/mapObjects/MapObjects.h"
|
|
#include "../../lib/mapObjects/CommonConstructors.h"
|
|
#include "../../lib/CCreatureHandler.h"
|
|
#include "../../lib/CPathfinder.h"
|
|
#include "../../lib/CGameStateFwd.h"
|
|
#include "../../lib/VCMI_Lib.h"
|
|
#include "../../CCallback.h"
|
|
#include "VCAI.h"
|
|
|
|
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
|
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
|
|
|
struct BankConfig;
|
|
class CBankInfo;
|
|
class Engine;
|
|
class InputVariable;
|
|
class CGTownInstance;
|
|
|
|
//using namespace Goals;
|
|
|
|
FuzzyHelper *fh;
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
|
engineBase::engineBase()
|
|
{
|
|
engine.addRuleBlock(&rules);
|
|
}
|
|
|
|
void engineBase::configure()
|
|
{
|
|
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
|
|
logAi->info(engine.toString());
|
|
}
|
|
|
|
void engineBase::addRule(const std::string &txt)
|
|
{
|
|
rules.addRule(fl::Rule::parse(txt, &engine));
|
|
}
|
|
|
|
struct armyStructure
|
|
{
|
|
float walkers, shooters, flyers;
|
|
ui32 maxSpeed;
|
|
};
|
|
|
|
armyStructure evaluateArmyStructure (const CArmedInstance * army)
|
|
{
|
|
ui64 totalStrenght = army->getArmyStrength();
|
|
double walkersStrenght = 0;
|
|
double flyersStrenght = 0;
|
|
double shootersStrenght = 0;
|
|
ui32 maxSpeed = 0;
|
|
|
|
for(auto s : army->Slots())
|
|
{
|
|
bool walker = true;
|
|
if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
|
|
{
|
|
shootersStrenght += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if (s.second->type->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
flyersStrenght += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if (walker)
|
|
walkersStrenght += s.second->getPower();
|
|
|
|
vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
|
|
}
|
|
armyStructure as;
|
|
as.walkers = walkersStrenght / totalStrenght;
|
|
as.shooters = shootersStrenght / totalStrenght;
|
|
as.flyers = flyersStrenght / totalStrenght;
|
|
as.maxSpeed = maxSpeed;
|
|
assert(as.walkers || as.flyers || as.shooters);
|
|
return as;
|
|
}
|
|
|
|
FuzzyHelper::FuzzyHelper()
|
|
{
|
|
initTacticalAdvantage();
|
|
ta.configure();
|
|
initVisitTile();
|
|
vt.configure();
|
|
}
|
|
|
|
|
|
void FuzzyHelper::initTacticalAdvantage()
|
|
{
|
|
try
|
|
{
|
|
|
|
ta.ourShooters = new fl::InputVariable("OurShooters");
|
|
ta.ourWalkers = new fl::InputVariable("OurWalkers");
|
|
ta.ourFlyers = new fl::InputVariable("OurFlyers");
|
|
ta.enemyShooters = new fl::InputVariable("EnemyShooters");
|
|
ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
|
|
ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
|
|
|
|
//Tactical advantage calculation
|
|
std::vector<fl::InputVariable*> helper =
|
|
{
|
|
ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
|
|
};
|
|
|
|
for (auto val : helper)
|
|
{
|
|
ta.engine.addInputVariable(val);
|
|
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
|
|
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
|
|
val->setRange(0.0, 1.0);
|
|
}
|
|
|
|
ta.ourSpeed = new fl::InputVariable("OurSpeed");
|
|
ta.enemySpeed = new fl::InputVariable("EnemySpeed");
|
|
|
|
helper = {ta.ourSpeed, ta.enemySpeed};
|
|
|
|
for (auto val : helper)
|
|
{
|
|
ta.engine.addInputVariable(val);
|
|
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
|
|
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
|
|
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
|
|
val->setRange(0, 25);
|
|
}
|
|
|
|
ta.castleWalls = new fl::InputVariable("CastleWalls");
|
|
ta.engine.addInputVariable(ta.castleWalls);
|
|
{
|
|
fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
|
|
ta.castleWalls->addTerm(none);
|
|
|
|
fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
|
|
CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
|
|
ta.castleWalls->addTerm(medium);
|
|
|
|
fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
ta.castleWalls->addTerm(high);
|
|
|
|
ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
|
}
|
|
|
|
|
|
|
|
ta.bankPresent = new fl::InputVariable("Bank");
|
|
ta.engine.addInputVariable(ta.bankPresent);
|
|
{
|
|
fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
|
ta.bankPresent->addTerm(termFalse);
|
|
fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
|
ta.bankPresent->addTerm(termTrue);
|
|
ta.bankPresent->setRange(0, 1);
|
|
}
|
|
|
|
ta.threat = new fl::OutputVariable("Threat");
|
|
ta.engine.addOutputVariable(ta.threat);
|
|
ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
|
|
ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
|
|
ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
|
|
ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
|
|
|
|
ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
|
|
ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
|
|
ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
|
|
ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
|
|
|
|
ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
|
|
ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
|
|
//just to cover all cases
|
|
ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
|
|
ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
|
|
ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
|
|
|
|
ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
|
|
ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
|
|
|
|
ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
|
|
ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
|
|
ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
|
|
|
|
}
|
|
catch (fl::Exception & pe)
|
|
{
|
|
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
|
|
}
|
|
}
|
|
|
|
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<CBankInfo *> (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<ui8>(totalChance, 1); //avoid division by zero
|
|
|
|
}
|
|
|
|
float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
|
|
{
|
|
float output = 1;
|
|
try
|
|
{
|
|
armyStructure ourStructure = evaluateArmyStructure(we);
|
|
armyStructure enemyStructure = evaluateArmyStructure(enemy);
|
|
|
|
ta.ourWalkers->setValue(ourStructure.walkers);
|
|
ta.ourShooters->setValue(ourStructure.shooters);
|
|
ta.ourFlyers->setValue(ourStructure.flyers);
|
|
ta.ourSpeed->setValue(ourStructure.maxSpeed);
|
|
|
|
ta.enemyWalkers->setValue(enemyStructure.walkers);
|
|
ta.enemyShooters->setValue(enemyStructure.shooters);
|
|
ta.enemyFlyers->setValue(enemyStructure.flyers);
|
|
ta.enemySpeed->setValue(enemyStructure.maxSpeed);
|
|
|
|
bool bank = dynamic_cast<const CBank*> (enemy);
|
|
if (bank)
|
|
ta.bankPresent->setValue(1);
|
|
else
|
|
ta.bankPresent->setValue(0);
|
|
|
|
const CGTownInstance * fort = dynamic_cast<const CGTownInstance*> (enemy);
|
|
if (fort)
|
|
{
|
|
ta.castleWalls->setValue(fort->fortLevel());
|
|
}
|
|
else
|
|
ta.castleWalls->setValue(0);
|
|
|
|
//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
|
|
ta.engine.process();
|
|
output = ta.threat->getValue();
|
|
}
|
|
catch (fl::Exception & fe)
|
|
{
|
|
logAi->error("getTacticalAdvantage: %s ",fe.getWhat());
|
|
}
|
|
|
|
if (output < 0 || (output != output))
|
|
{
|
|
fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
|
|
std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
|
|
std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
|
|
|
|
for (int i = 0; i < boost::size(tab); i++)
|
|
log << names[i] << ": " << tab[i]->getValue() << " ";
|
|
logAi->error(log.str());
|
|
assert(false);
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
|
|
{
|
|
//TODO: smart pointers?
|
|
delete ourWalkers;
|
|
delete ourShooters;
|
|
delete ourFlyers;
|
|
delete enemyWalkers;
|
|
delete enemyShooters;
|
|
delete enemyFlyers;
|
|
delete ourSpeed;
|
|
delete enemySpeed;
|
|
delete bankPresent;
|
|
delete castleWalls;
|
|
delete threat;
|
|
}
|
|
|
|
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
|
|
|
|
Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
|
|
{
|
|
if (vec.empty()) //no possibilities found
|
|
return sptr(Goals::Invalid());
|
|
|
|
ai->cachedSectorMaps.clear();
|
|
|
|
//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;
|
|
};
|
|
boost::sort (vec, compareGoals);
|
|
|
|
return vec.back();
|
|
}
|
|
|
|
float FuzzyHelper::evaluate (Goals::Explore & g)
|
|
{
|
|
return 1;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::RecruitHero & g)
|
|
{
|
|
return 1; //just try to recruit hero as one of options
|
|
}
|
|
FuzzyHelper::EvalVisitTile::~EvalVisitTile()
|
|
{
|
|
delete strengthRatio;
|
|
delete heroStrength;
|
|
delete turnDistance;
|
|
delete missionImportance;
|
|
delete estimatedReward;
|
|
}
|
|
|
|
void FuzzyHelper::initVisitTile()
|
|
{
|
|
try
|
|
{
|
|
vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
|
vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
|
vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
|
vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
|
vt.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
|
|
vt.value = new fl::OutputVariable("Value");
|
|
vt.value->setMinimum(0);
|
|
vt.value->setMaximum(5);
|
|
|
|
std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance, vt.estimatedReward};
|
|
for (auto val : helper)
|
|
{
|
|
vt.engine.addInputVariable(val);
|
|
}
|
|
vt.engine.addOutputVariable(vt.value);
|
|
|
|
vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
|
|
vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
|
|
vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
|
|
|
|
//strength compared to our main hero
|
|
vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
|
|
vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
|
vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
|
vt.heroStrength->setRange(0.0, 1.0);
|
|
|
|
vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
|
|
vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
|
vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
|
vt.turnDistance->setRange(0.0, 3.0);
|
|
|
|
vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
|
vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
vt.missionImportance->setRange(0.0, 5.0);
|
|
|
|
vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
vt.estimatedReward->setRange(0.0, 5.0);
|
|
|
|
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
|
|
//should be same as "mission Importance" to keep consistency
|
|
vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
|
|
vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
vt.value->setRange(0.0,5.0);
|
|
|
|
//use unarmed scouts if possible
|
|
vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
|
|
//we may want to use secondary hero(es) rather than main hero
|
|
vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
|
|
vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
|
|
//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
|
|
vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
|
|
//attempt to arm secondary heroes is not stupid
|
|
vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
|
|
vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
|
|
|
|
//do not cancel important goals
|
|
vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
|
|
vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
|
|
vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
|
//pick nearby objects if it's easy, avoid long walks
|
|
vt.addRule("if turnDistance is SMALL then Value is HIGH");
|
|
vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
|
vt.addRule("if turnDistance is LONG then Value is LOW");
|
|
//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
|
|
vt.addRule("if estimatedReward is HIGH then Value is very HIGH");
|
|
vt.addRule("if estimatedReward is LOW then Value is somewhat LOW");
|
|
}
|
|
catch (fl::Exception & fe)
|
|
{
|
|
logAi->error("visitTile: %s",fe.getWhat());
|
|
}
|
|
}
|
|
|
|
float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
|
{
|
|
//we assume that hero is already set and we want to choose most suitable one for the mission
|
|
if (!g.hero)
|
|
return 0;
|
|
|
|
//assert(cb->isInTheMap(g.tile));
|
|
float turns = 0;
|
|
float distance = CPathfinderHelper::getMovementCost(g.hero.h, g.tile);
|
|
if (!distance) //we stand on that tile
|
|
turns = 0;
|
|
else
|
|
{
|
|
if (distance < g.hero->movement) //we can move there within one turn
|
|
turns = (fl::scalar)distance / g.hero->movement;
|
|
else
|
|
turns = 1 + (fl::scalar)(distance - g.hero->movement) / g.hero->maxMovePoints(true); //bool on land?
|
|
}
|
|
|
|
float missionImportance = 0;
|
|
if (vstd::contains(ai->lockedHeroes, g.hero))
|
|
missionImportance = ai->lockedHeroes[g.hero]->priority;
|
|
|
|
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->setValue(strengthRatio);
|
|
vt.heroStrength->setValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
|
vt.turnDistance->setValue(turns);
|
|
vt.missionImportance->setValue(missionImportance);
|
|
vt.estimatedReward->setValue(tilePriority);
|
|
|
|
vt.engine.process();
|
|
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
|
g.priority = vt.value->getValue();
|
|
}
|
|
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
|
|
}
|