mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
162 lines
4.5 KiB
C++
162 lines
4.5 KiB
C++
/*
|
|
* 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 "../../../lib/mapObjects/CommonConstructors.h"
|
|
#include "../Goals/Goals.h"
|
|
#include "Nullkiller.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
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
|
|
|
|
}
|
|
|
|
ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
|
|
{
|
|
auto cb = ai->cb.get();
|
|
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<Obj::HERO>))
|
|
{
|
|
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
|
|
{
|
|
return !objWithID<Obj::HERO>(obj);
|
|
});
|
|
}
|
|
|
|
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
|
|
{
|
|
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
|
|
if(objectDanger)
|
|
{
|
|
//TODO: don't downcast objects AI shouldn't know about!
|
|
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
|
|
if(armedObj)
|
|
{
|
|
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
|
|
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->memory->knownSubterraneanGates.find(dangerousObject);
|
|
if(it != ai->memory->knownSubterraneanGates.end())
|
|
{
|
|
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
|
|
|
|
for(auto cre : guards)
|
|
{
|
|
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
|
|
visitor,
|
|
dynamic_cast<const CArmedInstance *>(cre));
|
|
|
|
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(checkGuards)
|
|
{
|
|
auto guards = cb->getGuardingCreatures(tile);
|
|
for(auto cre : guards)
|
|
{
|
|
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
|
|
|
|
vstd::amax(guardDanger, evaluateDanger(cre) * 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)
|
|
{
|
|
auto cb = ai->cb.get();
|
|
|
|
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::TOWN:
|
|
{
|
|
const CGTownInstance * cre = dynamic_cast<const CGTownInstance *>(obj);
|
|
return cre->getUpperArmy()->getArmyStrength();
|
|
}
|
|
case Obj::ARTIFACT:
|
|
case Obj::RESOURCE:
|
|
{
|
|
if(!vstd::contains(ai->memory->alreadyVisited, obj))
|
|
{
|
|
return 0;
|
|
}
|
|
// passthrough
|
|
}
|
|
case Obj::MONSTER:
|
|
case Obj::HERO:
|
|
case Obj::GARRISON:
|
|
case Obj::GARRISON2:
|
|
case Obj::CREATURE_GENERATOR1:
|
|
case Obj::CREATURE_GENERATOR4:
|
|
case Obj::MINE:
|
|
case Obj::ABANDONED_MINE:
|
|
{
|
|
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(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<const CBank *>(obj));
|
|
case Obj::PYRAMID:
|
|
{
|
|
if(obj->subID == 0)
|
|
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
|
|
else
|
|
return 0;
|
|
}
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
}
|