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vcmi/AI/VCAI/FuzzyHelper.cpp
2023-06-26 17:15:59 +03:00

343 lines
8.7 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 "Goals/Goals.h"
#include "VCAI.h"
#include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGCreature.h"
#include "../../lib/mapObjects/CGDwelling.h"
#include "../../lib/gameState/InfoAboutArmy.h"
FuzzyHelper * fh;
extern boost::thread_specific_ptr<VCAI> ai;
extern boost::thread_specific_ptr<CCallback> cb;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{
if(vec.empty())
{
logAi->debug("FuzzyHelper found no goals. Returning Goals::Invalid.");
//no possibilities found
return sptr(Goals::Invalid());
}
//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;
};
for(auto goal : vec)
{
logAi->trace("FuzzyHelper evaluated goal %s, priority=%.4f", goal->name(), goal->priority);
}
Goals::TSubgoal result = *boost::max_element(vec, compareGoals);
logAi->debug("FuzzyHelper returned goal %s, priority=%.4f", result->name(), result->priority);
return result;
}
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::evaluate(Goals::VisitTile & g)
{
if(g.parent)
{
g.parent->accept(this);
}
return visitTileEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::BuildBoat & g)
{
const float buildBoatPenalty = 0.25;
if(!g.parent)
{
return 0;
}
return g.parent->accept(this) - buildBoatPenalty;
}
float FuzzyHelper::evaluate(Goals::AdventureSpellCast & g)
{
if(!g.parent)
{
return 0;
}
const CSpell * spell = g.getSpell();
const float spellCastPenalty = (float)g.hero->getSpellCost(spell) / g.hero->mana;
return g.parent->accept(this) - spellCastPenalty;
}
float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
{
// TODO: How to evaluate quest complexity?
const float questPenalty = 0.2f;
if(!g.parent)
{
return 0;
}
return g.parent->accept(this) * questPenalty;
}
float FuzzyHelper::evaluate(Goals::VisitObj & g)
{
if(g.parent)
{
g.parent->accept(this);
}
return visitObjEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::VisitHero & g)
{
auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
if(!obj)
{
return -100; //hero died in the meantime
}
else
{
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).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 = static_cast<float>(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)
return 0; //lowest priority
return g.whatToDoToAchieve()->accept(this);
}
float FuzzyHelper::evaluate(Goals::BuildThis & g)
{
return g.priority; //TODO
}
float FuzzyHelper::evaluate(Goals::DigAtTile & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::CollectRes & g)
{
return g.priority; //handled by ResourceManager
}
float FuzzyHelper::evaluate(Goals::Build & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::BuyArmy & g)
{
return g.priority;
}
float FuzzyHelper::evaluate(Goals::Explore & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::RecruitHero & g)
{
return 1;
}
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) //calls evaluate - Visitor pattern
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
{
return evaluateDanger(tile, visitor, ai.get());
}
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai)
{
auto cb = ai->myCb;
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, ai); //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 = static_cast<ui64>(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->knownSubterraneanGates.find(dangerousObject);
if(it != ai->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, ai) * tacticalAdvantage);
}
}
}
}
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
vstd::amax(guardDanger, evaluateDanger(cre, ai) * 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, const VCAI * ai)
{
auto cb = ai->myCb;
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::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON:
case Obj::GARRISON2:
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
return d->getArmyStrength();
}
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;
}
}