mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
169 lines
4.0 KiB
C++
169 lines
4.0 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.h"
|
|
#include "VCAI.h"
|
|
|
|
FuzzyHelper * fh;
|
|
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
|
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->debug("FuzzyHelper evaluated goal %s, priority=%i", goal->name(), goal->priority);
|
|
}
|
|
|
|
Goals::TSubgoal result = *boost::max_element(vec, compareGoals);
|
|
|
|
logAi->debug("FuzzyHelper returned goal %s, priority=%i", 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)
|
|
{
|
|
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::VisitObj & g)
|
|
{
|
|
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 = 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
|
|
}
|