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vcmi/AI/Nullkiller/Engine/PriorityEvaluator.h
2021-07-26 21:02:50 +03:00

69 lines
1.7 KiB
C++

/*
* PriorityEvaluator.h, 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
*
*/
#pragma once
#include "fl/Headers.h"
#include "../Goals/Goals.h"
struct DLL_EXPORT EvaluationContext
{
float movementCost;
std::map<HeroRole, float> movementCostByRole;
int manaCost;
uint64_t danger;
float closestWayRatio;
float armyLossPersentage;
float armyReward;
int32_t goldReward;
int32_t goldCost;
float skillReward;
float strategicalValue;
HeroRole heroRole;
uint8_t turn;
EvaluationContext();
};
class IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
};
class PriorityEvaluator
{
public:
PriorityEvaluator();
~PriorityEvaluator();
void initVisitTile();
float evaluate(Goals::TSubgoal task);
private:
fl::Engine * engine;
fl::InputVariable * armyLossPersentageVariable;
fl::InputVariable * heroRoleVariable;
fl::InputVariable * mainTurnDistanceVariable;
fl::InputVariable * scoutTurnDistanceVariable;
fl::InputVariable * turnVariable;
fl::InputVariable * goldRewardVariable;
fl::InputVariable * armyRewardVariable;
fl::InputVariable * dangerVariable;
fl::InputVariable * skillRewardVariable;
fl::InputVariable * strategicalValueVariable;
fl::InputVariable * rewardTypeVariable;
fl::InputVariable * closestHeroRatioVariable;
fl::InputVariable * goldPreasureVariable;
fl::InputVariable * goldCostVariable;
fl::OutputVariable * value;
std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
};