mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
102 lines
3.1 KiB
C++
102 lines
3.1 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/CGoal.h"
|
|
#include "../Pathfinding/AIPathfinder.h"
|
|
|
|
class BuildingInfo;
|
|
class Nullkiller;
|
|
class CGWitchHut;
|
|
|
|
class RewardEvaluator
|
|
{
|
|
public:
|
|
const Nullkiller * ai;
|
|
|
|
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
|
|
|
|
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
|
|
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
|
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
|
|
float getResourceRequirementStrength(int resType) const;
|
|
float getStrategicalValue(const CGObjectInstance * target) const;
|
|
float getTotalResourceRequirementStrength(int resType) const;
|
|
float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const;
|
|
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
|
|
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
|
|
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
|
|
uint64_t getEnemyHeroDanger(const AIPath & path) const;
|
|
uint64_t getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
|
|
};
|
|
|
|
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;
|
|
RewardEvaluator evaluator;
|
|
float enemyHeroDangerRatio;
|
|
|
|
EvaluationContext(const Nullkiller * ai);
|
|
};
|
|
|
|
class IEvaluationContextBuilder
|
|
{
|
|
public:
|
|
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal goal) const = 0;
|
|
};
|
|
|
|
class Nullkiller;
|
|
|
|
class PriorityEvaluator
|
|
{
|
|
public:
|
|
PriorityEvaluator(const Nullkiller * ai);
|
|
~PriorityEvaluator();
|
|
void initVisitTile();
|
|
|
|
float evaluate(Goals::TSubgoal task);
|
|
|
|
private:
|
|
const Nullkiller * ai;
|
|
|
|
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::InputVariable * fearVariable;
|
|
fl::OutputVariable * value;
|
|
std::vector<std::shared_ptr<IEvaluationContextBuilder>> evaluationContextBuilders;
|
|
|
|
EvaluationContext buildEvaluationContext(Goals::TSubgoal goal) const;
|
|
};
|