mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
538 lines
18 KiB
C++
538 lines
18 KiB
C++
#include "StdInc.h"
|
|
#include "Fuzzy.h"
|
|
#include <limits>
|
|
|
|
#include "../../lib/CObjectHandler.h"
|
|
#include "../../lib/CCreatureHandler.h"
|
|
#include "../../lib/VCMI_Lib.h"
|
|
#include "../../CCallback.h"
|
|
//#include "Goals.cpp"
|
|
#include "VCAI.h"
|
|
|
|
/*
|
|
* Fuzzy.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
|
|
*
|
|
*/
|
|
|
|
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
|
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
|
|
|
|
struct BankConfig;
|
|
class FuzzyEngine;
|
|
class InputLVar;
|
|
class CGTownInstance;
|
|
|
|
using namespace boost::assign;
|
|
using namespace vstd;
|
|
//using namespace Goals;
|
|
|
|
FuzzyHelper *fh;
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
|
struct armyStructure
|
|
{
|
|
float walkers, shooters, flyers;
|
|
ui32 maxSpeed;
|
|
};
|
|
|
|
ui64 evaluateBankConfig (BankConfig * bc)
|
|
{
|
|
ui64 danger = 0;
|
|
for (auto opt : bc->guards)
|
|
{
|
|
danger += VLC->creh->creatures[opt.first]->fightValue * opt.second;
|
|
}
|
|
return danger;
|
|
}
|
|
|
|
armyStructure evaluateArmyStructure (const CArmedInstance * army)
|
|
{
|
|
ui64 totalStrenght = army->getArmyStrength();
|
|
double walkersStrenght = 0;
|
|
double flyersStrenght = 0;
|
|
double shootersStrenght = 0;
|
|
ui32 maxSpeed = 0;
|
|
|
|
for(auto s : army->Slots())
|
|
{
|
|
bool walker = true;
|
|
if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
|
|
{
|
|
shootersStrenght += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if (s.second->type->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
flyersStrenght += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if (walker)
|
|
walkersStrenght += s.second->getPower();
|
|
|
|
amax (maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
|
|
}
|
|
armyStructure as;
|
|
as.walkers = walkersStrenght / totalStrenght;
|
|
as.shooters = shootersStrenght / totalStrenght;
|
|
as.flyers = flyersStrenght / totalStrenght;
|
|
as.maxSpeed = maxSpeed;
|
|
return as;
|
|
}
|
|
|
|
FuzzyHelper::FuzzyHelper()
|
|
{
|
|
engine.hedgeSet().add(new fl::HedgeSomewhat());
|
|
engine.hedgeSet().add(new fl::HedgeVery());
|
|
engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
|
|
|
|
initBank();
|
|
initTacticalAdvantage();
|
|
initVisitTile();
|
|
|
|
logAi->infoStream() << engine.toString();
|
|
}
|
|
|
|
void FuzzyHelper::initBank()
|
|
{
|
|
try
|
|
{
|
|
//Trivial bank estimation
|
|
bankInput = new fl::InputLVar("BankInput");
|
|
bankDanger = new fl::OutputLVar("BankDanger");
|
|
bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5));
|
|
|
|
engine.addInputLVar (bankInput);
|
|
engine.addOutputLVar (bankDanger);
|
|
engine.addRuleBlock (&bankBlock);
|
|
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
|
|
bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
|
|
}
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
|
|
}
|
|
}
|
|
|
|
void FuzzyHelper::initTacticalAdvantage()
|
|
{
|
|
try
|
|
{
|
|
//Tactical advantage calculation
|
|
std::vector<fl::InputLVar*> helper;
|
|
|
|
ta.ourShooters = new fl::InputLVar("OurShooters");
|
|
ta.ourWalkers = new fl::InputLVar("OurWalkers");
|
|
ta.ourFlyers = new fl::InputLVar("OurFlyers");
|
|
ta.enemyShooters = new fl::InputLVar("EnemyShooters");
|
|
ta.enemyWalkers = new fl::InputLVar("EnemyWalkers");
|
|
ta.enemyFlyers = new fl::InputLVar("EnemyFlyers");
|
|
|
|
helper += ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers;
|
|
|
|
for (auto val : helper)
|
|
{
|
|
engine.addInputLVar(val);
|
|
val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
|
|
val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
|
|
}
|
|
helper.clear();
|
|
|
|
ta.ourSpeed = new fl::InputLVar("OurSpeed");
|
|
ta.enemySpeed = new fl::InputLVar("EnemySpeed");
|
|
|
|
helper += ta.ourSpeed, ta.enemySpeed;
|
|
|
|
for (auto val : helper)
|
|
{
|
|
engine.addInputLVar(val);
|
|
val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true));
|
|
val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5));
|
|
val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false));
|
|
}
|
|
|
|
ta.castleWalls = new fl::InputLVar("CastleWalls");
|
|
engine.addInputLVar(ta.castleWalls);
|
|
ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
|
|
ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
|
|
ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false));
|
|
|
|
ta.bankPresent = new fl::InputLVar("Bank");
|
|
engine.addInputLVar(ta.bankPresent);
|
|
ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
|
|
ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
|
|
|
|
ta.threat = new fl::OutputLVar("Threat");
|
|
engine.addOutputLVar(ta.threat);
|
|
ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true));
|
|
ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
|
|
ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
|
|
|
|
engine.addRuleBlock (&ta.tacticalAdvantage);
|
|
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
|
|
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
|
|
//just to cover all cases
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine));
|
|
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
|
|
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
|
|
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
|
|
|
|
}
|
|
catch(fl::ParsingException & pe)
|
|
{
|
|
logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
|
|
}
|
|
}
|
|
|
|
ui64 FuzzyHelper::estimateBankDanger (int ID)
|
|
{
|
|
std::vector <ConstTransitivePtr<BankConfig>> & configs = VLC->objh->banksInfo[ID];
|
|
ui64 val = std::numeric_limits<ui64>::max();
|
|
try
|
|
{
|
|
switch (configs.size())
|
|
{
|
|
case 4:
|
|
try
|
|
{
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
int bankVal = evaluateBankConfig (VLC->objh->banksInfo[ID][i]);
|
|
bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMinimum(bankVal * 0.5f);
|
|
bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMaximum(bankVal * 1.5f);
|
|
}
|
|
//comparison purposes
|
|
//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
|
|
//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
|
|
bankInput->setInput (0.5);
|
|
engine.process (BANK_DANGER);
|
|
//engine.process();
|
|
val = bankDanger->output().defuzzify(); //some expected value of this bank
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << fe.name() << ": " << fe.message();
|
|
}
|
|
break;
|
|
case 1: //rare case - Pyramid
|
|
val = evaluateBankConfig (VLC->objh->banksInfo[ID][0]);
|
|
break;
|
|
default:
|
|
logAi->warnStream() << ("Uhnandled bank config!");
|
|
}
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
|
|
}
|
|
return val;
|
|
|
|
}
|
|
|
|
float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
|
|
{
|
|
float output = 1;
|
|
try
|
|
{
|
|
armyStructure ourStructure = evaluateArmyStructure(we);
|
|
armyStructure enemyStructure = evaluateArmyStructure(enemy);
|
|
|
|
ta.ourWalkers->setInput(ourStructure.walkers);
|
|
ta.ourShooters->setInput(ourStructure.shooters);
|
|
ta.ourFlyers->setInput(ourStructure.flyers);
|
|
ta.ourSpeed->setInput(ourStructure.maxSpeed);
|
|
|
|
ta.enemyWalkers->setInput(enemyStructure.walkers);
|
|
ta.enemyShooters->setInput(enemyStructure.shooters);
|
|
ta.enemyFlyers->setInput(enemyStructure.flyers);
|
|
ta.enemySpeed->setInput(enemyStructure.maxSpeed);
|
|
|
|
bool bank = dynamic_cast<const CBank*>(enemy);
|
|
if (bank)
|
|
ta.bankPresent->setInput(1);
|
|
else
|
|
ta.bankPresent->setInput(0);
|
|
|
|
const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
|
|
if (fort)
|
|
{
|
|
ta.castleWalls->setInput (fort->fortLevel());
|
|
}
|
|
else
|
|
ta.castleWalls->setInput(0);
|
|
|
|
engine.process (TACTICAL_ADVANTAGE);
|
|
//engine.process();
|
|
output = ta.threat->output().defuzzify();
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
|
|
}
|
|
return output;
|
|
}
|
|
|
|
FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
|
|
{
|
|
//TODO: smart pointers?
|
|
delete ourWalkers;
|
|
delete ourShooters;
|
|
delete ourFlyers;
|
|
delete enemyWalkers;
|
|
delete enemyShooters;
|
|
delete enemyFlyers;
|
|
delete ourSpeed;
|
|
delete enemySpeed;
|
|
delete bankPresent;
|
|
delete castleWalls;
|
|
delete threat;
|
|
}
|
|
|
|
//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
|
|
Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
|
|
{
|
|
if (vec.empty()) //no possibilities found
|
|
return sptr(Goals::Invalid());
|
|
|
|
for (auto g : vec)
|
|
{
|
|
setPriority(g);
|
|
}
|
|
|
|
auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
|
|
{
|
|
return lhs->priority < rhs->priority;
|
|
};
|
|
|
|
boost::sort (vec, compareGoals);
|
|
return vec.back();
|
|
}
|
|
|
|
float FuzzyHelper::evaluate (Goals::Explore & g)
|
|
{
|
|
return 1;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::RecruitHero & g)
|
|
{
|
|
return 1; //just try to recruit hero as one of options
|
|
}
|
|
FuzzyHelper::EvalVisitTile::~EvalVisitTile()
|
|
{
|
|
delete strengthRatio;
|
|
delete heroStrength;
|
|
delete turnDistance;
|
|
delete missionImportance;
|
|
}
|
|
|
|
void FuzzyHelper::initVisitTile()
|
|
{
|
|
try
|
|
{
|
|
std::vector<fl::InputLVar*> helper;
|
|
|
|
vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
|
|
vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
|
|
vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
|
|
vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
|
vt.value = new fl::OutputLVar("Value");
|
|
|
|
helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
|
|
for (auto val : helper)
|
|
{
|
|
engine.addInputLVar(val);
|
|
}
|
|
engine.addOutputLVar (vt.value);
|
|
|
|
vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
|
|
vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
|
|
|
|
//strength compared to our main hero
|
|
vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
|
|
vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
|
|
vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
|
|
|
|
vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
|
|
vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
|
|
vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
|
|
|
|
vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
|
|
vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
|
|
vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
|
|
|
|
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
|
|
//should be same as "mission Importance" to keep consistency
|
|
vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
|
|
vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
|
|
vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
|
|
|
|
engine.addRuleBlock (&vt.rules);
|
|
|
|
//use unarmed scouts if possible
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine));
|
|
//we may want to use secondary hero(es) rather than main hero
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
|
|
//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
|
|
//attempt to arm secondary heroes is not stupid
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
|
|
|
|
//do not cancel important goals
|
|
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
|
|
//pick nearby objects if it's easy, avoid long walks
|
|
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
|
|
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message();
|
|
}
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
|
{
|
|
//we assume that hero is already set and we want to choose most suitable one for the mission
|
|
if (!g.hero)
|
|
return 0;
|
|
|
|
//assert(cb->isInTheMap(g.tile));
|
|
cb->setSelection (g.hero.h);
|
|
float turns = 0;
|
|
float distance = cb->getMovementCost(g.hero.h, g.tile);
|
|
if (!distance) //we stand on that tile
|
|
turns = 0;
|
|
else
|
|
{
|
|
if (distance < g.hero->movement) //we can move there within one turn
|
|
turns = (fl::flScalar)distance /g.hero->movement;
|
|
else
|
|
turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
|
|
}
|
|
|
|
float missionImportance = 0;
|
|
if (vstd::contains(ai->lockedHeroes, g.hero))
|
|
missionImportance = ai->lockedHeroes[g.hero]->priority;
|
|
|
|
float strengthRatio = 10.0f; //we are much stronger than enemy
|
|
ui64 danger = evaluateDanger (g.tile, g.hero.h);
|
|
if (danger)
|
|
strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
|
|
|
|
try
|
|
{
|
|
vt.strengthRatio->setInput (strengthRatio);
|
|
vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
|
|
vt.turnDistance->setInput (turns);
|
|
vt.missionImportance->setInput (missionImportance);
|
|
|
|
//engine.process();
|
|
engine.process (VISIT_TILE);
|
|
g.priority = vt.value->output().defuzzify();
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message();
|
|
}
|
|
return g.priority;
|
|
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::VisitHero & g)
|
|
{
|
|
auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
|
|
if (!obj)
|
|
return -100; //hero died in the meantime
|
|
//TODO: consider direct copy (constructor?)
|
|
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).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();
|
|
return g.value / std::max(g.value - army, 1000.0f);
|
|
}
|
|
|
|
float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
|
|
{
|
|
if (!g.hero.h)
|
|
throw cannotFulfillGoalException("ClearWayTo called without hero!");
|
|
|
|
SectorMap sm(g.hero);
|
|
int3 t = sm.firstTileToGet(g.hero, g.tile);
|
|
|
|
if (t.valid())
|
|
{
|
|
if (isSafeToVisit(g.hero, t))
|
|
{
|
|
g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
|
|
}
|
|
else
|
|
{
|
|
g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
|
|
sethero(g.hero).setisAbstract(true).accept(this));
|
|
}
|
|
return g.priority;
|
|
}
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
float FuzzyHelper::evaluate (Goals::BuildThis & g)
|
|
{
|
|
return 1;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::DigAtTile & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::CollectRes & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::Build & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::Invalid & g)
|
|
{
|
|
return -1e10;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
|
|
{
|
|
logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name();
|
|
return g.priority;
|
|
}
|
|
void FuzzyHelper::setPriority (Goals::TSubgoal & g)
|
|
{
|
|
g->setpriority(g->accept(this)); //this enforces returned value is set
|
|
}
|