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vcmi/AI/VCAI/FuzzyHelper.cpp
2018-08-21 08:40:47 +02:00

157 lines
3.9 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 "VCAI.h"
FuzzyHelper * fh;
extern boost::thread_specific_ptr<VCAI> ai;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{
if(vec.empty()) //no possibilities found
return sptr(Goals::Invalid());
ai->cachedSectorMaps.clear();
//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;
};
return *boost::max_element(vec, compareGoals);
}
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::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
//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();
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
int3 t = ai->getCachedSectorMap(g.hero)->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 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
}