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vcmi/AI/Nullkiller/Engine/FuzzyHelper.cpp
Xilmi e2e3f9e638 Take hero-stats into account for attacking hero-defended entities
Instead of using just the strength of the raw army, the hero-stats are now taking into account for the generation of the danger-map.
2024-07-15 17:30:42 +02:00

189 lines
5.2 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 "../Goals/Goals.h"
#include "Nullkiller.h"
#include "../../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../../lib/mapObjectConstructors/CObjectClassesHandler.h"
#include "../../../lib/mapObjectConstructors/CBankInstanceConstructor.h"
namespace NKAI
{
ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
{
//this one is not fuzzy anymore, just calculate weighted average
auto objectInfo = bank->getObjectHandler()->getObjectInfo(bank->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
ui64 totalStrength = 0;
ui8 totalChance = 0;
for(auto config : bankInfo->getPossibleGuards(bank->cb))
{
totalStrength += config.second.totalStrength * config.first;
totalChance += config.first;
}
return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
}
ui64 FuzzyHelper::evaluateDanger(const int3 & tile, const CGHeroInstance * visitor, bool checkGuards)
{
auto cb = ai->cb.get();
const TerrainTile * t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0;
ui64 guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
{
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) -> bool
{
return !objWithID<Obj::HERO>(obj);
});
}
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if(objWithID<Obj::HERO>(dangerousObject))
{
auto hero = dynamic_cast<const CGHeroInstance *>(dangerousObject);
if(hero->visitedTown && !hero->visitedTown->garrisonHero)
{
objectDanger += evaluateDanger(hero->visitedTown.get());
}
objectDanger *= ai->heroManager->getFightingStrengthCached(hero);
}
if(objectDanger)
{
//TODO: don't downcast objects AI shouldn't know about!
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
{
//check guard on the other side of the gate
auto it = ai->memory->knownSubterraneanGates.find(dangerousObject);
if(it != ai->memory->knownSubterraneanGates.end())
{
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(
visitor,
dynamic_cast<const CArmedInstance *>(cre));
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage);
}
}
}
}
if(checkGuards)
{
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantage); //we are interested in strongest monster around
}
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
{
auto cb = ai->cb.get();
if(obj->tempOwner.isValidPlayer() && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::TOWN:
{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
auto danger = town->getUpperArmy()->getArmyStrength();
if(danger || town->visitingHero)
{
auto fortLevel = town->fortLevel();
if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
danger += 10000;
else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
danger += 4000;
}
return danger;
}
case Obj::HERO:
{
const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(obj);
return getHeroArmyStrengthWithCommander(hero, hero);
}
case Obj::ARTIFACT:
case Obj::RESOURCE:
{
if(!vstd::contains(ai->memory->alreadyVisited, obj))
return 0;
[[fallthrough]];
}
case Obj::MONSTER:
case Obj::GARRISON:
case Obj::GARRISON2:
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
case Obj::MINE:
case Obj::ABANDONED_MINE:
case Obj::PANDORAS_BOX:
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::PYRAMID:
{
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
}
default:
return 0;
}
}
}