mirror of
https://github.com/vcmi/vcmi.git
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460 lines
16 KiB
C++
460 lines
16 KiB
C++
/*
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* FuzzyEngines.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "FuzzyEngines.h"
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#include "Goals/Goals.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "VCAI.h"
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#include "MapObjectsEvaluator.h"
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#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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engineBase::engineBase()
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{
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rules = new fl::RuleBlock();
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engine.addRuleBlock(rules);
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}
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void engineBase::configure()
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{
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engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
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logAi->trace(engine.toString());
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}
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void engineBase::addRule(const std::string & txt)
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{
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rules->addRule(fl::Rule::parse(txt, &engine));
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}
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struct armyStructure
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{
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float walkers, shooters, flyers;
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ui32 maxSpeed;
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};
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armyStructure evaluateArmyStructure(const CArmedInstance * army)
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{
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ui64 totalStrength = army->getArmyStrength();
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double walkersStrength = 0;
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double flyersStrength = 0;
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double shootersStrength = 0;
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ui32 maxSpeed = 0;
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static const CSelector selectorSHOOTER = Selector::type()(Bonus::SHOOTER);
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static const std::string keySHOOTER = "type_"+std::to_string((int32_t)Bonus::SHOOTER);
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static const CSelector selectorFLYING = Selector::type()(Bonus::FLYING);
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static const std::string keyFLYING = "type_"+std::to_string((int32_t)Bonus::FLYING);
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static const CSelector selectorSTACKS_SPEED = Selector::type()(Bonus::STACKS_SPEED);
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static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)Bonus::STACKS_SPEED);
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for(auto s : army->Slots())
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{
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bool walker = true;
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const CCreature * creature = s.second->type;
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if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
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{
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shootersStrength += s.second->getPower();
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walker = false;
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}
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if(creature->hasBonus(selectorFLYING, keyFLYING))
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{
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flyersStrength += s.second->getPower();
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walker = false;
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}
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if(walker)
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walkersStrength += s.second->getPower();
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vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
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}
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armyStructure as;
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as.walkers = static_cast<float>(walkersStrength / totalStrength);
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as.shooters = static_cast<float>(shootersStrength / totalStrength);
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as.flyers = static_cast<float>(flyersStrength / totalStrength);
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as.maxSpeed = maxSpeed;
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assert(as.walkers || as.flyers || as.shooters);
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return as;
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}
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float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
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{
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if(goal.evaluationContext.movementCost > 0)
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{
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return goal.evaluationContext.movementCost;
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}
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else
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{
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auto pathInfo = ai->myCb->getPathsInfo(goal.hero.h)->getPathInfo(goal.tile);
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return pathInfo->getCost();
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}
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}
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TacticalAdvantageEngine::TacticalAdvantageEngine()
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{
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try
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{
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ourShooters = new fl::InputVariable("OurShooters");
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ourWalkers = new fl::InputVariable("OurWalkers");
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ourFlyers = new fl::InputVariable("OurFlyers");
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enemyShooters = new fl::InputVariable("EnemyShooters");
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enemyWalkers = new fl::InputVariable("EnemyWalkers");
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enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputVariable *> helper =
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{
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ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
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};
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ourSpeed = new fl::InputVariable("OurSpeed");
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enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = { ourSpeed, enemySpeed };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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castleWalls = new fl::InputVariable("CastleWalls");
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engine.addInputVariable(castleWalls);
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{
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fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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castleWalls->addTerm(none);
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fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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castleWalls->addTerm(medium);
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fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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castleWalls->addTerm(high);
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castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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bankPresent = new fl::InputVariable("Bank");
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engine.addInputVariable(bankPresent);
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{
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fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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bankPresent->addTerm(termFalse);
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fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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bankPresent->addTerm(termTrue);
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bankPresent->setRange(0, 1);
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}
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threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(threat);
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threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
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threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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threat->setRange(MIN_AI_STRENGTH, 1.5);
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addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is LOW");
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addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is HIGH");
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//just to cover all cases
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addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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addRule("if Bank is TRUE and OurShooters is MANY then Threat is HIGH");
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addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is HIGH");
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addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch(fl::Exception & pe)
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{
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logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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}
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configure();
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}
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float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
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{
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float output = 1;
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/*try //TODO: rework this engine, it tends to produce nonsense output
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{
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armyStructure ourStructure = evaluateArmyStructure(we);
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armyStructure enemyStructure = evaluateArmyStructure(enemy);
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ourWalkers->setValue(ourStructure.walkers);
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ourShooters->setValue(ourStructure.shooters);
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ourFlyers->setValue(ourStructure.flyers);
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ourSpeed->setValue(ourStructure.maxSpeed);
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enemyWalkers->setValue(enemyStructure.walkers);
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enemyShooters->setValue(enemyStructure.shooters);
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enemyFlyers->setValue(enemyStructure.flyers);
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enemySpeed->setValue(enemyStructure.maxSpeed);
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bool bank = dynamic_cast<const CBank *>(enemy);
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if(bank)
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bankPresent->setValue(1);
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else
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bankPresent->setValue(0);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
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if(fort)
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castleWalls->setValue(fort->fortLevel());
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else
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castleWalls->setValue(0);
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engine.process();
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output = threat->getValue();
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}
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catch(fl::Exception & fe)
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{
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logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
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}
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if(output < 0 || (output != output))
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{
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fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
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std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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for(int i = 0; i < boost::size(tab); i++)
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log << names[i] << ": " << tab[i]->getValue() << " ";
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logAi->error(log.str());
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assert(false);
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}*/
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return output;
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}
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
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HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
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{
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try
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{
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strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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value = new fl::OutputVariable("Value");
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value->setMinimum(0);
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value->setMaximum(5);
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std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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}
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engine.addOutputVariable(value);
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strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
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//strength compared to our main hero
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heroStrength->addTerm(new fl::Ramp("LOW", 0.5, 0));
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heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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heroStrength->setRange(0.0, 1.0);
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turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
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turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 10));
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turnDistance->setRange(0.0, 10.0);
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missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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missionImportance->setRange(0.0, 5.0);
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//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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//should be same as "mission Importance" to keep consistency
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value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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value->setRange(0.0, 5.0);
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//use unarmed scouts if possible
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addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is HIGH");
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//we may want to use secondary hero(es) rather than main hero
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addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is MEDIUM");
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addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is LOW");
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//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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addRule("if strengthRatio is LOW and heroStrength is LOW then Value is LOW");
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//attempt to arm secondary heroes is not stupid
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addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is HIGH");
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addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
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//do not cancel important goals
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addRule("if lockedMissionImportance is HIGH then Value is LOW");
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addRule("if lockedMissionImportance is MEDIUM then Value is MEDIUM");
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addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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addRule("if turnDistance is SHORT then Value is HIGH");
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is LONG then Value is LOW");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
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}
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}
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void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
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{
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float turns = calculateTurnDistanceInputValue(goal);
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float missionImportanceData = 0;
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if(vstd::contains(ai->lockedHeroes, goal.hero))
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{
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missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
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}
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else if(goal.parent)
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{
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missionImportanceData = goal.parent->priority;
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}
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float strengthRatioData = 10.0f; //we are much stronger than enemy
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ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h);
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if(danger)
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strengthRatioData = static_cast<float>((fl::scalar)goal.hero.h->getTotalStrength() / danger);
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try
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{
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strengthRatio->setValue(strengthRatioData);
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heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
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turnDistance->setValue(turns);
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missionImportance->setValue(missionImportanceData);
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}
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catch(fl::Exception & fe)
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{
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logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
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}
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}
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VisitObjEngine::VisitObjEngine()
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{
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try
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{
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objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
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engine.addInputVariable(objectValue);
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//objectValue ranges are based on checking RMG priorities of some objects and checking LOW/MID/HIGH proportions for various values in QtFuzzyLite
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objectValue->addTerm(new fl::Ramp("LOW", 3500.0, 0.0));
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objectValue->addTerm(new fl::Triangle("MEDIUM", 0.0, 8500.0));
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std::vector<fl::Discrete::Pair> multiRamp = { fl::Discrete::Pair(5000.0, 0.0), fl::Discrete::Pair(10000.0, 0.75), fl::Discrete::Pair(20000.0, 1.0) };
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objectValue->addTerm(new fl::Discrete("HIGH", multiRamp));
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objectValue->setRange(0.0, 20000.0); //relic artifact value is border value by design, even better things are scaled down.
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addRule("if objectValue is HIGH then Value is HIGH");
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addRule("if objectValue is MEDIUM then Value is MEDIUM");
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addRule("if objectValue is LOW then Value is LOW");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("FindWanderTarget: %s", fe.getWhat());
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}
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configure();
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}
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float VisitObjEngine::evaluate(Goals::VisitObj & goal)
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{
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if(!goal.hero)
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return 0;
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auto obj = ai->myCb->getObj(ObjectInstanceID(goal.objid));
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if(!obj)
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{
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logAi->error("Goals::VisitObj objid " + std::to_string(goal.objid) + " no longer visible, probably goal used for something it's not intended");
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return -100; // FIXME: Added check when goal was used for hero instead of VisitHero, but crashes are bad anyway
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}
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boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj);
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int objValue = 0;
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if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
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{
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objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
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}
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else
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{
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MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
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logGlobal->error("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
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}
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setSharedFuzzyVariables(goal);
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float output = -1.0f;
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try
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{
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objectValue->setValue(objValue);
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engine.process();
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output = static_cast<float>(value->getValue());
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}
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catch(fl::Exception & fe)
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{
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logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
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}
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assert(output >= 0.0f);
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return output;
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}
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VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
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{
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configure();
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}
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float VisitTileEngine::evaluate(Goals::VisitTile & goal)
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{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if(!goal.hero)
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return 0;
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//assert(cb->isInTheMap(g.tile));
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setSharedFuzzyVariables(goal);
|
|
|
|
try
|
|
{
|
|
engine.process();
|
|
|
|
goal.priority = static_cast<float>(value->getValue());
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
}
|
|
assert(goal.priority >= 0);
|
|
return goal.priority;
|
|
}
|