Browse Source

Initial split of classes

Dydzio 7 years ago
parent
commit
a8f5882a77
2 changed files with 75 additions and 63 deletions
  1. 33 31
      AI/VCAI/Fuzzy.cpp
  2. 42 32
      AI/VCAI/Fuzzy.h

+ 33 - 31
AI/VCAI/Fuzzy.cpp

@@ -308,7 +308,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
 	float output = -1.0f;
 	try
 	{
-		wanderTarget.distance->setValue(distFromObject);
+		wanderTarget.turnDistance->setValue(distFromObject);
 		wanderTarget.objectValue->setValue(objValue);
 		wanderTarget.engine.process();
 		output = wanderTarget.visitGain->getValue();
@@ -321,7 +321,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
 	return output;
 }
 
-FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
+TacticalAdvantage::~TacticalAdvantage()
 {
 	//TODO: smart pointers?
 	delete ourWalkers;
@@ -373,7 +373,7 @@ float FuzzyHelper::evaluate(Goals::RecruitHero & g)
 {
 	return 1;
 }
-FuzzyHelper::EvalVisitTile::~EvalVisitTile()
+HeroMovementGoalEngine::~HeroMovementGoalEngine()
 {
 	delete strengthRatio;
 	delete heroStrength;
@@ -466,21 +466,21 @@ void FuzzyHelper::initWanderTarget()
 {
 	try
 	{
-		wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
+		wanderTarget.turnDistance = new fl::InputVariable("turnDistance"); //distance on map from object
 		wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
-		wanderTarget.visitGain = new fl::OutputVariable("visitGain");
-		wanderTarget.visitGain->setMinimum(0);
-		wanderTarget.visitGain->setMaximum(10);
+		wanderTarget.value = new fl::OutputVariable("value");
+		wanderTarget.value->setMinimum(0);
+		wanderTarget.value->setMaximum(10);
 
-		wanderTarget.engine.addInputVariable(wanderTarget.distance);
+		wanderTarget.engine.addInputVariable(wanderTarget.turnDistance);
 		wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
 		wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
 
 		//for now distance variable same as in as VisitTile
-		wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0)); 
-		wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
-		wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
-		wanderTarget.distance->setRange(0, 3.0);
+		wanderTarget.turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0)); 
+		wanderTarget.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
+		wanderTarget.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
+		wanderTarget.turnDistance->setRange(0, 3.0);
 
 		//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
 		wanderTarget.objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
@@ -488,22 +488,22 @@ void FuzzyHelper::initWanderTarget()
 		wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
 		wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
 
-		wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0)); 
-		wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
-		wanderTarget.visitGain->addTerm(new fl::Ramp("HIGH", 5, 10));
-		wanderTarget.visitGain->setRange(0, 10);
-
-		wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
-		wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
-
-		wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
-		wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
-		
-		wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
-		wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
-		wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
+		wanderTarget.value->addTerm(new fl::Ramp("LOW", 5, 0)); 
+		wanderTarget.value->addTerm(new fl::Triangle("MEDIUM", 4, 6));
+		wanderTarget.value->addTerm(new fl::Ramp("HIGH", 5, 10));
+		wanderTarget.value->setRange(0, 10);
+
+		wanderTarget.addRule("if turnDistance is LONG and objectValue is HIGH then value is MEDIUM");
+		wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is HIGH then value is somewhat HIGH");
+		wanderTarget.addRule("if turnDistance is SHORT and objectValue is HIGH then value is HIGH");
+
+		wanderTarget.addRule("if turnDistance is LONG and objectValue is MEDIUM then value is somewhat LOW");
+		wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is MEDIUM then value is MEDIUM");
+		wanderTarget.addRule("if turnDistance is SHORT and objectValue is MEDIUM then value is somewhat HIGH");
+
+		wanderTarget.addRule("if turnDistance is LONG and objectValue is LOW then value is very LOW");
+		wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is LOW then value is LOW");
+		wanderTarget.addRule("if turnDistance is SHORT and objectValue is LOW then value is MEDIUM");
 	}
 	catch(fl::Exception & fe)
 	{
@@ -635,9 +635,11 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
 	g->setpriority(g->accept(this)); //this enforces returned value is set
 }
 
-FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
+EvalWanderTargetObject::~EvalWanderTargetObject()
 { 
-	delete distance;
 	delete objectValue;
-	delete visitGain;
+}
+
+EvalVisitTile::~EvalVisitTile()
+{
 }

+ 42 - 32
AI/VCAI/Fuzzy.h

@@ -27,42 +27,52 @@ public:
 	void addRule(const std::string & txt);
 };
 
+class TacticalAdvantage : public engineBase
+{
+public:
+	fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
+	fl::InputVariable * ourSpeed, *enemySpeed;
+	fl::InputVariable * bankPresent;
+	fl::InputVariable * castleWalls;
+	fl::OutputVariable * threat;
+	~TacticalAdvantage();
+};
+
+class HeroMovementGoalEngine : public engineBase
+{
+public:
+	fl::InputVariable * strengthRatio;
+	fl::InputVariable * heroStrength;
+	fl::InputVariable * turnDistance;
+	fl::InputVariable * missionImportance;
+	fl::InputVariable * estimatedReward;
+	fl::OutputVariable * value;
+	~HeroMovementGoalEngine();
+};
+
+class EvalVisitTile : public HeroMovementGoalEngine
+{
+public:
+	~EvalVisitTile();
+};
+
+class EvalWanderTargetObject : public HeroMovementGoalEngine //designed for use with VCAI::wander()
+{
+public:
+	fl::InputVariable * objectValue;
+	fl::OutputVariable * visitGain;
+	~EvalWanderTargetObject();
+};
+
 class FuzzyHelper
 {
 	friend class VCAI;
 
-	class TacticalAdvantage : public engineBase
-	{
-	public:
-		fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
-		fl::InputVariable * ourSpeed, * enemySpeed;
-		fl::InputVariable * bankPresent;
-		fl::InputVariable * castleWalls;
-		fl::OutputVariable * threat;
-		~TacticalAdvantage();
-	} ta;
-
-	class EvalVisitTile : public engineBase
-	{
-	public:
-		fl::InputVariable * strengthRatio;
-		fl::InputVariable * heroStrength;
-		fl::InputVariable * turnDistance;
-		fl::InputVariable * missionImportance;
-		fl::InputVariable * estimatedReward;
-		fl::OutputVariable * value;
-		fl::RuleBlock rules;
-		~EvalVisitTile();
-	} vt;
-
-	class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
-	{
-	public:
-		fl::InputVariable * distance;
-		fl::InputVariable * objectValue;
-		fl::OutputVariable * visitGain;
-		~EvalWanderTargetObject();
-	} wanderTarget;
+	TacticalAdvantage ta;
+
+	EvalVisitTile vt;
+
+	EvalWanderTargetObject wanderTarget;
 
 private:
 	float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;