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				@@ -20,9 +20,11 @@ 
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				 */
 
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				 #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 
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				-#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
 
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				+#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
 
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				 struct BankConfig;
 
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				+class IObjectInfo;
 
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				+class CBankInfo;
 
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				 class Engine;
 
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				 class InputVariable;
 
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				 class CGTownInstance;
 
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				@@ -35,6 +37,22 @@ FuzzyHelper *fh; 
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				 extern boost::thread_specific_ptr<CCallback> cb;
 
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				 extern boost::thread_specific_ptr<VCAI> ai;
 
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				+engineBase::engineBase()
 
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				+{
 
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				+	engine.addRuleBlock(&rules);
 
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				+}
 
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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");
 
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				+	logAi->infoStream() << engine.toString();
 
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				+}
 
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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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				+
 
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				 struct armyStructure
 
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				 {
 
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				 	float walkers, shooters, flyers;
 
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				@@ -72,45 +90,18 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army) 
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				 	as.shooters = shootersStrenght / totalStrenght;
 
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				 	as.flyers = flyersStrenght / totalStrenght;
 
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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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				 FuzzyHelper::FuzzyHelper()
 
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				 {
 
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				-	initBank();
 
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				 	initTacticalAdvantage();
 
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				+	ta.configure();
 
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				 	initVisitTile();
 
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				-	
 
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				-	engine.configure("AlgebraicProduct", "AlgebraicSum",
 
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				-			"AlgebraicProduct", "AlgebraicSum", "Centroid");
 
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				-
 
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				-	logAi->infoStream() << engine.toString();
 
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				+	vt.configure();
 
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				 }
 
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				-void FuzzyHelper::initBank()
 
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				-{
 
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				-	try
 
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				-	{
 
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				-		//Trivial bank estimation
 
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				-		bankInput = new fl::InputVariable("BankInput");
 
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				-		bankDanger = new fl::OutputVariable("BankDanger");
 
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				-		bankInput->addTerm(new fl::Rectangle("SET", 0.5 - 5 * fl::fuzzylite::macheps(),
 
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				-				0.5 + 5 * fl::fuzzylite::macheps()));
 
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				-
 
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				-		engine.addInputVariable(bankInput);
 
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				-		engine.addOutputVariable(bankDanger);
 
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				-		engine.addRuleBlock(&bankBlock);
 
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				-		for (int i = 0; i < 4; ++i)
 
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				-		{
 
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				-			bankDanger->addTerm(new fl::Triangle("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
 
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				-			bankBlock.addRule(fl::Rule::parse("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), &engine));
 
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				-		}
 
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				-	}
 
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				-	catch (fl::Exception & fe)
 
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				-	{
 
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				-		logAi->errorStream() << "initBank : " << fe.getWhat();
 
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				-	}
 
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				-}
 
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				 void FuzzyHelper::initTacticalAdvantage()
 
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				 {
 
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				@@ -132,9 +123,10 @@ void FuzzyHelper::initTacticalAdvantage() 
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				 		for (auto val : helper)
 
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				 		{
 
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				-			engine.addInputVariable(val);
 
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				+			ta.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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				 		ta.ourSpeed = new fl::InputVariable("OurSpeed");
 
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				@@ -144,57 +136,66 @@ void FuzzyHelper::initTacticalAdvantage() 
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				 		for (auto val : helper)
 
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				 		{
 
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				-			engine.addInputVariable(val);
 
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				+			ta.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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				 		ta.castleWalls = new fl::InputVariable("CastleWalls");
 
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				-		engine.addInputVariable(ta.castleWalls);
 
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				-		ta.castleWalls->addTerm(new fl::Rectangle("NONE", CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(),
 
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				-				CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps()));
 
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				+		ta.engine.addInputVariable(ta.castleWalls);
 
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				 		{
 
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				-			fl::scalar a = CGTownInstance::FORT, d = 2.5;
 
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				-			fl::scalar b = a + (d - a) * 1.0 / 5.0;
 
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				-			fl::scalar c = a + (d - a) * 4.0 / 5.0;
 
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				-			ta.castleWalls->addTerm(new fl::Trapezoid("MEDIUM", a, b, c, d));
 
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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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				+			ta.castleWalls->addTerm(none);
 
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				+                    
 
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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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				+			ta.castleWalls->addTerm(medium);
 
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				+
 
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				+			fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
 
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				+			ta.castleWalls->addTerm(high);
 
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				+
 
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				+			ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
 
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				 		}
 
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				-		ta.castleWalls->addTerm(new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
 
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				+		
 
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				 		ta.bankPresent = new fl::InputVariable("Bank");
 
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				-		engine.addInputVariable(ta.bankPresent);
 
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				-		ta.bankPresent->addTerm(new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(),
 
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				-				0.0 + 5.0 * fl::fuzzylite::macheps()));
 
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				-		ta.bankPresent->addTerm(new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(),
 
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				-				0.0 + 5.0 * fl::fuzzylite::macheps()));
 
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				+		ta.engine.addInputVariable(ta.bankPresent);
 
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				+		{
 
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				+			fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
 
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				+			ta.bankPresent->addTerm(termFalse);
 
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				+			fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
 
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				+			ta.bankPresent->addTerm(termTrue);
 
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				+			ta.bankPresent->setRange(0, 1);
 
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				+		}
 
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				 		ta.threat = new fl::OutputVariable("Threat");
 
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				-		engine.addOutputVariable(ta.threat);
 
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				+		ta.engine.addOutputVariable(ta.threat);
 
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				 		ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
 
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				 		ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
 
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				 		ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
 
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				+		ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
 
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				-		engine.addRuleBlock(&ta.tacticalAdvantage);
 
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				-
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine));
 
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				+		ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
 
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				+		ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
 
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				+		ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
 
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				+		ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine));
 
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				+		ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
 
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				+		ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
 
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				 		//just to cover all cases
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine));
 
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				+		ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
 
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				+		ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
 
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				+		ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine));
 
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				+		ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
 
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				+		ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine));
 
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				-		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine));
 
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				+		ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
 
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				+		ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
 
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				+		ta.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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				@@ -205,34 +206,20 @@ void FuzzyHelper::initTacticalAdvantage() 
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				 ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
 
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				 {
 
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				-	auto info = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
 
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				+	//this one is not fuzzy anymore, just calculate weighted average
 
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				-	ui64 val = std::numeric_limits<ui64>::max();
 
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				-	try
 
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				-	{
 
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				-		fl::Triangle* bank0 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank0"));
 
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				-		fl::Triangle* bank1 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank1"));
 
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				-		if (bank0 && bank1)
 
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				-		{
 
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				-			bank0->setVertexA(info->minGuards().totalStrength * 0.5f);
 
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				-			bank0->setVertexC(info->minGuards().totalStrength * 1.5f);
 
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				-			bank1->setVertexA(info->maxGuards().totalStrength * 0.5f);
 
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				-			bank1->setVertexC(info->maxGuards().totalStrength * 1.5f);
 
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				 | 
			
			
				-		}
 
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				 | 
				 | 
			
			
				+	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
 
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				 | 
			
			
				 
 
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				 | 
				 | 
			
			
				-		//comparison purposes
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
 
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				 | 
			
			
				-		//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
 
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				 | 
				 | 
			
			
				-		bankInput->setInputValue(0.5);
 
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				 | 
				 | 
			
			
				-		//engine.process(BANK_DANGER);//TODO: Process Bank_Dange only
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		engine.process(); //TODO: Process Bank_Dange only
 
			 | 
		
	
		
			
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				 | 
			
			
				-		val = bankDanger->getOutputValue(); //some expected value of this bank
 
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				 | 
			
			
				-	}
 
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				 | 
				 | 
			
			
				-	catch (fl::Exception & fe)
 
			 | 
		
	
		
			
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				 | 
			
			
				+	CBankInfo * bankInfo = dynamic_cast<CBankInfo *> (objectInfo.get());
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	ui64 totalStrength = 0;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	ui8 totalChance = 0;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	for (auto config : bankInfo->getPossibleGuards())
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		logAi->errorStream() << "estimateBankDanger " << ": " << fe.getWhat();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		totalStrength += config.second.totalStrength * config.first;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		totalChance += config.first;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-	return val;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	return totalStrength / totalChance;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 }
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -269,13 +256,26 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 			ta.castleWalls->setInputValue(0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		engine.process();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		ta.engine.process();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		output = ta.threat->getOutputValue();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	catch (fl::Exception & fe)
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	logAi->traceStream() << "getTacticalAdvantage output: " << output;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	if (output < 0 || (output != output))
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		for (int i = 0; i < boost::size(tab); i++)
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			log << names[i] << ": " << tab[i]->getInputValue() << " ";
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		logAi->errorStream() << log.str();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		assert(false);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	return output;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 }
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -343,63 +343,67 @@ void FuzzyHelper::initVisitTile() 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 {
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	try
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.value = new fl::OutputVariable("Value");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.value->setMinimum(0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.value->setMaximum(5);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		for (auto val : helper)
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-			engine.addInputVariable(val);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+			vt.engine.addInputVariable(val);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		engine.addOutputVariable(vt.value);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.engine.addOutputVariable(vt.value);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//strength compared to our main hero
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.heroStrength->setRange(0.0, 1.0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.turnDistance->setRange(0.0, 3.0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.missionImportance->setRange(0.0, 5.0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//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::Ramp("LOW", 2.5, 0));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		engine.addRuleBlock (&vt.rules);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.value->setRange(0.0,5.0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//use unarmed scouts if possible
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//we may want to use secondary hero(es) rather than main hero
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//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(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//attempt to arm secondary heroes is not stupid
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//do not cancel important goals
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//pick nearby objects if it's easy, avoid long walks
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine));
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if turnDistance is SMALL then Value is HIGH");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.addRule("if turnDistance is LONG then Value is LOW");
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	catch (fl::Exception & fe)
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	{
 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -442,7 +446,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.turnDistance->setInputValue(turns);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		vt.missionImportance->setInputValue(missionImportance);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-		engine.process();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+		vt.engine.process();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		g.priority = vt.value->getOutputValue();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -450,6 +454,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	{
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		logAi->errorStream() << "evaluate VisitTile " << ": " << fe.getWhat();
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+	assert (g.priority >= 0);
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	return g.priority;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 }
 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -493,6 +498,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	}
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 	else
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 		return -1;
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 }
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 
 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 float FuzzyHelper::evaluate (Goals::BuildThis & g)
 
			 |