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@@ -13,7 +13,7 @@
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class CArmedInstance;
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-class DLL_EXPORT engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
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+class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
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{
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protected:
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fl::Engine engine;
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@@ -24,7 +24,7 @@ public:
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engineBase();
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};
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-class DLL_EXPORT TacticalAdvantageEngine : public engineBase //TODO: rework this engine, it does not work well (example: AI hero with 140 beholders attacked 150 beholders - engine lowered danger 50000 -> 35000)
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+class TacticalAdvantageEngine : public engineBase //TODO: rework this engine, it does not work well (example: AI hero with 140 beholders attacked 150 beholders - engine lowered danger 50000 -> 35000)
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{
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public:
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TacticalAdvantageEngine();
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@@ -37,7 +37,7 @@ private:
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fl::OutputVariable * threat;
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};
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-class DLL_EXPORT HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
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+class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
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{
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public:
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HeroMovementGoalEngineBase();
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@@ -55,14 +55,14 @@ private:
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float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const;
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};
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-class DLL_EXPORT VisitTileEngine : public HeroMovementGoalEngineBase
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+class VisitTileEngine : public HeroMovementGoalEngineBase
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{
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public:
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VisitTileEngine();
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float evaluate(Goals::VisitTile & goal);
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};
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-class DLL_EXPORT VisitObjEngine : public HeroMovementGoalEngineBase
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+class VisitObjEngine : public HeroMovementGoalEngineBase
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{
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public:
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VisitObjEngine();
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