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- /*
- * Fuzzy.h, 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
- *
- */
- #pragma once
- #include "fl/Headers.h"
- #include "Goals.h"
- class VCAI;
- class CArmedInstance;
- class CBank;
- struct SectorMap;
- class engineBase
- {
- public:
- fl::Engine engine;
- fl::RuleBlock rules;
- engineBase();
- void configure();
- void addRule(const std::string & txt);
- };
- 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;
- private:
- float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
- public:
- enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
- //blocks should be initialized in this order, which may be confusing :/
- FuzzyHelper();
- void initTacticalAdvantage();
- void initVisitTile();
- void initWanderTarget();
- float evaluate(Goals::Explore & g);
- float evaluate(Goals::RecruitHero & g);
- float evaluate(Goals::VisitTile & g);
- float evaluate(Goals::VisitHero & g);
- float evaluate(Goals::BuildThis & g);
- float evaluate(Goals::DigAtTile & g);
- float evaluate(Goals::CollectRes & g);
- float evaluate(Goals::Build & g);
- float evaluate(Goals::BuyArmy & g);
- float evaluate(Goals::GatherArmy & g);
- float evaluate(Goals::ClearWayTo & g);
- float evaluate(Goals::Invalid & g);
- float evaluate(Goals::AbstractGoal & g);
- void setPriority(Goals::TSubgoal & g);
- ui64 estimateBankDanger(const CBank * bank);
- float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
- float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
- Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
- //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
- };
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