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							- /*
 
- * FuzzyEngines.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
 
- #if __has_include(<fuzzylite/Headers.h>)
 
- #  include <fuzzylite/Headers.h>
 
- #else
 
- #  include <fl/Headers.h>
 
- #endif
 
- #include "../Goals/AbstractGoal.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CArmedInstance;
 
- VCMI_LIB_NAMESPACE_END
 
- namespace NKAI
 
- {
 
- class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
 
- {
 
- protected:
 
- 	fl::Engine engine;
 
- 	fl::RuleBlock * rules;
 
- 	virtual void configure();
 
- 	void addRule(const std::string & txt);
 
- public:
 
- 	engineBase();
 
- };
 
- 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)
 
- {
 
- public:
 
- 	TacticalAdvantageEngine();
 
- 	float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
 
- private:
 
- 	fl::InputVariable * ourWalkers;
 
- 	fl::InputVariable * ourShooters;
 
- 	fl::InputVariable * ourFlyers;
 
- 	fl::InputVariable * enemyWalkers;
 
- 	fl::InputVariable * enemyShooters;
 
- 	fl::InputVariable * enemyFlyers;
 
- 	fl::InputVariable * ourSpeed;
 
- 	fl::InputVariable * enemySpeed;
 
- 	fl::InputVariable * bankPresent;
 
- 	fl::InputVariable * castleWalls;
 
- 	fl::OutputVariable * threat;
 
- };
 
- }
 
 
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