1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586 |
- /*
- * 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
- 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;
- };
- 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
- {
- public:
- HeroMovementGoalEngineBase();
- protected:
- void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
- fl::InputVariable * strengthRatio;
- fl::InputVariable * heroStrength;
- fl::InputVariable * turnDistance;
- fl::InputVariable * missionImportance;
- fl::OutputVariable * value;
- private:
- float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const;
- };
- class VisitTileEngine : public HeroMovementGoalEngineBase
- {
- public:
- VisitTileEngine();
- float evaluate(Goals::VisitTile & goal);
- };
- class VisitObjEngine : public HeroMovementGoalEngineBase
- {
- public:
- VisitObjEngine();
- float evaluate(Goals::VisitObj & goal);
- protected:
- fl::InputVariable * objectValue;
- };
|