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- #include "../../global.h"
- #include "../../CCallback.h"
- #include "../../lib/HeroBonus.h"
- #include <boost/bind.hpp>
- #include <vector>
- #include <list>
- /*
- * ExpertSystem.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
- *
- */
- struct Bonus;
- template <typename fact> class AIholder;
- template <typename input, typename output> class Rule;
- typedef Rule<Bonus, Bonus> BRule;
- typedef boost::function<bool(int, si32)> TLogic;
- bool greaterThan (int prop, si32 val);
- enum conditionType {LESS_THAN, EQUAL, GREATER_THAN, UNEQUAL, PRESENT};
- template <typename ruleType, typename fact> class ExpertSystemShell
- {
- enum runType {ANY_GOAL, TRESHOLD, FULL}; //Treshold - stop when received decision has high AI value
- private:
- ICallback* m_cb;
- protected:
- std::vector<ruleType> knowledge;
- std::vector<ruleType*> rulesToErase;
- std::vector<ruleType*> rulesToAdd;
- std::vector<fact*> factsToErase;
- std::vector<fact*> factsToAdd;
- ui16 goalCounter; //count / evaluate achieved goals for runType
- public:
- ExpertSystemShell(){goalCounter = 0;};
- std::list<fact> facts; //facts are AIholders with actual game objects, for eg. "my bonus is worthless"
- template <typename t1> void getKnowledge(const t1 &a1){};
- void getNextRule(){};
- void addRule(ruleType &rule){rulesToAdd.insert(rule);};
- void removeRule(ruleType &rule){rulesToErase.insert(rule);};
- template <typename t2> void returnGoals(const t2 &a2){};
- template <typename cond> void DataDrivenReasoning(runType type);
- };
- template <typename ruleType, typename fact> class Blackboard : public ExpertSystemShell <ruleType, fact>
- //handle Bonus info coming from different sections of the game
- {
- public:
- Blackboard(){this->goalCounter = 0;}; //template magic, do not touch!
- std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
- };
- template <typename input> class condition
- {//compares selected object parameter with value using functor. universal (?) logic handler
- public:
- input object; //what the fact is, or what it's like (CSelector)
- si32 value;
- ui8 parameter;
- TLogic functor; //value of selected parameter, condition value
- condition(){object = NULL; value = 0; parameter = 0; functor = greaterThan;};
- bool matchesFact(input &fact){return false;};
- };
- template <typename input, typename conType> class Rule
- {
- friend class ExpertSystemShell <input, conType>;
- public:
- bool fired; //if conditions of rule were met and it produces some output
- ui8 conditionCounter;
- protected:
- std::vector<std::pair<conType, input*>> cons; //conditions and matching facts
- input decision;
- virtual void canBeFired(); //if this data makes any sense for rule - type check
- virtual bool checkCondition(); //if condition is true or false
- virtual bool checkCondition(std::vector<input*> &feed);
- virtual void fireRule(); //use paired conditions and facts by default
- virtual void fireRule(ExpertSystemShell<input, conType> &system);
- virtual void fireRule(std::vector<input*> &feed);
- virtual void refreshRule();
- virtual void refreshRule(std::vector<conType> &conditionSet); //in case conditions were erased
- public:
- Rule(){fired = false; conditionCounter = 0; decision = NULL;};
- template <typename givenInput> bool matchesInput() //if condition and data match type
- {return dynamic_cast<input*>(&givenInput);};
- };
- template <typename input, typename output> class Goal : public Rule <input, output>
- {
- protected:
- boost::function<void(output)> decision(); //do something with AI eventually
- public:
- void fireRule(){};
- };
- template <typename input, typename output> class Weight : public Rule <input, output>
- {
- public:
- float multiplier; //multiply input by value and return to output
- void fireTule(){};
- };
- template <typename input> class AIholder
- { //stores certain condition and its temporal value
- public:
- si32 aiValue;
- input *object;
- AIholder(){object = NULL; aiValue = 0;}
- AIholder(input &o){object = o; aiValue = 0;}
- AIholder(input &o, si32 val){object = 0; aiValue = val;}
- };
- class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
- { //TODO: less templates?
- enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influence of bonus and for who
- };
- class BonusCondition : public condition<CSelector> //used to test rule
- {
- public:
- enum Parameter
- {
- type, subtype, val, duration, source, id, valType, additionalInfo, effectRange, limiter //?
- };
- bool matchesFact(Bonus &fact);
- };
- class BonusHolder : public AIholder<Bonus>
- {
- public:
- BonusHolder(Bonus &bonus){object = &bonus; aiValue = bonus.val;}
- BonusHolder(Bonus &bonus, si32 val){object = &bonus; aiValue = val;}
- };
- class BonusRule : public Rule <BonusHolder, BonusCondition>
- {
- protected:
- void fireRule();
- };
- inline bool greaterThan (int prop, si32 val) //does it make any sense to keep functors inline?
- {
- if ((si32)prop > val)
- return true;
- return false;
- }
- inline bool lessThan (int prop, si32 val)
- {
- if ((si32)prop < val)
- return true;
- return false;
- }
- inline bool eqal (int prop, si32 val)
- {
- if ((si32)prop == val)
- return true;
- return false;
- }
- inline bool unequal (int prop, si32 val)
- {
- if ((si32)prop != val)
- return true;
- return false;
- }
- inline bool present (int prop, si32 val=0)
- //inline bool present (int prop) //TODO: can we use function with less arguments?
- {
- return(prop); //unfixable warning :(
- }
- class LogicConjunction
- {
- const TLogic first, second; //TODO: universal argument list of functions?
- public:
- LogicConjunction(const TLogic First, const TLogic Second)
- :first(First), second(Second)
- {
- }
- bool operator()(int prop, si32 val) const
- {
- return first(prop,val) && second(prop,val);
- }
- };
- TLogic operator&&(const TLogic &first, const TLogic &second);
- class LogicAlternative
- {
- const TLogic first, second;
- public:
- LogicAlternative(const TLogic First, const TLogic Second)
- :first(First), second(Second)
- {
- }
- bool operator()(int prop, si32 val) const
- {
- return first(prop,val) || second(prop,val);
- }
- };
- TLogic operator||(const TLogic &first, const TLogic &second);
- class KnowledgeHandler///I'd opt for one omniscent knowledge manager, so no templates here
- {
- public:
- std::list<BonusRule> knowledge; //permanent storage of rules
- void parseKnowledge(std::string &filename){};
- void addKnowledge(ExpertSystemShell<BRule,Bonus> &expert);
- void addFacts(ExpertSystemShell<BRule,Bonus> &expert);
- };
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