classengineBase//subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
{
protected:
fl::Engineengine;
fl::RuleBlockrules;
virtualvoidconfigure();
voidaddRule(conststd::string&txt);
public:
engineBase();
};
classTacticalAdvantageEngine:publicengineBase//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();
floatgetTacticalAdvantage(constCArmedInstance*we,constCArmedInstance*enemy);//returns factor how many times enemy is stronger than us
classHeroMovementGoalEngineBase:publicengineBase//in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines