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vcmi/AI/Nullkiller/Engine/FuzzyEngines.h

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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
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#include "../Goals/AbstractGoal.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CArmedInstance;
VCMI_LIB_NAMESPACE_END
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namespace NKAI
{
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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;
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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;
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fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
};
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}