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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
# include "fl/Headers.h"
# include "Goals.h"
class CArmedInstance ;
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
{
public :
TacticalAdvantageEngine ( ) ;
float getTacticalAdvantage ( const CArmedInstance * we , const CArmedInstance * enemy ) ; //returns factor how many times enemy is stronger than us
private :
fl : : InputVariable * ourWalkers , * ourShooters , * ourFlyers , * enemyWalkers , * enemyShooters , * enemyFlyers ;
fl : : InputVariable * ourSpeed , * 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 CGHeroInstance * h , int3 tile ) const ;
} ;
class VisitTileEngine : public HeroMovementGoalEngineBase
{
public :
VisitTileEngine ( ) ;
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float evaluate ( Goals : : VisitTile & goal ) ;
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} ;
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class VisitObjEngine : public HeroMovementGoalEngineBase
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{
public :
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VisitObjEngine ( ) ;
float evaluate ( Goals : : VisitObj & goal ) ;
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protected :
fl : : InputVariable * objectValue ;
} ;