1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/AI/VCAI/FuzzyEngines.h

81 lines
2.2 KiB
C++
Raw Normal View History

2018-08-10 18:27:57 +02:00
/*
* 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
2018-12-01 10:30:37 +02:00
#include "Goals/AbstractGoal.h"
2018-08-10 18:27:57 +02:00
VCMI_LIB_NAMESPACE_BEGIN
2018-08-10 18:27:57 +02:00
class CArmedInstance;
VCMI_LIB_NAMESPACE_END
2018-08-10 18:27:57 +02:00
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;
2018-08-10 18:27:57 +02:00
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)
2018-08-10 18:27:57 +02:00
{
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:
2018-10-09 21:31:44 +02:00
float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const;
2018-08-10 18:27:57 +02:00
};
class VisitTileEngine : public HeroMovementGoalEngineBase
{
public:
VisitTileEngine();
2018-08-10 20:36:42 +02:00
float evaluate(Goals::VisitTile & goal);
2018-08-10 18:27:57 +02:00
};
2018-08-10 20:36:42 +02:00
class VisitObjEngine : public HeroMovementGoalEngineBase
2018-08-10 18:27:57 +02:00
{
public:
2018-08-10 20:36:42 +02:00
VisitObjEngine();
float evaluate(Goals::VisitObj & goal);
2018-08-10 18:27:57 +02:00
protected:
fl::InputVariable * objectValue;
2018-12-30 23:03:31 +02:00
};