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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
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# 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 ;
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VCMI_LIB_NAMESPACE_END
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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 ;
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fl : : RuleBlock * rules ;
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virtual void configure ( ) ;
void addRule ( const std : : string & txt ) ;
public :
engineBase ( ) ;
} ;
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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)
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{
public :
TacticalAdvantageEngine ( ) ;
float getTacticalAdvantage ( const CArmedInstance * we , const CArmedInstance * enemy ) ; //returns factor how many times enemy is stronger than us
private :
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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 ;
} ;
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 :
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float calculateTurnDistanceInputValue ( const Goals : : AbstractGoal & goal ) const ;
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} ;
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 ;
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} ;