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Accessibility tweaks + fix some compile errors

This commit is contained in:
Dydzio
2018-08-05 20:59:04 +02:00
parent b29d5bb001
commit 12d750a767
2 changed files with 7 additions and 9 deletions

View File

@@ -245,7 +245,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
@@ -258,7 +258,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
}
}
}
@@ -267,7 +267,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika

View File

@@ -18,13 +18,13 @@ struct SectorMap;
class engineBase
{
public:
protected:
fl::Engine engine;
fl::RuleBlock rules;
engineBase();
virtual void configure();
void addRule(const std::string & txt);
public:
engineBase();
};
class TacticalAdvantageEngine : public engineBase
@@ -85,13 +85,11 @@ class FuzzyHelper
{
friend class VCAI;
public:
TacticalAdvantageEngine tacticalAdvantageEngine;
VisitTileEngine visitTileEngine;
GetObjEngine getObjEngine;
public:
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
float evaluate(Goals::VisitTile & g);