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Revert "use smart pointers for fl variables"

This reverts commit d30b76bd7b47d1bfd197e80a7b0675bd7815db03.
This commit is contained in:
Dydzio 2018-08-06 19:38:39 +02:00
parent 67439bdd36
commit 2079ae6190
2 changed files with 84 additions and 39 deletions

View File

@ -129,14 +129,20 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
{
try
{
ourShooters = vstd::make_unique<fl::InputVariable>(fl::InputVariable("OurShooters"));
ourWalkers = vstd::make_unique<fl::InputVariable>(fl::InputVariable("OurWalkers"));
ourFlyers = vstd::make_unique<fl::InputVariable>(fl::InputVariable("OurFlyers"));
enemyShooters = vstd::make_unique<fl::InputVariable>(fl::InputVariable("EnemyShooters"));
enemyWalkers = vstd::make_unique<fl::InputVariable>(fl::InputVariable("EnemyWalkers"));
enemyFlyers = vstd::make_unique<fl::InputVariable>(fl::InputVariable("EnemyFlyers"));
ourShooters = new fl::InputVariable("OurShooters");
ourWalkers = new fl::InputVariable("OurWalkers");
ourFlyers = new fl::InputVariable("OurFlyers");
enemyShooters = new fl::InputVariable("EnemyShooters");
enemyWalkers = new fl::InputVariable("EnemyWalkers");
enemyFlyers = new fl::InputVariable("EnemyFlyers");
for(auto val : {ourShooters.get(), ourWalkers.get(), ourFlyers.get(), enemyShooters.get(), enemyWalkers.get(), enemyFlyers.get()})
//Tactical advantage calculation
std::vector<fl::InputVariable *> helper =
{
ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
};
for(auto val : helper)
{
engine.addInputVariable(val);
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
@ -144,10 +150,12 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
val->setRange(0.0, 1.0);
}
ourSpeed = vstd::make_unique<fl::InputVariable>(fl::InputVariable("OurSpeed"));
enemySpeed = vstd::make_unique<fl::InputVariable>(fl::InputVariable("EnemySpeed"));
ourSpeed = new fl::InputVariable("OurSpeed");
enemySpeed = new fl::InputVariable("EnemySpeed");
for(auto val : {ourSpeed.get(), enemySpeed.get()})
helper = { ourSpeed, enemySpeed };
for(auto val : helper)
{
engine.addInputVariable(val);
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
@ -156,8 +164,8 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
val->setRange(0, 25);
}
castleWalls = vstd::make_unique<fl::InputVariable>(fl::InputVariable("CastleWalls"));
engine.addInputVariable(castleWalls.get());
castleWalls = new fl::InputVariable("CastleWalls");
engine.addInputVariable(castleWalls);
{
fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
castleWalls->addTerm(none);
@ -173,8 +181,8 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
}
bankPresent = vstd::make_unique<fl::InputVariable>(fl::InputVariable("Bank"));
engine.addInputVariable(bankPresent.get());
bankPresent = new fl::InputVariable("Bank");
engine.addInputVariable(bankPresent);
{
fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
bankPresent->addTerm(termFalse);
@ -183,8 +191,8 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
bankPresent->setRange(0, 1);
}
threat = vstd::make_unique<fl::OutputVariable>(fl::OutputVariable("Threat"));
engine.addOutputVariable(threat.get());
threat = new fl::OutputVariable("Threat");
engine.addOutputVariable(threat);
threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
@ -257,13 +265,12 @@ float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, c
if(output < 0 || (output != output))
{
fl::scalar tab[] = { bankPresent->getValue(), castleWalls->getValue(), ourWalkers->getValue(), ourShooters->getValue(), ourFlyers->getValue(), ourSpeed->getValue(),
enemyWalkers->getValue(), enemyShooters->getValue(), enemyFlyers->getValue(), enemySpeed->getValue() };
fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
for(int i = 0; i < boost::size(tab); i++)
log << names[i] << ": " << tab[i] << " ";
log << names[i] << ": " << tab[i]->getValue() << " ";
logAi->error(log.str());
assert(false);
}
@ -271,6 +278,22 @@ float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, c
return output;
}
TacticalAdvantageEngine::~TacticalAdvantageEngine()
{
//TODO: smart pointers?
delete ourWalkers;
delete ourShooters;
delete ourFlyers;
delete enemyWalkers;
delete enemyShooters;
delete enemyFlyers;
delete ourSpeed;
delete enemySpeed;
delete bankPresent;
delete castleWalls;
delete threat;
}
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
@ -311,19 +334,20 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
{
try
{
strengthRatio = vstd::make_unique<fl::InputVariable>(fl::InputVariable("strengthRatio")); //hero must be strong enough to defeat guards
heroStrength = vstd::make_unique<fl::InputVariable>(fl::InputVariable("heroStrength")); //we want to use weakest possible hero
turnDistance = vstd::make_unique<fl::InputVariable>(fl::InputVariable("turnDistance")); //we want to use hero who is near
missionImportance = vstd::make_unique<fl::InputVariable>(fl::InputVariable("lockedMissionImportance")); //we may want to preempt hero with low-priority mission
value = vstd::make_unique<fl::OutputVariable>(fl::OutputVariable("Value"));
strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
value = new fl::OutputVariable("Value");
value->setMinimum(0);
value->setMaximum(5);
for(auto val : { strengthRatio.get(), heroStrength.get(), turnDistance.get(), missionImportance.get() })
std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
for(auto val : helper)
{
engine.addInputVariable(val);
}
engine.addOutputVariable(value.get());
engine.addOutputVariable(value);
strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
@ -403,6 +427,14 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
}
}
HeroMovementGoalEngineBase::~HeroMovementGoalEngineBase()
{
delete strengthRatio;
delete heroStrength;
delete turnDistance;
delete missionImportance;
}
float FuzzyHelper::evaluate(Goals::VisitTile & g)
{
return visitTileEngine.evaluate(g);
@ -492,9 +524,9 @@ GetObjEngine::GetObjEngine()
{
try
{
objectValue = vstd::make_unique<fl::InputVariable>(fl::InputVariable("objectValue")); //value of that object type known by AI
objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
engine.addInputVariable(objectValue.get());
engine.addInputVariable(objectValue);
//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
@ -521,6 +553,11 @@ GetObjEngine::GetObjEngine()
configure();
}
GetObjEngine::~GetObjEngine()
{
delete objectValue;
}
float GetObjEngine::evaluate(Goals::AbstractGoal & goal)
{
auto g = dynamic_cast<Goals::GetObj &>(goal);
@ -566,6 +603,10 @@ VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that
configure();
}
VisitTileEngine::~VisitTileEngine()
{
}
float VisitTileEngine::evaluate(Goals::AbstractGoal & goal)
{
auto g = dynamic_cast<Goals::VisitTile &>(goal);

View File

@ -33,12 +33,13 @@ public:
TacticalAdvantageEngine();
float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
~TacticalAdvantageEngine();
private:
std::unique_ptr<fl::InputVariable> ourWalkers, ourShooters, ourFlyers, enemyWalkers, enemyShooters, enemyFlyers;
std::unique_ptr<fl::InputVariable> ourSpeed, enemySpeed;
std::unique_ptr<fl::InputVariable> bankPresent;
std::unique_ptr<fl::InputVariable> castleWalls;
std::unique_ptr<fl::OutputVariable> threat;
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
@ -47,15 +48,16 @@ public:
HeroMovementGoalEngineBase();
virtual float evaluate(Goals::AbstractGoal & goal) = 0;
virtual ~HeroMovementGoalEngineBase();
protected:
void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
std::unique_ptr<fl::InputVariable> strengthRatio;
std::unique_ptr<fl::InputVariable> heroStrength;
std::unique_ptr<fl::InputVariable> turnDistance;
std::unique_ptr<fl::InputVariable> missionImportance;
std::unique_ptr<fl::OutputVariable> value;
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::OutputVariable * value;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
@ -65,6 +67,7 @@ class VisitTileEngine : public HeroMovementGoalEngineBase
{
public:
VisitTileEngine();
~VisitTileEngine();
float evaluate(Goals::AbstractGoal & goal) override;
};
@ -72,9 +75,10 @@ class GetObjEngine : public HeroMovementGoalEngineBase
{
public:
GetObjEngine();
~GetObjEngine();
float evaluate(Goals::AbstractGoal & goal) override;
protected:
std::unique_ptr<fl::InputVariable> objectValue;
fl::InputVariable * objectValue;
};
class FuzzyHelper