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Finish moving init functions to goal engine constructors
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e33ef71882
commit
37b2dbcbba
@ -92,116 +92,6 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
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return as;
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}
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FuzzyHelper::FuzzyHelper()
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{
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initTacticalAdvantage();
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ta.configure();
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initVisitTile();
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vt.configure();
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initWanderTarget();
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wanderTarget.configure();
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}
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void FuzzyHelper::initTacticalAdvantage()
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{
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try
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{
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ta.ourShooters = new fl::InputVariable("OurShooters");
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ta.ourWalkers = new fl::InputVariable("OurWalkers");
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ta.ourFlyers = new fl::InputVariable("OurFlyers");
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ta.enemyShooters = new fl::InputVariable("EnemyShooters");
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ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
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ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputVariable *> helper =
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{
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ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
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};
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for(auto val : helper)
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{
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ta.ourSpeed = new fl::InputVariable("OurSpeed");
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ta.enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = {ta.ourSpeed, ta.enemySpeed};
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for(auto val : helper)
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{
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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ta.castleWalls = new fl::InputVariable("CastleWalls");
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ta.engine.addInputVariable(ta.castleWalls);
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{
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fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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ta.castleWalls->addTerm(none);
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fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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ta.castleWalls->addTerm(medium);
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fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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ta.castleWalls->addTerm(high);
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ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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ta.bankPresent = new fl::InputVariable("Bank");
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ta.engine.addInputVariable(ta.bankPresent);
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{
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fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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ta.bankPresent->addTerm(termFalse);
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fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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ta.bankPresent->addTerm(termTrue);
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ta.bankPresent->setRange(0, 1);
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}
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ta.threat = new fl::OutputVariable("Threat");
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ta.engine.addOutputVariable(ta.threat);
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ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
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ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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//just to cover all cases
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ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch(fl::Exception & pe)
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{
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logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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}
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}
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float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
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{
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float turns = 0.0f;
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@ -321,6 +211,106 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
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return output;
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}
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TacticalAdvantage::TacticalAdvantage()
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{
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try
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{
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ourShooters = new fl::InputVariable("OurShooters");
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ourWalkers = new fl::InputVariable("OurWalkers");
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ourFlyers = new fl::InputVariable("OurFlyers");
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enemyShooters = new fl::InputVariable("EnemyShooters");
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enemyWalkers = new fl::InputVariable("EnemyWalkers");
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enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputVariable *> helper =
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{
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ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
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};
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ourSpeed = new fl::InputVariable("OurSpeed");
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enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = { ourSpeed, enemySpeed };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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castleWalls = new fl::InputVariable("CastleWalls");
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engine.addInputVariable(castleWalls);
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{
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fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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castleWalls->addTerm(none);
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fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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castleWalls->addTerm(medium);
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fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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castleWalls->addTerm(high);
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castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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bankPresent = new fl::InputVariable("Bank");
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engine.addInputVariable(bankPresent);
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{
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fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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bankPresent->addTerm(termFalse);
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fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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bankPresent->addTerm(termTrue);
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bankPresent->setRange(0, 1);
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}
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threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(threat);
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threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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threat->setRange(MIN_AI_STRENGHT, 1.5);
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addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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//just to cover all cases
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addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch(fl::Exception & pe)
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{
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logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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}
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configure();
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}
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TacticalAdvantage::~TacticalAdvantage()
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{
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//TODO: smart pointers?
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@ -51,7 +51,7 @@ public:
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fl::OutputVariable * value;
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~HeroMovementGoalEngineBase();
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private:
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protected:
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float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
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};
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@ -81,12 +81,6 @@ class FuzzyHelper
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EvalWanderTargetObject wanderTarget;
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public:
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enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
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//blocks should be initialized in this order, which may be confusing :/
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FuzzyHelper();
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void initTacticalAdvantage();
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::RecruitHero & g);
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float evaluate(Goals::VisitTile & g);
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