mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Finish moving init functions to goal engine constructors
This commit is contained in:
parent
e33ef71882
commit
37b2dbcbba
@ -92,116 +92,6 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
|
|||||||
return as;
|
return as;
|
||||||
}
|
}
|
||||||
|
|
||||||
FuzzyHelper::FuzzyHelper()
|
|
||||||
{
|
|
||||||
initTacticalAdvantage();
|
|
||||||
ta.configure();
|
|
||||||
initVisitTile();
|
|
||||||
vt.configure();
|
|
||||||
initWanderTarget();
|
|
||||||
wanderTarget.configure();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void FuzzyHelper::initTacticalAdvantage()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
ta.ourShooters = new fl::InputVariable("OurShooters");
|
|
||||||
ta.ourWalkers = new fl::InputVariable("OurWalkers");
|
|
||||||
ta.ourFlyers = new fl::InputVariable("OurFlyers");
|
|
||||||
ta.enemyShooters = new fl::InputVariable("EnemyShooters");
|
|
||||||
ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
|
|
||||||
ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
|
|
||||||
|
|
||||||
//Tactical advantage calculation
|
|
||||||
std::vector<fl::InputVariable *> helper =
|
|
||||||
{
|
|
||||||
ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
|
|
||||||
};
|
|
||||||
|
|
||||||
for(auto val : helper)
|
|
||||||
{
|
|
||||||
ta.engine.addInputVariable(val);
|
|
||||||
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
|
|
||||||
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
|
|
||||||
val->setRange(0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
ta.ourSpeed = new fl::InputVariable("OurSpeed");
|
|
||||||
ta.enemySpeed = new fl::InputVariable("EnemySpeed");
|
|
||||||
|
|
||||||
helper = {ta.ourSpeed, ta.enemySpeed};
|
|
||||||
|
|
||||||
for(auto val : helper)
|
|
||||||
{
|
|
||||||
ta.engine.addInputVariable(val);
|
|
||||||
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
|
|
||||||
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
|
|
||||||
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
|
|
||||||
val->setRange(0, 25);
|
|
||||||
}
|
|
||||||
|
|
||||||
ta.castleWalls = new fl::InputVariable("CastleWalls");
|
|
||||||
ta.engine.addInputVariable(ta.castleWalls);
|
|
||||||
{
|
|
||||||
fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
|
|
||||||
ta.castleWalls->addTerm(none);
|
|
||||||
|
|
||||||
fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
|
|
||||||
CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
|
|
||||||
ta.castleWalls->addTerm(medium);
|
|
||||||
|
|
||||||
fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
||||||
ta.castleWalls->addTerm(high);
|
|
||||||
|
|
||||||
ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
ta.bankPresent = new fl::InputVariable("Bank");
|
|
||||||
ta.engine.addInputVariable(ta.bankPresent);
|
|
||||||
{
|
|
||||||
fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
|
||||||
ta.bankPresent->addTerm(termFalse);
|
|
||||||
fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
|
||||||
ta.bankPresent->addTerm(termTrue);
|
|
||||||
ta.bankPresent->setRange(0, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
ta.threat = new fl::OutputVariable("Threat");
|
|
||||||
ta.engine.addOutputVariable(ta.threat);
|
|
||||||
ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
|
|
||||||
ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
|
|
||||||
ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
|
|
||||||
ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
|
|
||||||
|
|
||||||
ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
|
|
||||||
ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
|
|
||||||
ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
|
|
||||||
ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
|
|
||||||
|
|
||||||
ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
|
|
||||||
ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
|
|
||||||
//just to cover all cases
|
|
||||||
ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
|
|
||||||
ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
|
|
||||||
ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
|
|
||||||
|
|
||||||
ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
|
|
||||||
ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
|
|
||||||
|
|
||||||
ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
|
|
||||||
ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
|
|
||||||
ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
|
|
||||||
|
|
||||||
}
|
|
||||||
catch(fl::Exception & pe)
|
|
||||||
{
|
|
||||||
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
|
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
|
||||||
{
|
{
|
||||||
float turns = 0.0f;
|
float turns = 0.0f;
|
||||||
@ -321,6 +211,106 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
|
|||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TacticalAdvantage::TacticalAdvantage()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
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");
|
||||||
|
|
||||||
|
//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));
|
||||||
|
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
|
||||||
|
val->setRange(0.0, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
ourSpeed = new fl::InputVariable("OurSpeed");
|
||||||
|
enemySpeed = new fl::InputVariable("EnemySpeed");
|
||||||
|
|
||||||
|
helper = { ourSpeed, enemySpeed };
|
||||||
|
|
||||||
|
for(auto val : helper)
|
||||||
|
{
|
||||||
|
engine.addInputVariable(val);
|
||||||
|
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
|
||||||
|
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
|
||||||
|
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
|
||||||
|
val->setRange(0, 25);
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
|
||||||
|
CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
|
||||||
|
castleWalls->addTerm(medium);
|
||||||
|
|
||||||
|
fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
||||||
|
castleWalls->addTerm(high);
|
||||||
|
|
||||||
|
castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
bankPresent = new fl::InputVariable("Bank");
|
||||||
|
engine.addInputVariable(bankPresent);
|
||||||
|
{
|
||||||
|
fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
||||||
|
bankPresent->addTerm(termFalse);
|
||||||
|
fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
||||||
|
bankPresent->addTerm(termTrue);
|
||||||
|
bankPresent->setRange(0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
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));
|
||||||
|
threat->setRange(MIN_AI_STRENGHT, 1.5);
|
||||||
|
|
||||||
|
addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
|
||||||
|
addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
|
||||||
|
addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
|
||||||
|
addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
|
||||||
|
|
||||||
|
addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
|
||||||
|
addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
|
||||||
|
//just to cover all cases
|
||||||
|
addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
|
||||||
|
addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
|
||||||
|
addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
|
||||||
|
|
||||||
|
addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
|
||||||
|
addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
|
||||||
|
|
||||||
|
addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
|
||||||
|
addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
|
||||||
|
addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
|
||||||
|
|
||||||
|
}
|
||||||
|
catch(fl::Exception & pe)
|
||||||
|
{
|
||||||
|
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
|
||||||
|
}
|
||||||
|
configure();
|
||||||
|
}
|
||||||
|
|
||||||
TacticalAdvantage::~TacticalAdvantage()
|
TacticalAdvantage::~TacticalAdvantage()
|
||||||
{
|
{
|
||||||
//TODO: smart pointers?
|
//TODO: smart pointers?
|
||||||
|
@ -51,7 +51,7 @@ public:
|
|||||||
fl::OutputVariable * value;
|
fl::OutputVariable * value;
|
||||||
~HeroMovementGoalEngineBase();
|
~HeroMovementGoalEngineBase();
|
||||||
|
|
||||||
private:
|
protected:
|
||||||
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -81,12 +81,6 @@ class FuzzyHelper
|
|||||||
EvalWanderTargetObject wanderTarget;
|
EvalWanderTargetObject wanderTarget;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
|
|
||||||
//blocks should be initialized in this order, which may be confusing :/
|
|
||||||
|
|
||||||
FuzzyHelper();
|
|
||||||
void initTacticalAdvantage();
|
|
||||||
|
|
||||||
float evaluate(Goals::Explore & g);
|
float evaluate(Goals::Explore & g);
|
||||||
float evaluate(Goals::RecruitHero & g);
|
float evaluate(Goals::RecruitHero & g);
|
||||||
float evaluate(Goals::VisitTile & g);
|
float evaluate(Goals::VisitTile & g);
|
||||||
|
Loading…
Reference in New Issue
Block a user