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I hope that's final shape of universal Expert System, now it's time to add some functionality.
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@ -12,15 +12,113 @@
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*
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*
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*/
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*/
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template <typename ruleType, typename facts> void ExpertSystemShell<ruleType, facts>::DataDrivenReasoning(runType type)
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template <typename ruleType, typename facts> template <typename cond> void ExpertSystemShell<ruleType, facts>::DataDrivenReasoning(runType type)
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{
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{
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std::set<ruleType>::iterator ir;
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std::list<fact>::iterator iF;
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std::set<std::pair<cond, input*>>::iterator ic;
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bool factWasAdded = false; //carry it over inner loop
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switch (type)
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switch (type)
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{
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{
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case ANY_GOAL: //first produced decision ends reasoning
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case ANY_GOAL: //first produced decision ends reasoning
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{
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{
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for (std::list<typename facts>::iterator it = factList.begin(); it != factList.end(); it++)
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int goalCounter = 0;
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{};
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while(!goalCounter) //we reach goal or can't modify knowledge anymore
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{
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for (ir = knowledge.begin(); ir != knowledge.end(); ir++)
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{
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for (iF = factList.begin(); iF != factList.end(); iF++)
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{
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for (ic = ir->conditions.begin(); ic != ir->conditions.end(), ic++)
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{
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if (ic->first.object.matchesFact(iF->object)) //condition matches held object
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{
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(ic->second = *iF);
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++(ir->conditionCounter);
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}
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}
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if (ir->conditions.size() >= ir->conditionCounter());
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{
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ir->fireRule(); //all conditions matched
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ir->conditionCounter = 0; //do it here or in rule itself?
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if (dynamic_cast<&Goal>(*ir))
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++goalCounter;
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}
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}
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matchedConditions = 0;
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//modify set until something happens (hopefully!)
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for (iF = factsToErase.begin(); iF != factsToErase.end(); iF++)
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factList.erase(knowledge.find(*iF));
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factsToErase.clear(); //TODO: what if fact is remembered by rule, yet already erased?
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for (iF = factsToAdd.begin(); iF != factsToAdd.end(); iF++)
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factList.insert(*iF);
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if (factsToAdd.size())
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{
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factsToAdd.clear();
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factWasAdded = true;
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}
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}
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for (ir = rulesToErase.begin(); ir != rulesToErase.end(); ir++)
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knowledge.erase(knowledge.find(*ir));
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rulesToErase.clear();
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for (ir = rulesToAdd.begin(); ir != rulesToAdd.end(); ir++)
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knowledge.insert(*ir);
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if (!(factWasAdded || rulesToAdd.size())) //we can't do anything more
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break;
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rulesToAdd.clear();
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};
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}
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}
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break;
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break;
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}
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}
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}
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}
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void BonusRule::fireRule()
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{
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for (std::set<std::pair<BonusCondition, BonusHolder*>>::iterator it = cons.begin(); it != cons.end(); it++)
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{
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switch (it->first.parameter)
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{ //compare fact with condition
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case BonusCondition::type:
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if (!it->first.functor(it->second->object->type, it->first.value)) return;
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break;
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case BonusCondition::subtype: //probably suprfluous, Selector already handles that
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if (!it->first.functor(it->second->object->subtype, it->first.value)) return;
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break;
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case BonusCondition::val:
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if (!it->first.functor(it->second->object->val, it->first.value)) return;
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break;
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case BonusCondition::duration:
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if (!it->first.functor(it->second->object->duration, it->first.value)) return;
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break;
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case BonusCondition::source:
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if (!it->first.functor(it->second->object->source, it->first.value)) return;
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break;
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case BonusCondition::id:
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if (!it->first.functor(it->second->object->id, it->first.value)) return;
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break;
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case BonusCondition::valType:
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if (!it->first.functor(it->second->object->valType, it->first.value)) return;
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break;
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case BonusCondition::additionalInfo:
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if (!it->first.functor(it->second->object->additionalInfo, it->first.value)) return;
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break;
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case BonusCondition::effectRange:
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if (!it->first.functor(it->second->object->effectRange, it->first.value)) return;
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break;
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default: //ignore or accept?
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break;
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};
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}
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//TODO: add new fact or modify existing one
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}
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//template <typename input, typename conType> void Rule<input, conType>::refreshRule(std::set<conType> &conditionSet)
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//{
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// cons.clear();
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// for (std::set<conType>::iterator it = conditionSet.begin(); it != conditionSet.end(); it++)
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// cons.insert(std::make_pair<conType,input*>(*it, NULL)); //pointer to condition and null fact
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//}
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bool BonusCondition::matchesFact(Bonus &fact)
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{
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if (object(fact)) //Bonus(fact) matches local Selector(object)
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return true;
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return false;
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}
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@ -14,54 +14,72 @@
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*
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*
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*/
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*/
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struct Bonus;
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struct Bonus;
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template <typename fact> class AIholder;
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template <typename input, typename output> class Rule;
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template <typename input, typename output> class Rule;
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typedef Rule<Bonus, Bonus> BRule;
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typedef Rule<Bonus, Bonus> BRule;
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bool greaterThan (int prop, si32 val);
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template <typename ruleType, typename facts> class ExpertSystemShell
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enum conditionType {LESS_THAN, EQUAL, GREATER_THAN, UNEQUAL, PRESENT};
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template <typename ruleType, typename fact> class ExpertSystemShell
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{
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{
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enum runType {ANY_GOAL, TRESHOLD, FULL};
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enum runType {ANY_GOAL, TRESHOLD, FULL};
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private:
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private:
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ICallback* m_cb;
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ICallback* m_cb;
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protected:
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protected:
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std::set<ruleType> knowledge;
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std::set<ruleType> knowledge;
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std::set<ruleType*> rulesToErase;
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std::set<ruleType*> rulesToAdd;
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std::set<fact*> factsToErase;
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std::set<fact*> factsToAdd;
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ui16 goalCounter; //count / evaluate achieved goals for runType
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ui16 goalCounter; //count / evaluate achieved goals for runType
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public:
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public:
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ExpertSystemShell(){goalCounter = 0;};
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ExpertSystemShell(){goalCounter = 0;};
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std::list<facts> factList;
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std::list<fact> facts; //facts are AIholders with actual game objects, for eg. "my bonus is worthless"
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template <typename t1> void getKnowledge(const t1 &a1){};
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template <typename t1> void getKnowledge(const t1 &a1){};
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template <typename ruleType> void getNextRule(){};
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void getNextRule(){};
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void addRule(ruleType &rule){rulesToAdd.insert(rule);};
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void removeRule(ruleType &rule){rulesToErase.insert(rule);};
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template <typename t2> void returnGoals(const t2 &a2){};
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template <typename t2> void returnGoals(const t2 &a2){};
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virtual void DataDrivenReasoning(runType type);
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template <typename cond> void DataDrivenReasoning(runType type);
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};
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};
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template <typename ruleType, typename facts> class Blackboard : public ExpertSystemShell <ruleType, facts>
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template <typename ruleType, typename fact> class Blackboard : public ExpertSystemShell <ruleType, fact>
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//handle Bonus info coming from different sections of the game
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//handle Bonus info coming from different sections of the game
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{
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{
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public:
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public:
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Blackboard(){this->goalCounter = 0;};
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Blackboard(){this->goalCounter = 0;}; //template magic, do not touch!
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std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
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std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
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};
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};
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template <typename input> class condition
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template <typename input> class condition
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{
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{//determines selected object parameter with value using functor
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enum conditionType {LESS_THAN, EQUAL, GREATER_THAN, UNEQUAL, PRESENT};
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public:
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public:
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input object;
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input object; //what the fact is, or what it's like (CSelector)
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ui16 value;
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si32 value;
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conditionType conType;
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ui8 parameter;
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boost::function<bool(int,si32)> functor; //value of selected parameter, condition value
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condition(){object = NULL; value = 0; parameter = 0; functor = greaterThan;};
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bool matchesFact(input &fact){return false;};
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};
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};
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template <typename input, typename output> class Rule
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template <typename input, typename conType> class Rule
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{
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{
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friend class ExpertSystemShell <input, output>;
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friend class ExpertSystemShell <input, conType>;
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public:
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public:
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bool fired; //if conditions of rule were met and it produces some output
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bool fired; //if conditions of rule were met and it produces some output
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ui8 conditionCounter;
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protected:
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protected:
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std::set<input*> conditions;
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std::set<std::pair<conType, input*>> cons; //conditions and matching facts
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output decision;
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input decision;
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virtual void canBeFired(); //if this data makes any sense for rule
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virtual void canBeFired(); //if this data makes any sense for rule
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virtual void fireRule();
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virtual void fireRule(std::set<input*> &feed);
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virtual void fireRule(); //use paired conditions and facts by default
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virtual void refreshRule(std::set<conType> &conditionSet); //in case conditions were erased
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public:
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public:
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Rule(){fired = false; conditionCounter = 0; decision = NULL;};
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template <typename givenInput> bool matchesInput() //if condition and data match type
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template <typename givenInput> bool matchesInput() //if condition and data match type
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{return dynamic_cast<input*>(&givenInput);};
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{return dynamic_cast<input*>(&givenInput);};
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};
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};
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@ -77,11 +95,50 @@ public:
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template <typename input, typename output> class Weight : public Rule <input, output>
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template <typename input, typename output> class Weight : public Rule <input, output>
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{
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{
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public:
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public:
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float value; //multiply input by value and return to output
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float multiplier; //multiply input by value and return to output
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void fireTule(){};
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void fireTule(){};
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};
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};
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template <typename input> class AIholder
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{ //stores certain condition and its temporal value
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public:
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si32 aiValue;
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input *object;
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AIholder(){object = NULL; aiValue = 0;}
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AIholder(input &o){object = o; aiValue = 0;}
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AIholder(input &o, si32 val){object = 0; aiValue = val;}
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};
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class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
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class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
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{ //TODO: less templates?
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{ //TODO: less templates?
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enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influencce of bonus and for who
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enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influence of bonus and for who
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};
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};
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class BonusCondition : public condition<CSelector> //used to test rule
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{
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public:
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enum Parameter
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{
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type, subtype, val, duration, source, id, valType, additionalInfo, effectRange, limiter //?
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};
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bool matchesFact(Bonus &fact);
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};
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class BonusHolder : public AIholder<Bonus>
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{
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public:
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BonusHolder(Bonus &bonus){object = &bonus; aiValue = bonus.val;}
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BonusHolder(Bonus &bonus, si32 val){object = &bonus; aiValue = val;}
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};
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class BonusRule : public Rule <BonusHolder, BonusCondition>
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{
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protected:
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void fireRule();
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};
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bool greaterThan (int prop, si32 val)
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{
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if ((si32)prop > val)
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return true;
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return false;
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}
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