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Few tweaks for discrete values.
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@ -163,15 +163,15 @@ void FuzzyHelper::initTacticalAdvantage()
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BOOST_FOREACH (auto val, helper)
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BOOST_FOREACH (auto val, helper)
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{
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{
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val->addTerm (new fl::ShoulderTerm("LOW", 3, 9, true));
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val->addTerm (new fl::ShoulderTerm("LOW", 3, 8.1, true));
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val->addTerm (new fl::TriangularTerm("MEDIUM", 7, 13));
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val->addTerm (new fl::TriangularTerm("MEDIUM", 6.9, 13.1));
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val->addTerm (new fl::ShoulderTerm("HIGH", 11, 16, false));
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val->addTerm (new fl::ShoulderTerm("HIGH", 10.5, 16, false));
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engine.addInputLVar(val);
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engine.addInputLVar(val);
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}
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}
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castleWalls = new fl::InputLVar("CastleWalls");
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castleWalls = new fl::InputLVar("CastleWalls");
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castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
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castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
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castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
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castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
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castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL, CGTownInstance::CASTLE));
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castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
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engine.addInputLVar(castleWalls);
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engine.addInputLVar(castleWalls);
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bankPresent = new fl::InputLVar("Bank");
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bankPresent = new fl::InputLVar("Bank");
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