1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-03-29 21:56:54 +02:00

Initial split of classes

This commit is contained in:
Dydzio 2018-08-04 17:36:16 +02:00
parent a0909468de
commit a8f5882a77
2 changed files with 71 additions and 59 deletions

@ -308,7 +308,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
float output = -1.0f;
try
{
wanderTarget.distance->setValue(distFromObject);
wanderTarget.turnDistance->setValue(distFromObject);
wanderTarget.objectValue->setValue(objValue);
wanderTarget.engine.process();
output = wanderTarget.visitGain->getValue();
@ -321,7 +321,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
return output;
}
FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
TacticalAdvantage::~TacticalAdvantage()
{
//TODO: smart pointers?
delete ourWalkers;
@ -373,7 +373,7 @@ float FuzzyHelper::evaluate(Goals::RecruitHero & g)
{
return 1;
}
FuzzyHelper::EvalVisitTile::~EvalVisitTile()
HeroMovementGoalEngine::~HeroMovementGoalEngine()
{
delete strengthRatio;
delete heroStrength;
@ -466,21 +466,21 @@ void FuzzyHelper::initWanderTarget()
{
try
{
wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
wanderTarget.turnDistance = new fl::InputVariable("turnDistance"); //distance on map from object
wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
wanderTarget.visitGain = new fl::OutputVariable("visitGain");
wanderTarget.visitGain->setMinimum(0);
wanderTarget.visitGain->setMaximum(10);
wanderTarget.value = new fl::OutputVariable("value");
wanderTarget.value->setMinimum(0);
wanderTarget.value->setMaximum(10);
wanderTarget.engine.addInputVariable(wanderTarget.distance);
wanderTarget.engine.addInputVariable(wanderTarget.turnDistance);
wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
//for now distance variable same as in as VisitTile
wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
wanderTarget.distance->setRange(0, 3.0);
wanderTarget.turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
wanderTarget.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
wanderTarget.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
wanderTarget.turnDistance->setRange(0, 3.0);
//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
wanderTarget.objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
@ -488,22 +488,22 @@ void FuzzyHelper::initWanderTarget()
wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0));
wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
wanderTarget.visitGain->addTerm(new fl::Ramp("HIGH", 5, 10));
wanderTarget.visitGain->setRange(0, 10);
wanderTarget.value->addTerm(new fl::Ramp("LOW", 5, 0));
wanderTarget.value->addTerm(new fl::Triangle("MEDIUM", 4, 6));
wanderTarget.value->addTerm(new fl::Ramp("HIGH", 5, 10));
wanderTarget.value->setRange(0, 10);
wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
wanderTarget.addRule("if turnDistance is LONG and objectValue is HIGH then value is MEDIUM");
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is HIGH then value is somewhat HIGH");
wanderTarget.addRule("if turnDistance is SHORT and objectValue is HIGH then value is HIGH");
wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
wanderTarget.addRule("if turnDistance is LONG and objectValue is MEDIUM then value is somewhat LOW");
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is MEDIUM then value is MEDIUM");
wanderTarget.addRule("if turnDistance is SHORT and objectValue is MEDIUM then value is somewhat HIGH");
wanderTarget.addRule("if turnDistance is LONG and objectValue is LOW then value is very LOW");
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is LOW then value is LOW");
wanderTarget.addRule("if turnDistance is SHORT and objectValue is LOW then value is MEDIUM");
}
catch(fl::Exception & fe)
{
@ -635,9 +635,11 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
g->setpriority(g->accept(this)); //this enforces returned value is set
}
FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
EvalWanderTargetObject::~EvalWanderTargetObject()
{
delete distance;
delete objectValue;
delete visitGain;
}
EvalVisitTile::~EvalVisitTile()
{
}

@ -27,42 +27,52 @@ public:
void addRule(const std::string & txt);
};
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
fl::InputVariable * ourSpeed, *enemySpeed;
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
~TacticalAdvantage();
};
class HeroMovementGoalEngine : public engineBase
{
public:
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::InputVariable * estimatedReward;
fl::OutputVariable * value;
~HeroMovementGoalEngine();
};
class EvalVisitTile : public HeroMovementGoalEngine
{
public:
~EvalVisitTile();
};
class EvalWanderTargetObject : public HeroMovementGoalEngine //designed for use with VCAI::wander()
{
public:
fl::InputVariable * objectValue;
fl::OutputVariable * visitGain;
~EvalWanderTargetObject();
};
class FuzzyHelper
{
friend class VCAI;
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
fl::InputVariable * ourSpeed, * enemySpeed;
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
~TacticalAdvantage();
} ta;
TacticalAdvantage ta;
class EvalVisitTile : public engineBase
{
public:
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::InputVariable * estimatedReward;
fl::OutputVariable * value;
fl::RuleBlock rules;
~EvalVisitTile();
} vt;
EvalVisitTile vt;
class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
{
public:
fl::InputVariable * distance;
fl::InputVariable * objectValue;
fl::OutputVariable * visitGain;
~EvalWanderTargetObject();
} wanderTarget;
EvalWanderTargetObject wanderTarget;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;