mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-03 00:46:55 +02:00
Initial split of classes
This commit is contained in:
@ -308,7 +308,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
|
|||||||
float output = -1.0f;
|
float output = -1.0f;
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
wanderTarget.distance->setValue(distFromObject);
|
wanderTarget.turnDistance->setValue(distFromObject);
|
||||||
wanderTarget.objectValue->setValue(objValue);
|
wanderTarget.objectValue->setValue(objValue);
|
||||||
wanderTarget.engine.process();
|
wanderTarget.engine.process();
|
||||||
output = wanderTarget.visitGain->getValue();
|
output = wanderTarget.visitGain->getValue();
|
||||||
@ -321,7 +321,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
|
|||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|
||||||
FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
|
TacticalAdvantage::~TacticalAdvantage()
|
||||||
{
|
{
|
||||||
//TODO: smart pointers?
|
//TODO: smart pointers?
|
||||||
delete ourWalkers;
|
delete ourWalkers;
|
||||||
@ -373,7 +373,7 @@ float FuzzyHelper::evaluate(Goals::RecruitHero & g)
|
|||||||
{
|
{
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
FuzzyHelper::EvalVisitTile::~EvalVisitTile()
|
HeroMovementGoalEngine::~HeroMovementGoalEngine()
|
||||||
{
|
{
|
||||||
delete strengthRatio;
|
delete strengthRatio;
|
||||||
delete heroStrength;
|
delete heroStrength;
|
||||||
@ -466,21 +466,21 @@ void FuzzyHelper::initWanderTarget()
|
|||||||
{
|
{
|
||||||
try
|
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.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
|
||||||
wanderTarget.visitGain = new fl::OutputVariable("visitGain");
|
wanderTarget.value = new fl::OutputVariable("value");
|
||||||
wanderTarget.visitGain->setMinimum(0);
|
wanderTarget.value->setMinimum(0);
|
||||||
wanderTarget.visitGain->setMaximum(10);
|
wanderTarget.value->setMaximum(10);
|
||||||
|
|
||||||
wanderTarget.engine.addInputVariable(wanderTarget.distance);
|
wanderTarget.engine.addInputVariable(wanderTarget.turnDistance);
|
||||||
wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
|
wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
|
||||||
wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
|
wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
|
||||||
|
|
||||||
//for now distance variable same as in as VisitTile
|
//for now distance variable same as in as VisitTile
|
||||||
wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
wanderTarget.turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
||||||
wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
wanderTarget.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
||||||
wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
wanderTarget.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
||||||
wanderTarget.distance->setRange(0, 3.0);
|
wanderTarget.turnDistance->setRange(0, 3.0);
|
||||||
|
|
||||||
//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
|
//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
|
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->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.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.value->addTerm(new fl::Ramp("LOW", 5, 0));
|
||||||
wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
|
wanderTarget.value->addTerm(new fl::Triangle("MEDIUM", 4, 6));
|
||||||
wanderTarget.visitGain->addTerm(new fl::Ramp("HIGH", 5, 10));
|
wanderTarget.value->addTerm(new fl::Ramp("HIGH", 5, 10));
|
||||||
wanderTarget.visitGain->setRange(0, 10);
|
wanderTarget.value->setRange(0, 10);
|
||||||
|
|
||||||
wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
|
wanderTarget.addRule("if turnDistance is LONG and objectValue is HIGH then value is MEDIUM");
|
||||||
wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
|
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is HIGH then value is somewhat HIGH");
|
||||||
wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is 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 turnDistance is LONG and objectValue is MEDIUM then value is somewhat LOW");
|
||||||
wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
|
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is MEDIUM then value is MEDIUM");
|
||||||
wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
|
wanderTarget.addRule("if turnDistance is SHORT and objectValue is MEDIUM then value is somewhat HIGH");
|
||||||
|
|
||||||
wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
|
wanderTarget.addRule("if turnDistance is LONG and objectValue is LOW then value is very LOW");
|
||||||
wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
|
wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is LOW then value is LOW");
|
||||||
wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
|
wanderTarget.addRule("if turnDistance is SHORT and objectValue is LOW then value is MEDIUM");
|
||||||
}
|
}
|
||||||
catch(fl::Exception & fe)
|
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
|
g->setpriority(g->accept(this)); //this enforces returned value is set
|
||||||
}
|
}
|
||||||
|
|
||||||
FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
|
EvalWanderTargetObject::~EvalWanderTargetObject()
|
||||||
{
|
{
|
||||||
delete distance;
|
|
||||||
delete objectValue;
|
delete objectValue;
|
||||||
delete visitGain;
|
}
|
||||||
|
|
||||||
|
EvalVisitTile::~EvalVisitTile()
|
||||||
|
{
|
||||||
}
|
}
|
||||||
|
@ -27,42 +27,52 @@ public:
|
|||||||
void addRule(const std::string & txt);
|
void addRule(const std::string & txt);
|
||||||
};
|
};
|
||||||
|
|
||||||
class FuzzyHelper
|
class TacticalAdvantage : public engineBase
|
||||||
{
|
{
|
||||||
friend class VCAI;
|
public:
|
||||||
|
fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
|
||||||
class TacticalAdvantage : public engineBase
|
fl::InputVariable * ourSpeed, *enemySpeed;
|
||||||
{
|
|
||||||
public:
|
|
||||||
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
|
|
||||||
fl::InputVariable * ourSpeed, * enemySpeed;
|
|
||||||
fl::InputVariable * bankPresent;
|
fl::InputVariable * bankPresent;
|
||||||
fl::InputVariable * castleWalls;
|
fl::InputVariable * castleWalls;
|
||||||
fl::OutputVariable * threat;
|
fl::OutputVariable * threat;
|
||||||
~TacticalAdvantage();
|
~TacticalAdvantage();
|
||||||
} ta;
|
};
|
||||||
|
|
||||||
class EvalVisitTile : public engineBase
|
class HeroMovementGoalEngine : public engineBase
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
fl::InputVariable * strengthRatio;
|
fl::InputVariable * strengthRatio;
|
||||||
fl::InputVariable * heroStrength;
|
fl::InputVariable * heroStrength;
|
||||||
fl::InputVariable * turnDistance;
|
fl::InputVariable * turnDistance;
|
||||||
fl::InputVariable * missionImportance;
|
fl::InputVariable * missionImportance;
|
||||||
fl::InputVariable * estimatedReward;
|
fl::InputVariable * estimatedReward;
|
||||||
fl::OutputVariable * value;
|
fl::OutputVariable * value;
|
||||||
fl::RuleBlock rules;
|
~HeroMovementGoalEngine();
|
||||||
~EvalVisitTile();
|
};
|
||||||
} vt;
|
|
||||||
|
|
||||||
class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
|
class EvalVisitTile : public HeroMovementGoalEngine
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
fl::InputVariable * distance;
|
~EvalVisitTile();
|
||||||
|
};
|
||||||
|
|
||||||
|
class EvalWanderTargetObject : public HeroMovementGoalEngine //designed for use with VCAI::wander()
|
||||||
|
{
|
||||||
|
public:
|
||||||
fl::InputVariable * objectValue;
|
fl::InputVariable * objectValue;
|
||||||
fl::OutputVariable * visitGain;
|
fl::OutputVariable * visitGain;
|
||||||
~EvalWanderTargetObject();
|
~EvalWanderTargetObject();
|
||||||
} wanderTarget;
|
};
|
||||||
|
|
||||||
|
class FuzzyHelper
|
||||||
|
{
|
||||||
|
friend class VCAI;
|
||||||
|
|
||||||
|
TacticalAdvantage ta;
|
||||||
|
|
||||||
|
EvalVisitTile vt;
|
||||||
|
|
||||||
|
EvalWanderTargetObject wanderTarget;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
||||||
|
Reference in New Issue
Block a user