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Initial split of classes
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@ -308,7 +308,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
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float output = -1.0f;
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try
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{
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wanderTarget.distance->setValue(distFromObject);
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wanderTarget.turnDistance->setValue(distFromObject);
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wanderTarget.objectValue->setValue(objValue);
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wanderTarget.engine.process();
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output = wanderTarget.visitGain->getValue();
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@ -321,7 +321,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
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return output;
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}
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FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
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TacticalAdvantage::~TacticalAdvantage()
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{
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//TODO: smart pointers?
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delete ourWalkers;
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@ -373,7 +373,7 @@ float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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{
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return 1;
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}
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FuzzyHelper::EvalVisitTile::~EvalVisitTile()
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HeroMovementGoalEngine::~HeroMovementGoalEngine()
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{
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delete strengthRatio;
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delete heroStrength;
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@ -466,21 +466,21 @@ void FuzzyHelper::initWanderTarget()
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{
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try
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{
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wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
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wanderTarget.turnDistance = new fl::InputVariable("turnDistance"); //distance on map from object
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wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
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wanderTarget.visitGain = new fl::OutputVariable("visitGain");
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wanderTarget.visitGain->setMinimum(0);
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wanderTarget.visitGain->setMaximum(10);
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wanderTarget.value = new fl::OutputVariable("value");
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wanderTarget.value->setMinimum(0);
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wanderTarget.value->setMaximum(10);
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wanderTarget.engine.addInputVariable(wanderTarget.distance);
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wanderTarget.engine.addInputVariable(wanderTarget.turnDistance);
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wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
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wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
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//for now distance variable same as in as VisitTile
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wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
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wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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wanderTarget.distance->setRange(0, 3.0);
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wanderTarget.turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
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wanderTarget.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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wanderTarget.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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wanderTarget.turnDistance->setRange(0, 3.0);
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//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
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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
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@ -488,22 +488,22 @@ void FuzzyHelper::initWanderTarget()
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wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
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wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
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wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0));
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wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
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wanderTarget.visitGain->addTerm(new fl::Ramp("HIGH", 5, 10));
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wanderTarget.visitGain->setRange(0, 10);
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wanderTarget.value->addTerm(new fl::Ramp("LOW", 5, 0));
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wanderTarget.value->addTerm(new fl::Triangle("MEDIUM", 4, 6));
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wanderTarget.value->addTerm(new fl::Ramp("HIGH", 5, 10));
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wanderTarget.value->setRange(0, 10);
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wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
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wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
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wanderTarget.addRule("if turnDistance is LONG and objectValue is HIGH then value is MEDIUM");
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wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is HIGH then value is somewhat HIGH");
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wanderTarget.addRule("if turnDistance is SHORT and objectValue is HIGH then value is HIGH");
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wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
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wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
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wanderTarget.addRule("if turnDistance is LONG and objectValue is MEDIUM then value is somewhat LOW");
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wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is MEDIUM then value is MEDIUM");
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wanderTarget.addRule("if turnDistance is SHORT and objectValue is MEDIUM then value is somewhat HIGH");
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wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
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wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
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wanderTarget.addRule("if turnDistance is LONG and objectValue is LOW then value is very LOW");
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wanderTarget.addRule("if turnDistance is MEDIUM and objectValue is LOW then value is LOW");
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wanderTarget.addRule("if turnDistance is SHORT and objectValue is LOW then value is MEDIUM");
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}
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catch(fl::Exception & fe)
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{
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@ -635,9 +635,11 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
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EvalWanderTargetObject::~EvalWanderTargetObject()
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{
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delete distance;
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delete objectValue;
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delete visitGain;
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}
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EvalVisitTile::~EvalVisitTile()
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{
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}
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@ -27,42 +27,52 @@ public:
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void addRule(const std::string & txt);
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};
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class TacticalAdvantage : public engineBase
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{
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public:
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fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
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fl::InputVariable * ourSpeed, *enemySpeed;
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fl::InputVariable * bankPresent;
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fl::InputVariable * castleWalls;
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fl::OutputVariable * threat;
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~TacticalAdvantage();
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};
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class HeroMovementGoalEngine : public engineBase
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{
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public:
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fl::InputVariable * strengthRatio;
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fl::InputVariable * heroStrength;
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fl::InputVariable * turnDistance;
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fl::InputVariable * missionImportance;
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fl::InputVariable * estimatedReward;
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fl::OutputVariable * value;
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~HeroMovementGoalEngine();
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};
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class EvalVisitTile : public HeroMovementGoalEngine
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{
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public:
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~EvalVisitTile();
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};
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class EvalWanderTargetObject : public HeroMovementGoalEngine //designed for use with VCAI::wander()
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{
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public:
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fl::InputVariable * objectValue;
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fl::OutputVariable * visitGain;
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~EvalWanderTargetObject();
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};
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class FuzzyHelper
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{
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friend class VCAI;
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class TacticalAdvantage : public engineBase
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{
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public:
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fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
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fl::InputVariable * ourSpeed, * enemySpeed;
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fl::InputVariable * bankPresent;
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fl::InputVariable * castleWalls;
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fl::OutputVariable * threat;
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~TacticalAdvantage();
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} ta;
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TacticalAdvantage ta;
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class EvalVisitTile : public engineBase
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{
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public:
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fl::InputVariable * strengthRatio;
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fl::InputVariable * heroStrength;
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fl::InputVariable * turnDistance;
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fl::InputVariable * missionImportance;
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fl::InputVariable * estimatedReward;
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fl::OutputVariable * value;
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fl::RuleBlock rules;
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~EvalVisitTile();
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} vt;
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EvalVisitTile vt;
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class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
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{
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public:
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fl::InputVariable * distance;
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fl::InputVariable * objectValue;
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fl::OutputVariable * visitGain;
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~EvalWanderTargetObject();
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} wanderTarget;
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EvalWanderTargetObject wanderTarget;
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private:
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float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
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