mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
commit
df8289eee4
@ -234,8 +234,11 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
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{
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//TODO: don't downcast objects AI shouldn't know about!
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auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
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if(armedObj)
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objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
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if (armedObj)
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{
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float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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}
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}
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if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
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{ //check guard on the other side of the gate
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@ -20,9 +20,11 @@
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*/
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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struct BankConfig;
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class IObjectInfo;
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class CBankInfo;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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@ -35,6 +37,22 @@ FuzzyHelper *fh;
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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engineBase::engineBase()
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{
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engine.addRuleBlock(&rules);
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}
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void engineBase::configure()
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{
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engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
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logAi->infoStream() << engine.toString();
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}
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void engineBase::addRule(const std::string &txt)
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{
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rules.addRule(fl::Rule::parse(txt, &engine));
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}
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struct armyStructure
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{
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float walkers, shooters, flyers;
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@ -72,45 +90,18 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army)
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as.shooters = shootersStrenght / totalStrenght;
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as.flyers = flyersStrenght / totalStrenght;
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as.maxSpeed = maxSpeed;
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assert(as.walkers || as.flyers || as.shooters);
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return as;
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}
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FuzzyHelper::FuzzyHelper()
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{
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initBank();
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initTacticalAdvantage();
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ta.configure();
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initVisitTile();
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engine.configure("AlgebraicProduct", "AlgebraicSum",
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"AlgebraicProduct", "AlgebraicSum", "Centroid");
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logAi->infoStream() << engine.toString();
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vt.configure();
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}
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void FuzzyHelper::initBank()
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{
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try
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{
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//Trivial bank estimation
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bankInput = new fl::InputVariable("BankInput");
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bankDanger = new fl::OutputVariable("BankDanger");
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bankInput->addTerm(new fl::Rectangle("SET", 0.5 - 5 * fl::fuzzylite::macheps(),
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0.5 + 5 * fl::fuzzylite::macheps()));
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engine.addInputVariable(bankInput);
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engine.addOutputVariable(bankDanger);
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engine.addRuleBlock(&bankBlock);
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for (int i = 0; i < 4; ++i)
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{
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bankDanger->addTerm(new fl::Triangle("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
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bankBlock.addRule(fl::Rule::parse("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), &engine));
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}
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}
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catch (fl::Exception & fe)
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{
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logAi->errorStream() << "initBank : " << fe.getWhat();
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}
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}
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void FuzzyHelper::initTacticalAdvantage()
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{
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@ -132,9 +123,10 @@ void FuzzyHelper::initTacticalAdvantage()
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for (auto val : helper)
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{
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engine.addInputVariable(val);
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ta.ourSpeed = new fl::InputVariable("OurSpeed");
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@ -144,57 +136,66 @@ void FuzzyHelper::initTacticalAdvantage()
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for (auto val : helper)
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{
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engine.addInputVariable(val);
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ta.engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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ta.castleWalls = new fl::InputVariable("CastleWalls");
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engine.addInputVariable(ta.castleWalls);
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ta.castleWalls->addTerm(new fl::Rectangle("NONE", CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(),
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CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps()));
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ta.engine.addInputVariable(ta.castleWalls);
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{
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fl::scalar a = CGTownInstance::FORT, d = 2.5;
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fl::scalar b = a + (d - a) * 1.0 / 5.0;
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fl::scalar c = a + (d - a) * 4.0 / 5.0;
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ta.castleWalls->addTerm(new fl::Trapezoid("MEDIUM", a, b, c, d));
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fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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ta.castleWalls->addTerm(none);
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fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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ta.castleWalls->addTerm(medium);
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fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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ta.castleWalls->addTerm(high);
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ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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ta.castleWalls->addTerm(new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
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ta.bankPresent = new fl::InputVariable("Bank");
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engine.addInputVariable(ta.bankPresent);
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ta.bankPresent->addTerm(new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(),
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0.0 + 5.0 * fl::fuzzylite::macheps()));
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ta.bankPresent->addTerm(new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(),
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0.0 + 5.0 * fl::fuzzylite::macheps()));
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ta.engine.addInputVariable(ta.bankPresent);
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{
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fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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ta.bankPresent->addTerm(termFalse);
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fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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ta.bankPresent->addTerm(termTrue);
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ta.bankPresent->setRange(0, 1);
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}
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ta.threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(ta.threat);
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ta.engine.addOutputVariable(ta.threat);
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ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
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engine.addRuleBlock(&ta.tacticalAdvantage);
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ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine));
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ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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//just to cover all cases
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine));
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ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine));
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ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine));
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ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine));
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ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch (fl::Exception & pe)
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@ -205,34 +206,20 @@ void FuzzyHelper::initTacticalAdvantage()
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ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
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{
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auto info = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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//this one is not fuzzy anymore, just calculate weighted average
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ui64 val = std::numeric_limits<ui64>::max();
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try
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{
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fl::Triangle* bank0 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank0"));
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fl::Triangle* bank1 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank1"));
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if (bank0 && bank1)
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{
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bank0->setVertexA(info->minGuards().totalStrength * 0.5f);
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bank0->setVertexC(info->minGuards().totalStrength * 1.5f);
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bank1->setVertexA(info->maxGuards().totalStrength * 0.5f);
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bank1->setVertexC(info->maxGuards().totalStrength * 1.5f);
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}
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auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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//comparison purposes
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//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
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//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
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bankInput->setInputValue(0.5);
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//engine.process(BANK_DANGER);//TODO: Process Bank_Dange only
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engine.process(); //TODO: Process Bank_Dange only
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val = bankDanger->getOutputValue(); //some expected value of this bank
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}
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catch (fl::Exception & fe)
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *> (objectInfo.get());
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ui64 totalStrength = 0;
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ui8 totalChance = 0;
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for (auto config : bankInfo->getPossibleGuards())
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{
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logAi->errorStream() << "estimateBankDanger " << ": " << fe.getWhat();
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totalStrength += config.second.totalStrength * config.first;
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totalChance += config.first;
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}
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return val;
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return totalStrength / totalChance;
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}
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@ -269,13 +256,26 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI
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ta.castleWalls->setInputValue(0);
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//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
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engine.process();
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ta.engine.process();
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output = ta.threat->getOutputValue();
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}
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catch (fl::Exception & fe)
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{
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logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat();
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}
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logAi->traceStream() << "getTacticalAdvantage output: " << output;
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if (output < 0 || (output != output))
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{
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fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
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std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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for (int i = 0; i < boost::size(tab); i++)
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log << names[i] << ": " << tab[i]->getInputValue() << " ";
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logAi->errorStream() << log.str();
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assert(false);
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}
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return output;
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}
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@ -343,63 +343,67 @@ void FuzzyHelper::initVisitTile()
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{
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try
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{
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vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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vt.value = new fl::OutputVariable("Value");
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vt.value->setMinimum(0);
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vt.value->setMaximum(5);
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std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
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for (auto val : helper)
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{
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engine.addInputVariable(val);
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vt.engine.addInputVariable(val);
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}
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engine.addOutputVariable(vt.value);
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vt.engine.addOutputVariable(vt.value);
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vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
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//strength compared to our main hero
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vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
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vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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vt.heroStrength->setRange(0.0, 1.0);
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vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
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vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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vt.turnDistance->setRange(0.0, 3.0);
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vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.missionImportance->setRange(0.0, 5.0);
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//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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//should be same as "mission Importance" to keep consistency
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vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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engine.addRuleBlock (&vt.rules);
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vt.value->setRange(0.0,5.0);
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//use unarmed scouts if possible
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine));
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vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
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//we may want to use secondary hero(es) rather than main hero
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine));
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vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
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//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine));
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vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
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//attempt to arm secondary heroes is not stupid
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
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vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine));
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vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
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vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
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//do not cancel important goals
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vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine));
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vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine));
|
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vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine));
|
||||
vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
|
||||
vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
|
||||
vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
||||
//pick nearby objects if it's easy, avoid long walks
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine));
|
||||
vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine));
|
||||
vt.addRule("if turnDistance is SMALL then Value is HIGH");
|
||||
vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
||||
vt.addRule("if turnDistance is LONG then Value is LOW");
|
||||
}
|
||||
catch (fl::Exception & fe)
|
||||
{
|
||||
@ -442,7 +446,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
||||
vt.turnDistance->setInputValue(turns);
|
||||
vt.missionImportance->setInputValue(missionImportance);
|
||||
|
||||
engine.process();
|
||||
vt.engine.process();
|
||||
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
||||
g.priority = vt.value->getOutputValue();
|
||||
}
|
||||
@ -450,6 +454,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
|
||||
{
|
||||
logAi->errorStream() << "evaluate VisitTile " << ": " << fe.getWhat();
|
||||
}
|
||||
assert (g.priority >= 0);
|
||||
return g.priority;
|
||||
|
||||
}
|
||||
@ -493,6 +498,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
|
||||
}
|
||||
else
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
||||
float FuzzyHelper::evaluate (Goals::BuildThis & g)
|
||||
|
@ -16,17 +16,22 @@ class VCAI;
|
||||
class CArmedInstance;
|
||||
class CBank;
|
||||
|
||||
class engineBase
|
||||
{
|
||||
public:
|
||||
fl::Engine engine;
|
||||
fl::RuleBlock rules;
|
||||
|
||||
engineBase();
|
||||
void configure();
|
||||
void addRule(const std::string &txt);
|
||||
};
|
||||
|
||||
class FuzzyHelper
|
||||
{
|
||||
friend class VCAI;
|
||||
|
||||
fl::Engine engine;
|
||||
|
||||
fl::InputVariable* bankInput;
|
||||
fl::OutputVariable* bankDanger;
|
||||
fl::RuleBlock bankBlock;
|
||||
|
||||
class TacticalAdvantage
|
||||
class TacticalAdvantage : public engineBase
|
||||
{
|
||||
public:
|
||||
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
|
||||
@ -34,11 +39,10 @@ class FuzzyHelper
|
||||
fl::InputVariable * bankPresent;
|
||||
fl::InputVariable * castleWalls;
|
||||
fl::OutputVariable * threat;
|
||||
fl::RuleBlock tacticalAdvantage;
|
||||
~TacticalAdvantage();
|
||||
} ta;
|
||||
|
||||
class EvalVisitTile
|
||||
class EvalVisitTile : public engineBase
|
||||
{
|
||||
public:
|
||||
fl::InputVariable * strengthRatio;
|
||||
@ -55,7 +59,6 @@ public:
|
||||
//blocks should be initialized in this order, which may be confusing :/
|
||||
|
||||
FuzzyHelper();
|
||||
void initBank();
|
||||
void initTacticalAdvantage();
|
||||
void initVisitTile();
|
||||
|
||||
|
@ -370,6 +370,29 @@ IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
|
||||
return *boost::range::max_element(armies);
|
||||
}
|
||||
|
||||
TPossibleGuards CBankInfo::getPossibleGuards() const
|
||||
{
|
||||
TPossibleGuards out;
|
||||
|
||||
for (const JsonNode & configEntry : config)
|
||||
{
|
||||
const JsonNode & guardsInfo = configEntry["guards"];
|
||||
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
|
||||
IObjectInfo::CArmyStructure army;
|
||||
|
||||
|
||||
for (auto stack : stacks)
|
||||
{
|
||||
army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
|
||||
//TODO: add fields for flyers, walkers etc...
|
||||
}
|
||||
|
||||
ui8 chance = configEntry["chance"].Float();
|
||||
out.push_back(std::make_pair(chance, army));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
bool CBankInfo::givesResources() const
|
||||
{
|
||||
for (const JsonNode & node : config)
|
||||
|
@ -152,14 +152,20 @@ struct BankConfig
|
||||
}
|
||||
};
|
||||
|
||||
class CBankInfo : public IObjectInfo
|
||||
typedef std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>> TPossibleGuards;
|
||||
|
||||
class DLL_LINKAGE CBankInfo : public IObjectInfo
|
||||
{
|
||||
JsonVector config;
|
||||
public:
|
||||
CBankInfo(JsonVector config);
|
||||
|
||||
TPossibleGuards getPossibleGuards() const;
|
||||
|
||||
//I have no idea what do these functions do or were supposed to do - War
|
||||
CArmyStructure minGuards() const;
|
||||
CArmyStructure maxGuards() const;
|
||||
|
||||
bool givesResources() const;
|
||||
bool givesArtifacts() const;
|
||||
bool givesCreatures() const;
|
||||
|
Loading…
Reference in New Issue
Block a user