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FuzzyHelper is on diet... gotta get thinner
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a8f5882a77
commit
e33ef71882
@ -202,7 +202,7 @@ void FuzzyHelper::initTacticalAdvantage()
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}
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}
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}
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}
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float FuzzyHelper::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
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float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
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{
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{
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float turns = 0.0f;
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float turns = 0.0f;
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float distance = CPathfinderHelper::getMovementCost(h, tile);
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float distance = CPathfinderHelper::getMovementCost(h, tile);
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@ -311,7 +311,7 @@ float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const Ob
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wanderTarget.turnDistance->setValue(distFromObject);
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wanderTarget.turnDistance->setValue(distFromObject);
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wanderTarget.objectValue->setValue(objValue);
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wanderTarget.objectValue->setValue(objValue);
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wanderTarget.engine.process();
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wanderTarget.engine.process();
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output = wanderTarget.visitGain->getValue();
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output = wanderTarget.value->getValue();
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}
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}
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catch (fl::Exception & fe)
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catch (fl::Exception & fe)
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{
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{
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@ -373,7 +373,87 @@ float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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{
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{
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return 1;
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return 1;
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}
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}
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HeroMovementGoalEngine::~HeroMovementGoalEngine()
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HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
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{
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try
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{
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strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
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value = new fl::OutputVariable("Value");
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value->setMinimum(0);
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value->setMaximum(5);
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std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance, estimatedReward };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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}
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engine.addOutputVariable(value);
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strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
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//strength compared to our main hero
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heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
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heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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heroStrength->setRange(0.0, 1.0);
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turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
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turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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turnDistance->setRange(0.0, 3.0);
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missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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missionImportance->setRange(0.0, 5.0);
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estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
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estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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estimatedReward->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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value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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value->setRange(0.0, 5.0);
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//use unarmed scouts if possible
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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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addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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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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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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addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
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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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addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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addRule("if turnDistance is SMALL then Value is HIGH");
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is LONG then Value is LOW");
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//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
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addRule("if estimatedReward is HIGH then Value is very HIGH");
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addRule("if estimatedReward is LOW then Value is somewhat LOW");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
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}
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}
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HeroMovementGoalEngineBase::~HeroMovementGoalEngineBase()
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{
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{
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delete strengthRatio;
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delete strengthRatio;
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delete heroStrength;
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delete heroStrength;
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@ -382,135 +462,6 @@ HeroMovementGoalEngine::~HeroMovementGoalEngine()
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delete estimatedReward;
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delete estimatedReward;
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}
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}
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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.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
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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, vt.estimatedReward};
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for(auto val : helper)
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{
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vt.engine.addInputVariable(val);
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}
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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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vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
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vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.estimatedReward->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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vt.value->setRange(0.0, 5.0);
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//use unarmed scouts if possible
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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.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.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.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.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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vt.addRule("if turnDistance is SMALL then Value is HIGH");
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vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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vt.addRule("if turnDistance is LONG then Value is LOW");
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//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
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vt.addRule("if estimatedReward is HIGH then Value is very HIGH");
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vt.addRule("if estimatedReward is LOW then Value is somewhat LOW");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("visitTile: %s", fe.getWhat());
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}
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}
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void FuzzyHelper::initWanderTarget()
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{
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try
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{
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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.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.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.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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wanderTarget.objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
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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.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 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 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 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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logAi->error("FindWanderTarget: %s", fe.getWhat());
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}
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}
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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//we assume that hero is already set and we want to choose most suitable one for the mission
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@ -635,11 +586,51 @@ 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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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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}
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EvalWanderTargetObject::EvalWanderTargetObject()
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{
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try
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{
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objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
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engine.addInputVariable(turnDistance);
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engine.addInputVariable(objectValue);
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engine.addOutputVariable(value);
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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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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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objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
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objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
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objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
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addRule("if turnDistance is LONG and objectValue is HIGH then value is MEDIUM");
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addRule("if turnDistance is MEDIUM and objectValue is HIGH then value is somewhat HIGH");
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addRule("if turnDistance is SHORT and objectValue is HIGH then value is HIGH");
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addRule("if turnDistance is LONG and objectValue is MEDIUM then value is somewhat LOW");
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addRule("if turnDistance is MEDIUM and objectValue is MEDIUM then value is MEDIUM");
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addRule("if turnDistance is SHORT and objectValue is MEDIUM then value is somewhat HIGH");
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addRule("if turnDistance is LONG and objectValue is LOW then value is very LOW");
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addRule("if turnDistance is MEDIUM and objectValue is LOW then value is LOW");
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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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logAi->error("FindWanderTarget: %s", fe.getWhat());
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}
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configure();
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}
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EvalWanderTargetObject::~EvalWanderTargetObject()
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EvalWanderTargetObject::~EvalWanderTargetObject()
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{
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{
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delete objectValue;
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delete objectValue;
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}
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}
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EvalVisitTile::EvalVisitTile()
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{
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configure();
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}
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EvalVisitTile::~EvalVisitTile()
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EvalVisitTile::~EvalVisitTile()
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{
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{
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}
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}
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@ -30,6 +30,7 @@ public:
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class TacticalAdvantage : public engineBase
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class TacticalAdvantage : public engineBase
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{
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{
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public:
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public:
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TacticalAdvantage();
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fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
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fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
|
||||||
fl::InputVariable * ourSpeed, *enemySpeed;
|
fl::InputVariable * ourSpeed, *enemySpeed;
|
||||||
fl::InputVariable * bankPresent;
|
fl::InputVariable * bankPresent;
|
||||||
@ -38,29 +39,34 @@ public:
|
|||||||
~TacticalAdvantage();
|
~TacticalAdvantage();
|
||||||
};
|
};
|
||||||
|
|
||||||
class HeroMovementGoalEngine : public engineBase
|
class HeroMovementGoalEngineBase : public engineBase //abstract class for hero visiting goals, allows evaluating newly added elementar objectives with appropiately broad context data
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
HeroMovementGoalEngineBase();
|
||||||
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;
|
||||||
~HeroMovementGoalEngine();
|
~HeroMovementGoalEngineBase();
|
||||||
|
|
||||||
|
private:
|
||||||
|
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
class EvalVisitTile : public HeroMovementGoalEngine
|
class EvalVisitTile : public HeroMovementGoalEngineBase
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
EvalVisitTile();
|
||||||
~EvalVisitTile();
|
~EvalVisitTile();
|
||||||
};
|
};
|
||||||
|
|
||||||
class EvalWanderTargetObject : public HeroMovementGoalEngine //designed for use with VCAI::wander()
|
class EvalWanderTargetObject : public HeroMovementGoalEngineBase //designed for use with VCAI::wander()
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
EvalWanderTargetObject();
|
||||||
fl::InputVariable * objectValue;
|
fl::InputVariable * objectValue;
|
||||||
fl::OutputVariable * visitGain;
|
|
||||||
~EvalWanderTargetObject();
|
~EvalWanderTargetObject();
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -74,17 +80,12 @@ class FuzzyHelper
|
|||||||
|
|
||||||
EvalWanderTargetObject wanderTarget;
|
EvalWanderTargetObject wanderTarget;
|
||||||
|
|
||||||
private:
|
|
||||||
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
|
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
|
||||||
//blocks should be initialized in this order, which may be confusing :/
|
//blocks should be initialized in this order, which may be confusing :/
|
||||||
|
|
||||||
FuzzyHelper();
|
FuzzyHelper();
|
||||||
void initTacticalAdvantage();
|
void initTacticalAdvantage();
|
||||||
void initVisitTile();
|
|
||||||
void initWanderTarget();
|
|
||||||
|
|
||||||
float evaluate(Goals::Explore & g);
|
float evaluate(Goals::Explore & g);
|
||||||
float evaluate(Goals::RecruitHero & g);
|
float evaluate(Goals::RecruitHero & g);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user