/* * FuzzyEngines.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include #include "Goals/AbstractGoal.h" VCMI_LIB_NAMESPACE_BEGIN class CArmedInstance; VCMI_LIB_NAMESPACE_END class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these... { protected: fl::Engine engine; fl::RuleBlock * rules; virtual void configure(); void addRule(const std::string & txt); public: engineBase(); }; class TacticalAdvantageEngine : public engineBase //TODO: rework this engine, it does not work well (example: AI hero with 140 beholders attacked 150 beholders - engine lowered danger 50000 -> 35000) { public: TacticalAdvantageEngine(); float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us private: fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers; fl::InputVariable * ourSpeed, *enemySpeed; fl::InputVariable * bankPresent; fl::InputVariable * castleWalls; fl::OutputVariable * threat; }; class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines { public: HeroMovementGoalEngineBase(); protected: void setSharedFuzzyVariables(Goals::AbstractGoal & goal); fl::InputVariable * strengthRatio; fl::InputVariable * heroStrength; fl::InputVariable * turnDistance; fl::InputVariable * missionImportance; fl::OutputVariable * value; private: float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const; }; class VisitTileEngine : public HeroMovementGoalEngineBase { public: VisitTileEngine(); float evaluate(Goals::VisitTile & goal); }; class VisitObjEngine : public HeroMovementGoalEngineBase { public: VisitObjEngine(); float evaluate(Goals::VisitObj & goal); protected: fl::InputVariable * objectValue; };