/* * 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 namespace NKAI { 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; }; }