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vcmi/AI/VCAI/Fuzzy.h

114 lines
3.1 KiB
C++

/*
* Fuzzy.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 "fl/Headers.h"
#include "Goals.h"
class VCAI;
class CArmedInstance;
class CBank;
struct SectorMap;
class engineBase
{
protected:
fl::Engine engine;
fl::RuleBlock rules;
virtual void configure();
void addRule(const std::string & txt);
public:
engineBase();
};
class TacticalAdvantageEngine : public engineBase
{
public:
TacticalAdvantageEngine();
float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
~TacticalAdvantageEngine();
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();
virtual float evaluate(Goals::AbstractGoal & goal) = 0;
virtual ~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 CGHeroInstance * h, int3 tile) const;
};
class VisitTileEngine : public HeroMovementGoalEngineBase
{
public:
VisitTileEngine();
~VisitTileEngine();
float evaluate(Goals::AbstractGoal & goal) override;
};
class GetObjEngine : public HeroMovementGoalEngineBase
{
public:
GetObjEngine();
~GetObjEngine();
float evaluate(Goals::AbstractGoal & goal) override;
protected:
fl::InputVariable * objectValue;
};
class FuzzyHelper
{
friend class VCAI;
public:
TacticalAdvantageEngine tacticalAdvantageEngine;
VisitTileEngine visitTileEngine;
GetObjEngine getObjEngine;
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
float evaluate(Goals::VisitTile & g);
float evaluate(Goals::GetObj & g);
float evaluate(Goals::VisitHero & g);
float evaluate(Goals::BuildThis & g);
float evaluate(Goals::DigAtTile & g);
float evaluate(Goals::CollectRes & g);
float evaluate(Goals::Build & g);
float evaluate(Goals::BuyArmy & g);
float evaluate(Goals::GatherArmy & g);
float evaluate(Goals::ClearWayTo & g);
float evaluate(Goals::Invalid & g);
float evaluate(Goals::AbstractGoal & g);
void setPriority(Goals::TSubgoal & g);
ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
};