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114 lines
3.1 KiB
C++
114 lines
3.1 KiB
C++
/*
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* Fuzzy.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "fl/Headers.h"
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#include "Goals.h"
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class VCAI;
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class CArmedInstance;
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class CBank;
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struct SectorMap;
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class engineBase
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{
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protected:
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fl::Engine engine;
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fl::RuleBlock rules;
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virtual void configure();
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void addRule(const std::string & txt);
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public:
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engineBase();
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};
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class TacticalAdvantageEngine : public engineBase
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{
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public:
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TacticalAdvantageEngine();
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float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
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~TacticalAdvantageEngine();
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private:
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fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
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fl::InputVariable * ourSpeed, *enemySpeed;
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fl::InputVariable * bankPresent;
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fl::InputVariable * castleWalls;
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fl::OutputVariable * threat;
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};
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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
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{
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public:
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HeroMovementGoalEngineBase();
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virtual float evaluate(Goals::AbstractGoal & goal) = 0;
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virtual ~HeroMovementGoalEngineBase();
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protected:
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void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
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fl::InputVariable * strengthRatio;
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fl::InputVariable * heroStrength;
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fl::InputVariable * turnDistance;
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fl::InputVariable * missionImportance;
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fl::OutputVariable * value;
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private:
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float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
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};
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class VisitTileEngine : public HeroMovementGoalEngineBase
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{
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public:
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VisitTileEngine();
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~VisitTileEngine();
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float evaluate(Goals::AbstractGoal & goal) override;
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};
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class GetObjEngine : public HeroMovementGoalEngineBase
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{
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public:
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GetObjEngine();
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~GetObjEngine();
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float evaluate(Goals::AbstractGoal & goal) override;
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protected:
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fl::InputVariable * objectValue;
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};
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class FuzzyHelper
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{
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friend class VCAI;
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public:
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TacticalAdvantageEngine tacticalAdvantageEngine;
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VisitTileEngine visitTileEngine;
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GetObjEngine getObjEngine;
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::RecruitHero & g);
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float evaluate(Goals::VisitTile & g);
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float evaluate(Goals::GetObj & g);
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float evaluate(Goals::VisitHero & g);
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float evaluate(Goals::BuildThis & g);
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float evaluate(Goals::DigAtTile & g);
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float evaluate(Goals::CollectRes & g);
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float evaluate(Goals::Build & g);
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float evaluate(Goals::BuyArmy & g);
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float evaluate(Goals::GatherArmy & g);
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float evaluate(Goals::ClearWayTo & g);
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float evaluate(Goals::Invalid & g);
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float evaluate(Goals::AbstractGoal & g);
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void setPriority(Goals::TSubgoal & g);
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ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
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Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
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};
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