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vcmi/AI/VCAI/FuzzyEngines.h
2024-01-10 00:22:23 +00:00

87 lines
2.3 KiB
C++

/*
* 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
#if __has_include(<fuzzylite/Headers.h>)
# include <fuzzylite/Headers.h>
#else
# include <fl/Headers.h>
#endif
#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;
fl::InputVariable * ourShooters;
fl::InputVariable * ourFlyers;
fl::InputVariable * enemyWalkers;
fl::InputVariable * enemyShooters;
fl::InputVariable * enemyFlyers;
fl::InputVariable * ourSpeed;
fl::InputVariable * 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;
};