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ea03273c8e
-It is possible to toggle adventure AI on / off typing "ai" in the console (default is true) -General cleaning and formatting of code -Some minor optimizations -Teal console log for AI AI tends to hang in the maze of mutexes and current player interface, further investigation is needed. Fixed #580 minor tweaks
183 lines
5.6 KiB
C++
183 lines
5.6 KiB
C++
#include "../vcmi/global.h"
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#include "../vcmi/CCallback.h"
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#include "../vcmi/lib/HeroBonus.h"
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#include <boost/bind.hpp>
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#include <set>
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/*
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* ExpertSystem.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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struct Bonus;
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template <typename fact> class AIholder;
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template <typename input, typename output> class Rule;
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typedef Rule<Bonus, Bonus> BRule;
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bool greaterThan (int prop, si32 val);
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enum conditionType {LESS_THAN, EQUAL, GREATER_THAN, UNEQUAL, PRESENT};
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template <typename ruleType, typename fact> class ExpertSystemShell
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{
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enum runType {ANY_GOAL, TRESHOLD, FULL};
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private:
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ICallback* m_cb;
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protected:
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std::set<ruleType> knowledge;
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std::set<ruleType*> rulesToErase;
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std::set<ruleType*> rulesToAdd;
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std::set<fact*> factsToErase;
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std::set<fact*> factsToAdd;
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ui16 goalCounter; //count / evaluate achieved goals for runType
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public:
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ExpertSystemShell(){goalCounter = 0;};
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std::list<fact> facts; //facts are AIholders with actual game objects, for eg. "my bonus is worthless"
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template <typename t1> void getKnowledge(const t1 &a1){};
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void getNextRule(){};
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void addRule(ruleType &rule){rulesToAdd.insert(rule);};
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void removeRule(ruleType &rule){rulesToErase.insert(rule);};
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template <typename t2> void returnGoals(const t2 &a2){};
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template <typename cond> void DataDrivenReasoning(runType type);
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};
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template <typename ruleType, typename fact> class Blackboard : public ExpertSystemShell <ruleType, fact>
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//handle Bonus info coming from different sections of the game
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{
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public:
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Blackboard(){this->goalCounter = 0;}; //template magic, do not touch!
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std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
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};
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template <typename input> class condition
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{//compares selected object parameter with value using functor. universal logic handler
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public:
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input object; //what the fact is, or what it's like (CSelector)
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si32 value;
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ui8 parameter;
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boost::function<bool(int,si32)> functor; //value of selected parameter, condition value
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condition(){object = NULL; value = 0; parameter = 0; functor = greaterThan;};
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bool matchesFact(input &fact){return false;};
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};
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template <typename input, typename conType> class Rule
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{
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friend class ExpertSystemShell <input, conType>;
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public:
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bool fired; //if conditions of rule were met and it produces some output
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ui8 conditionCounter;
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protected:
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std::set<std::pair<conType, input*>> cons; //conditions and matching facts
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input decision;
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virtual void canBeFired(); //if this data makes any sense for rule - type check
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virtual bool checkCondition(); //if condition is true or false
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virtual bool checkCondition(std::set<input*> &feed);
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virtual void fireRule(); //use paired conditions and facts by default
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virtual void fireRule(ExpertSystemShell<input, conType> &system);
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virtual void fireRule(std::set<input*> &feed);
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virtual void refreshRule();
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virtual void refreshRule(std::set<conType> &conditionSet); //in case conditions were erased
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public:
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Rule(){fired = false; conditionCounter = 0; decision = NULL;};
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template <typename givenInput> bool matchesInput() //if condition and data match type
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{return dynamic_cast<input*>(&givenInput);};
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};
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template <typename input, typename output> class Goal : public Rule <input, output>
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{
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protected:
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boost::function<void(output)> decision(); //do something with AI eventually
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public:
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void fireRule(){};
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};
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template <typename input, typename output> class Weight : public Rule <input, output>
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{
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public:
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float multiplier; //multiply input by value and return to output
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void fireTule(){};
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};
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template <typename input> class AIholder
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{ //stores certain condition and its temporal value
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public:
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si32 aiValue;
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input *object;
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AIholder(){object = NULL; aiValue = 0;}
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AIholder(input &o){object = o; aiValue = 0;}
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AIholder(input &o, si32 val){object = 0; aiValue = val;}
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};
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class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
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{ //TODO: less templates?
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enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influence of bonus and for who
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};
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class BonusCondition : public condition<CSelector> //used to test rule
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{
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public:
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enum Parameter
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{
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type, subtype, val, duration, source, id, valType, additionalInfo, effectRange, limiter //?
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};
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bool matchesFact(Bonus &fact);
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};
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class BonusHolder : public AIholder<Bonus>
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{
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public:
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BonusHolder(Bonus &bonus){object = &bonus; aiValue = bonus.val;}
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BonusHolder(Bonus &bonus, si32 val){object = &bonus; aiValue = val;}
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};
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class BonusRule : public Rule <BonusHolder, BonusCondition>
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{
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protected:
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void fireRule();
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};
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inline bool greaterThan (int prop, si32 val)
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{
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if ((si32)prop > val)
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return true;
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return false;
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}
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inline bool lessThan (int prop, si32 val)
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{
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if ((si32)prop < val)
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return true;
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return false;
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}
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inline bool eqal (int prop, si32 val)
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{
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if ((si32)prop == val)
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return true;
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return false;
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}
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inline bool unequal (int prop, si32 val)
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{
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if ((si32)prop != val)
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return true;
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return false;
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}
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inline bool present (int prop, si32 val=0)
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//inline bool present (int prop) //TODO: can we use function with less arguments?
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{
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return(prop); //unfixable warning :(
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}
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class KnowledgeHandler///I'd opt for one omniscent knowledge manager, so no templates here
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{
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public:
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std::list<BonusRule> knowledge; //permanent storage of rules
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void parseKnowledge(std::string &filename){};
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void addKnowledge(ExpertSystemShell<BRule,Bonus> &expert);
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void addFacts(ExpertSystemShell<BRule,Bonus> &expert);
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}; |