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vcmi/AI/GeniusAI/ExpertSystem.h
DjWarmonger ea03273c8e Some work towards useful AI:
-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
2010-11-28 16:39:13 +00:00

183 lines
5.6 KiB
C++

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