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vcmi/AI/VCAI/Fuzzy.h

101 lines
2.8 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
{
public:
fl::Engine engine;
fl::RuleBlock rules;
engineBase();
void configure();
void addRule(const std::string & txt);
};
class FuzzyHelper
{
friend class VCAI;
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
fl::InputVariable * ourSpeed, * enemySpeed;
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
~TacticalAdvantage();
} ta;
class EvalVisitTile : public engineBase
{
public:
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::InputVariable * estimatedReward;
fl::OutputVariable * value;
fl::RuleBlock rules;
~EvalVisitTile();
} vt;
class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
{
public:
fl::InputVariable * distance;
fl::InputVariable * objectValue;
fl::OutputVariable * visitGain;
~EvalWanderTargetObject();
} wanderTarget;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
public:
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
//blocks should be initialized in this order, which may be confusing :/
FuzzyHelper();
void initTacticalAdvantage();
void initVisitTile();
void initWanderTarget();
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
float evaluate(Goals::VisitTile & 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);
float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
};