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101 lines
2.8 KiB
C++
101 lines
2.8 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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public:
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fl::Engine engine;
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fl::RuleBlock rules;
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engineBase();
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void configure();
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void addRule(const std::string & txt);
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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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class TacticalAdvantage : public engineBase
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{
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public:
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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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~TacticalAdvantage();
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} ta;
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class EvalVisitTile : public engineBase
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{
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public:
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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::InputVariable * estimatedReward;
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fl::OutputVariable * value;
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fl::RuleBlock rules;
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~EvalVisitTile();
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} vt;
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class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
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{
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public:
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fl::InputVariable * distance;
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fl::InputVariable * objectValue;
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fl::OutputVariable * visitGain;
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~EvalWanderTargetObject();
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} wanderTarget;
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private:
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float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
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public:
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enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
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//blocks should be initialized in this order, which may be confusing :/
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FuzzyHelper();
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void initTacticalAdvantage();
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void initVisitTile();
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void initWanderTarget();
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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::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);
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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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float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
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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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