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vcmi/AI/VCAI/Fuzzy.h
DjWarmonger 486cd4b001 - Fixed (common) issue when AI found neutral stacks infinitely strong
- Fixed non-fuzzy performance of some functions. Now AI really considers all options and uses multiple heroes, who don't spend their time wandering a lot.
2014-02-05 18:45:51 +00:00

80 lines
2.1 KiB
C++

#pragma once
#include "../FuzzyLite/FuzzyLite.h"
#include "Goals.h"
/*
* 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
*
*/
class VCAI;
class CArmedInstance;
class FuzzyHelper
{
friend class VCAI;
fl::FuzzyEngine engine;
fl::InputLVar* bankInput;
fl::OutputLVar* bankDanger;
fl::RuleBlock bankBlock;
class TacticalAdvantage
{
public:
fl::InputLVar * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
fl::InputLVar * ourSpeed, * enemySpeed;
fl::InputLVar * bankPresent;
fl::InputLVar * castleWalls;
fl::OutputLVar * threat;
fl::RuleBlock tacticalAdvantage;
~TacticalAdvantage();
} ta;
class EvalVisitTile
{
public:
fl::InputLVar * strengthRatio;
fl::InputLVar * heroStrength;
fl::InputLVar * tileDistance;
fl::InputLVar * missionImportance;
fl::InputLVar * movement;
fl::OutputLVar * value;
fl::RuleBlock rules;
~EvalVisitTile();
} vt;
public:
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
//blocks should be initialized in this order, which may be confusing :/
FuzzyHelper();
void initBank();
void initTacticalAdvantage();
void initVisitTile();
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::Invalid & g);
float evaluate (Goals::AbstractGoal & g);
void setPriority (Goals::TSubgoal & g);
ui64 estimateBankDanger (int ID);
float getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy); //returns factor how many times enemy is stronger than us
Goals::TSubgoal chooseSolution (Goals::TGoalVec vec);
//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec);
};