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73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
/*
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* FuzzyEngines.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/AbstractGoal.h"
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class CArmedInstance;
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class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
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{
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protected:
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fl::Engine engine;
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fl::RuleBlock rules;
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virtual void configure();
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void addRule(const std::string & txt);
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public:
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engineBase();
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};
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class TacticalAdvantageEngine : public engineBase //TODO: rework this engine, it does not work well (example: AI hero with 140 beholders attacked 150 beholders - engine lowered danger 50000 -> 35000)
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{
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public:
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TacticalAdvantageEngine();
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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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private:
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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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};
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class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
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{
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public:
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HeroMovementGoalEngineBase();
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protected:
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void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
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fl::InputVariable * strengthRatio;
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fl::InputVariable * heroStrengthVariable;
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fl::InputVariable * turnDistanceVariable;
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fl::InputVariable * missionImportance;
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fl::OutputVariable * value;
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private:
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float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const;
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};
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class VisitTileEngine : public HeroMovementGoalEngineBase
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{
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public:
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VisitTileEngine();
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float evaluate(Goals::VisitTile & goal);
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};
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class VisitObjEngine : public HeroMovementGoalEngineBase
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{
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public:
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VisitObjEngine();
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float evaluate(Goals::VisitObj & goal);
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protected:
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fl::InputVariable * objectValue;
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};
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