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240 lines
7.8 KiB
C++
240 lines
7.8 KiB
C++
/*
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* FuzzyEngines.cpp, 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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#include "../StdInc.h"
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#include "FuzzyEngines.h"
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#include "../Goals/Goals.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../AIGateway.h"
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namespace NKAI
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{
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constexpr float MIN_AI_STRENGTH = 0.5f; //lower when combat AI gets smarter
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engineBase::engineBase()
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{
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rules = new fl::RuleBlock();
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engine.addRuleBlock(rules);
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}
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void engineBase::configure()
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{
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engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
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logAi->trace(engine.toString());
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}
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void engineBase::addRule(const std::string & txt)
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{
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rules->addRule(fl::Rule::parse(txt, &engine));
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}
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struct armyStructure
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{
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float walkers;
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float shooters;
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float flyers;
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ui32 maxSpeed;
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};
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armyStructure evaluateArmyStructure(const CArmedInstance * army)
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{
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ui64 totalStrength = army->getArmyStrength();
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double walkersStrength = 0;
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double flyersStrength = 0;
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double shootersStrength = 0;
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ui32 maxSpeed = 0;
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static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER);
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static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER);
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static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING);
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static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING);
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static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
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static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
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for(auto s : army->Slots())
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{
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bool walker = true;
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auto bearer = s.second->getType()->getBonusBearer();
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if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
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{
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shootersStrength += s.second->getPower();
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walker = false;
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}
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if(bearer->hasBonus(selectorFLYING, keyFLYING))
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{
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flyersStrength += s.second->getPower();
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walker = false;
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}
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if(walker)
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walkersStrength += s.second->getPower();
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vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
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}
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armyStructure as;
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as.walkers = static_cast<float>(walkersStrength / totalStrength);
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as.shooters = static_cast<float>(shootersStrength / totalStrength);
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as.flyers = static_cast<float>(flyersStrength / totalStrength);
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as.maxSpeed = maxSpeed;
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assert(as.walkers || as.flyers || as.shooters);
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return as;
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}
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TacticalAdvantageEngine::TacticalAdvantageEngine()
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{
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try
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{
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ourShooters = new fl::InputVariable("OurShooters");
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ourWalkers = new fl::InputVariable("OurWalkers");
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ourFlyers = new fl::InputVariable("OurFlyers");
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enemyShooters = new fl::InputVariable("EnemyShooters");
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enemyWalkers = new fl::InputVariable("EnemyWalkers");
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enemyFlyers = new fl::InputVariable("EnemyFlyers");
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//Tactical advantage calculation
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std::vector<fl::InputVariable *> helper =
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{
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ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
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};
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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val->setRange(0.0, 1.0);
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}
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ourSpeed = new fl::InputVariable("OurSpeed");
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enemySpeed = new fl::InputVariable("EnemySpeed");
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helper = { ourSpeed, enemySpeed };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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val->setRange(0, 25);
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}
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castleWalls = new fl::InputVariable("CastleWalls");
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engine.addInputVariable(castleWalls);
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{
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fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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castleWalls->addTerm(none);
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fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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castleWalls->addTerm(medium);
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fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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castleWalls->addTerm(high);
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castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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}
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bankPresent = new fl::InputVariable("Bank");
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engine.addInputVariable(bankPresent);
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{
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fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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bankPresent->addTerm(termFalse);
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fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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bankPresent->addTerm(termTrue);
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bankPresent->setRange(0, 1);
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}
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threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(threat);
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threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
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threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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threat->setRange(MIN_AI_STRENGTH, 1.5);
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addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is LOW");
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addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is HIGH");
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//just to cover all cases
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addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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addRule("if Bank is TRUE and OurShooters is MANY then Threat is HIGH");
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addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is HIGH");
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addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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}
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catch(fl::Exception & pe)
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{
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logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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}
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configure();
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}
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float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
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{
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float output = 1;
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/*try //TODO: rework this engine, it tends to produce nonsense output
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{
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armyStructure ourStructure = evaluateArmyStructure(we);
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armyStructure enemyStructure = evaluateArmyStructure(enemy);
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ourWalkers->setValue(ourStructure.walkers);
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ourShooters->setValue(ourStructure.shooters);
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ourFlyers->setValue(ourStructure.flyers);
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ourSpeed->setValue(ourStructure.maxSpeed);
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enemyWalkers->setValue(enemyStructure.walkers);
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enemyShooters->setValue(enemyStructure.shooters);
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enemyFlyers->setValue(enemyStructure.flyers);
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enemySpeed->setValue(enemyStructure.maxSpeed);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
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if(fort)
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castleWalls->setValue(fort->fortLevel());
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else
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castleWalls->setValue(0);
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engine.process();
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output = threat->getValue();
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}
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catch(fl::Exception & fe)
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{
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logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
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}
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if(output < 0 || (output != output))
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{
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fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
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std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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for(int i = 0; i < boost::size(tab); i++)
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log << names[i] << ": " << tab[i]->getValue() << " ";
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logAi->error(log.str());
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assert(false);
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}*/
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return output;
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}
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}
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