mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
d17b3a14bd
- Workaround to make AI gather army when exploration is not possible anymore - Possibly fixed issue with AI not capturing guarded objects
80 lines
2.1 KiB
C++
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 * turnDistance;
|
|
fl::InputLVar * missionImportance;
|
|
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::GatherArmy & 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);
|
|
};
|