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vcmi/AI/VCAI/AIhelper.cpp

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/*
* AIhelper.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
*
*/
#include "StdInc.h"
#include "AIhelper.h"
AIhelper::AIhelper()
{
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resourceManager.reset(new ResourceManager());
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buildingManager.reset(new BuildingManager());
pathfindingManager.reset(new PathfindingManager());
armyManager.reset(new ArmyManager());
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}
AIhelper::~AIhelper()
{
}
bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
{
return resourceManager->notifyGoalCompleted(goal);
}
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void AIhelper::init(CPlayerSpecificInfoCallback * CB)
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{
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resourceManager->init(CB);
buildingManager->init(CB);
pathfindingManager->init(CB);
armyManager->init(CB);
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}
void AIhelper::setAI(VCAI * AI)
{
resourceManager->setAI(AI);
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buildingManager->setAI(AI);
pathfindingManager->setAI(AI);
armyManager->setAI(AI);
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}
bool AIhelper::getBuildingOptions(const CGTownInstance * t)
{
return buildingManager->getBuildingOptions(t);
}
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
return buildingManager->getMaxPossibleGoldBuilding(t);
}
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boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();
}
boost::optional<PotentialBuilding> AIhelper::expensiveBuilding() const
{
return buildingManager->expensiveBuilding();
}
boost::optional<BuildingID> AIhelper::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
return buildingManager->canBuildAnyStructure(t, buildList, maxDays);
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}
Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal)
{
return resourceManager->whatToDo(res, goal);
}
Goals::TSubgoal AIhelper::whatToDo() const
{
return resourceManager->whatToDo();
}
bool AIhelper::containsObjective(Goals::TSubgoal goal) const
{
return resourceManager->containsObjective(goal);
}
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bool AIhelper::hasTasksLeft() const
{
return resourceManager->hasTasksLeft();
}
bool AIhelper::removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal&)> predicate)
{
return resourceManager->removeOutdatedObjectives(predicate);
}
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bool AIhelper::canAfford(const TResources & cost) const
{
return resourceManager->canAfford(cost);
}
TResources AIhelper::reservedResources() const
{
return resourceManager->reservedResources();
}
TResources AIhelper::freeResources() const
{
return resourceManager->freeResources();
}
TResource AIhelper::freeGold() const
{
return resourceManager->freeGold();
}
TResources AIhelper::allResources() const
{
return resourceManager->allResources();
}
TResource AIhelper::allGold() const
{
return resourceManager->allGold();
}
Goals::TGoalVec AIhelper::howToVisitTile(const int3 & tile) const
{
return pathfindingManager->howToVisitTile(tile);
}
Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj) const
{
return pathfindingManager->howToVisitObj(obj);
}
Goals::TGoalVec AIhelper::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
}
std::vector<AIPath> AIhelper::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
{
return pathfindingManager->getPathsToTile(hero, tile);
}
void AIhelper::updatePaths(std::vector<HeroPtr> heroes)
{
pathfindingManager->updatePaths(heroes);
}
bool AIhelper::canGetArmy(const CArmedInstance * army, const CArmedInstance * source) const
{
return armyManager->canGetArmy(army, source);
}
ui64 AIhelper::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
{
return armyManager->howManyReinforcementsCanBuy(h, t);
}
ui64 AIhelper::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->howManyReinforcementsCanGet(target, source);
}
std::vector<SlotInfo> AIhelper::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->getBestArmy(target, source);
}
std::vector<SlotInfo>::iterator AIhelper::getWeakestCreature(std::vector<SlotInfo> & army) const
{
return armyManager->getWeakestCreature(army);
}
std::vector<SlotInfo> AIhelper::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->getSortedSlots(target, source);
}