2021-05-15 19:59:43 +02:00
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/*
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* AINodeStorage.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 "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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2021-05-16 13:38:53 +02:00
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#include "Actions/SpecialAction.h"
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2022-09-26 20:01:07 +02:00
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namespace NKAI
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{
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2021-05-16 14:08:39 +02:00
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extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
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class ChainActor;
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class HeroActor;
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2020-05-04 17:58:43 +02:00
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class Nullkiller;
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2021-03-01 21:38:50 +02:00
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class HeroExchangeArmy : public CArmedInstance
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{
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public:
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TResources armyCost;
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bool requireBuyArmy;
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virtual bool needsLastStack() const override;
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std::shared_ptr<SpecialAction> getActorAction() const;
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HeroExchangeArmy() : CArmedInstance(true), armyCost(), requireBuyArmy(false)
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{
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}
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};
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struct ExchangeResult
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{
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bool lockAcquired;
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ChainActor * actor;
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ExchangeResult() : lockAcquired(true), actor(nullptr) {}
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};
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class ChainActor
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{
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protected:
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ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
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ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
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ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
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public:
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uint64_t chainMask;
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bool isMovable;
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bool allowUseResources;
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bool allowBattle;
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bool allowSpellCast;
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std::shared_ptr<SpecialAction> actorAction;
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const CGHeroInstance * hero;
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HeroRole heroRole;
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const CCreatureSet * creatureSet;
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const ChainActor * battleActor;
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const ChainActor * castActor;
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const ChainActor * resourceActor;
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const ChainActor * carrierParent;
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const ChainActor * otherParent;
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const ChainActor * baseActor;
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int3 initialPosition;
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EPathfindingLayer layer;
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uint32_t initialMovement;
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uint32_t initialTurn;
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uint64_t armyValue;
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float heroFightingStrength;
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uint8_t actorExchangeCount;
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TResources armyCost;
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std::shared_ptr<TurnInfo> tiCache;
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ChainActor() = default;
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virtual ~ChainActor() = default;
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virtual std::string toString() const;
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ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
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void setBaseActor(HeroActor * base);
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virtual const CGObjectInstance * getActorObject() const { return hero; }
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int maxMovePoints(CGPathNode::ELayer layer);
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protected:
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virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
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};
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class HeroExchangeMap
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{
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private:
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const HeroActor * actor;
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std::map<const ChainActor *, HeroActor *> exchangeMap;
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const Nullkiller * ai;
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boost::shared_mutex sync;
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public:
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HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
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~HeroExchangeMap();
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ExchangeResult tryExchangeNoLock(const ChainActor * other);
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private:
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HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
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HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
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};
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class HeroActor : public ChainActor
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{
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public:
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static const int SPECIAL_ACTORS_COUNT = 7;
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private:
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ChainActor specialActors[SPECIAL_ACTORS_COUNT];
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std::unique_ptr<HeroExchangeMap> exchangeMap;
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void setupSpecialActors();
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public:
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std::shared_ptr<SpecialAction> exchangeAction;
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// chain flags, can be combined meaning hero exchange and so on
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HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
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HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
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protected:
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virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
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};
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class ObjectActor : public ChainActor
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{
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private:
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const CGObjectInstance * object;
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public:
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ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
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virtual std::string toString() const override;
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const CGObjectInstance * getActorObject() const override;
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};
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class HillFortActor : public ObjectActor
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{
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public:
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HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
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};
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class DwellingActor : public ObjectActor
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{
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private:
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const CGDwelling * dwelling;
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public:
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DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
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~DwellingActor();
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virtual std::string toString() const override;
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protected:
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int getInitialTurn(bool waitForGrowth, int dayOfWeek);
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CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
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};
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class TownGarrisonActor : public ObjectActor
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{
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private:
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const CGTownInstance * town;
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public:
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TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
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virtual std::string toString() const override;
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};
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}
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