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vcmi/AI/Nullkiller/Pathfinding/Actors.h

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2021-05-15 19:59:43 +02:00
/*
* AINodeStorage.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
*
*/
#pragma once
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
#include "Actions/ISpecialAction.h"
class HeroActor;
class ChainActor
{
protected:
HeroActor * baseActor;
ChainActor(const CGHeroInstance * hero, int chainMask);
ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
public:
uint64_t chainMask;
bool isMovable;
bool allowUseResources;
bool allowBattle;
bool allowSpellCast;
const CGHeroInstance * hero;
const CCreatureSet * creatureSet;
const ChainActor * battleActor;
const ChainActor * castActor;
const ChainActor * resourceActor;
const ChainActor * carrierParent;
const ChainActor * otherParent;
int3 initialPosition;
EPathfindingLayer layer;
uint32_t initialMovement;
uint32_t initialTurn;
uint64_t armyValue;
ChainActor(){}
ChainActor * exchange(const ChainActor * other) const;
bool canExchange(const ChainActor * other) const;
void setBaseActor(HeroActor * base);
const HeroActor * getBaseActor() const { return baseActor; }
std::shared_ptr<ISpecialAction> getExchangeAction() const;
};
class HeroActor : public ChainActor
{
public:
static const int SPECIAL_ACTORS_COUNT = 7;
private:
ChainActor specialActors[SPECIAL_ACTORS_COUNT];
std::map<const ChainActor *, HeroActor *> exchangeMap;
std::map<const HeroActor *, bool> canExchangeCache;
void setupSpecialActors();
public:
std::shared_ptr<ISpecialAction> exchangeAction;
// chain flags, can be combined meaning hero exchange and so on
HeroActor()
{
}
HeroActor(const CGHeroInstance * hero, int chainMask);
HeroActor(const ChainActor * carrier, const ChainActor * other);
ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other);
bool canExchange(const HeroActor * other);
CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
};