2021-05-15 20:36:50 +02:00
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/*
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* ArmyManager.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 "AIUtility.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/CBuildingHandler.h"
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#include "VCAI.h"
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struct SlotInfo
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{
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const CCreature * creature;
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int count;
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uint64_t power;
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};
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2021-05-16 13:15:12 +02:00
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struct ArmyUpgradeInfo
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{
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std::vector<SlotInfo> resultingArmy;
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uint64_t upgradeValue;
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TResources upgradeCost;
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ArmyUpgradeInfo()
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: resultingArmy(), upgradeValue(0), upgradeCost()
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{
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}
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};
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2021-05-15 20:36:50 +02:00
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class DLL_EXPORT IArmyManager //: public: IAbstractManager
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{
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public:
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virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
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virtual void setAI(VCAI * AI) = 0;
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virtual void update() = 0;
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virtual bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const = 0;
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virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
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virtual ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
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virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
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virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
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virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
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virtual ArmyUpgradeInfo calculateCreateresUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const = 0;
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};
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2021-05-16 13:15:12 +02:00
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struct UpgradeInfo;
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2021-05-15 20:36:50 +02:00
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class DLL_EXPORT ArmyManager : public IArmyManager
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{
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private:
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CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
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VCAI * ai;
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2021-05-16 13:15:03 +02:00
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std::map<CreatureID, SlotInfo> totalArmy;
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2021-05-15 20:36:50 +02:00
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public:
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void init(CPlayerSpecificInfoCallback * CB) override;
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void setAI(VCAI * AI) override;
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void update() override;
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bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
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ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
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uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
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SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
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ArmyUpgradeInfo calculateCreateresUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const override;
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private:
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std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
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std::vector<UpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
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std::vector<UpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
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std::vector<UpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
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};
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