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vcmi/AI/Nullkiller/ArmyManager.h

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