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vcmi/AI/Nullkiller/Analyzers/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
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#include "../AIUtility.h"
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#include "../../../lib/GameConstants.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/CTownHandler.h"
#include "../../../lib/CBuildingHandler.h"
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namespace NKAI
{
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class Nullkiller;
struct SlotInfo
{
const CCreature * creature;
int count;
uint64_t power;
};
struct ArmyUpgradeInfo
{
std::vector<SlotInfo> resultingArmy;
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uint64_t upgradeValue = 0;
TResources upgradeCost;
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void addArmyToBuy(std::vector<SlotInfo> army);
void addArmyToGet(std::vector<SlotInfo> army);
};
class DLL_EXPORT IArmyManager //: public: IAbstractManager
{
public:
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virtual ~IArmyManager() = default;
virtual void update() = 0;
virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
virtual ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
const CGDwelling * dwelling,
const TResources & availableResources,
uint8_t turn = 0) const = 0;
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
virtual ui64 howManyReinforcementsCanGet(
const IBonusBearer * armyCarrier,
const CCreatureSet * target,
const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, 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;
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virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes,
uint8_t turn = 0) const = 0;
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virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const = 0;
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virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
};
class StackUpgradeInfo;
class DLL_EXPORT ArmyManager : public IArmyManager
{
private:
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
std::map<CreatureID, SlotInfo> totalArmy;
public:
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
void update() override;
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
const CGDwelling * dwelling,
const TResources & availableResources,
uint8_t turn = 0) const override;
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, 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;
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std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
std::vector<creInfo> getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes,
uint8_t turn = 0) const override;
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std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
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uint64_t evaluateStackPower(const Creature * creature, int count) const override;
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
ArmyUpgradeInfo calculateCreaturesUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const override;
private:
std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
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std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
};
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}