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vcmi/AI/Nullkiller/HeroManager.h

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/*
* HeroManager.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"
class DLL_EXPORT IHeroManager //: public: IAbstractManager
{
public:
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
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virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
virtual void updateHeroRoles() = 0;
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
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virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
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};
class DLL_EXPORT ISecondarySkillRule
{
public:
virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
};
class DLL_EXPORT SecondarySkillEvaluator
{
private:
std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
public:
SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
float evaluateSecSkills(const CGHeroInstance * hero) const;
float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
};
class DLL_EXPORT HeroManager : public IHeroManager
{
private:
static SecondarySkillEvaluator wariorSkillsScores;
static SecondarySkillEvaluator scountSkillsScores;
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
std::map<HeroPtr, HeroRole> heroRoles;
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public:
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
HeroRole getHeroRole(const HeroPtr & hero) const override;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
void updateHeroRoles() override;
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
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float evaluateHero(const CGHeroInstance * hero) const override;
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private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
float evaluateSpeciality(const CGHeroInstance * hero) const;
};
// basic skill scores. missing skills will have score of 0
class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
{
private:
std::map<SecondarySkill, float> scoreMap;
public:
SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Controls when to upgrade existing skills and when get new
class ExistingSkillRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Allows to get wisdom at 12 lvl
class WisdomRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Dynamically controls scores for magic skills
class AtLeastOneMagicRule : public ISecondarySkillRule
{
private:
static std::vector<SecondarySkill> magicSchools;
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};