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https://github.com/vcmi/vcmi.git
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cloned Nullkiller into Nullkiller2
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106
AI/Nullkiller2/Analyzers/HeroManager.h
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106
AI/Nullkiller2/Analyzers/HeroManager.h
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/*
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* HeroManager.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/GameLibrary.h"
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namespace NKAI
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{
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class DLL_EXPORT ISecondarySkillRule
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{
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public:
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virtual ~ISecondarySkillRule() = default;
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virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
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};
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class DLL_EXPORT SecondarySkillEvaluator
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{
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private:
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std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
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public:
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SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
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float evaluateSecSkills(const CGHeroInstance * hero) const;
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float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
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};
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class DLL_EXPORT HeroManager
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{
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private:
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static const SecondarySkillEvaluator wariorSkillsScores;
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static const SecondarySkillEvaluator scountSkillsScores;
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CCallback * cb; //this is enough, but we downcast from CCallback
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const Nullkiller2 * ai;
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std::map<HeroPtr, HeroRole> heroRoles;
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std::map<ObjectInstanceID, float> knownFightingStrength;
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public:
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HeroManager(CCallback * CB, const Nullkiller2 * ai) : cb(CB), ai(ai) {}
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const std::map<HeroPtr, HeroRole> & getHeroRoles() const;
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HeroRole getHeroRole(const HeroPtr & hero) const;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const;
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void update();
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
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float evaluateHero(const CGHeroInstance * hero) const;
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bool canRecruitHero(const CGTownInstance * t = nullptr) const;
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bool heroCapReached(bool includeGarrisoned = true) const;
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const CGHeroInstance * findHeroWithGrail() const;
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const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit, const CGTownInstance * townToSpare = nullptr) const;
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float getMagicStrength(const CGHeroInstance * hero) const;
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float getFightingStrengthCached(const CGHeroInstance * hero) const;
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private:
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float evaluateFightingStrength(const CGHeroInstance * hero) const;
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float evaluateSpeciality(const CGHeroInstance * hero) const;
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const CGTownInstance * findTownWithTavern() const;
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};
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// basic skill scores. missing skills will have score of 0
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class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
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{
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private:
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std::map<SecondarySkill, float> scoreMap;
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public:
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SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
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void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
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};
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// Controls when to upgrade existing skills and when get new
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class ExistingSkillRule : public ISecondarySkillRule
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{
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public:
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void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
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};
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// Allows to get wisdom at 12 lvl
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class WisdomRule : public ISecondarySkillRule
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{
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public:
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void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
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};
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// Dynamically controls scores for magic skills
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class AtLeastOneMagicRule : public ISecondarySkillRule
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{
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private:
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static const std::vector<SecondarySkill> magicSchools;
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public:
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void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
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};
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}
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