/* * 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 "VCAI.h" struct SlotInfo { const CCreature * creature; int count; uint64_t power; }; class DLL_EXPORT IArmyManager //: public: IAbstractManager { public: virtual ~IArmyManager() = default; virtual void init(CPlayerSpecificInfoCallback * CB) = 0; virtual void setAI(VCAI * AI) = 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 getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const = 0; virtual std::vector::iterator getWeakestCreature(std::vector & army) const = 0; virtual std::vector getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0; }; class DLL_EXPORT ArmyManager : public IArmyManager { private: CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback VCAI * ai; public: void init(CPlayerSpecificInfoCallback * CB) override; void setAI(VCAI * AI) 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 getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override; std::vector::iterator getWeakestCreature(std::vector & army) const override; std::vector getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override; };