/* * ResourceManager.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 "Goals.h" #include "../../lib/GameConstants.h" #include "../../lib/VCMI_Lib.h" #include "VCAI.h" #include class AIhelper; class IResourceManager; struct DLL_EXPORT ResourceObjective { ResourceObjective() = default; ResourceObjective(const TResources &res, Goals::TSubgoal goal); bool operator < (const ResourceObjective &ro) const; TResources resources; //how many resoures do we need Goals::TSubgoal goal; //what for (build, gather army etc...) //TODO: register? template void serializeInternal(Handler & h, const int version) { h & resources; //h & goal; //FIXME: goal serialization is broken } }; class IResourceManager //: public: IAbstractManager { public: virtual ~IResourceManager() = default; virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0; virtual void setAI(VCAI * AI) = 0; virtual TResources reservedResources() const = 0; virtual TResources freeResources() const = 0; virtual TResource freeGold() const = 0; virtual TResources allResources() const = 0; virtual TResource allGold() const = 0; virtual Goals::TSubgoal whatToDo() const = 0;//get highest-priority goal virtual Goals::TSubgoal whatToDo(TResources &res, Goals::TSubgoal goal) = 0; virtual bool containsObjective(Goals::TSubgoal goal) const = 0; virtual bool hasTasksLeft() const = 0; private: virtual bool notifyGoalCompleted(Goals::TSubgoal goal) = 0; }; class DLL_EXPORT ResourceManager : public IResourceManager { /*Resource Manager is a smart shopping list for AI to help Uses priority queue based on CGoal.priority */ friend class VCAI; friend class AIhelper; friend struct SetGlobalState; CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback VCAI * ai; public: ResourceManager() = default; ResourceManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only bool canAfford(const TResources & cost) const; TResources reservedResources() const override; TResources freeResources() const override; TResource freeGold() const override; TResources allResources() const override; TResource allGold() const override; Goals::TSubgoal whatToDo() const override; //peek highest-priority goal Goals::TSubgoal whatToDo(TResources & res, Goals::TSubgoal goal); //can we afford this goal or need to CollectRes? bool containsObjective(Goals::TSubgoal goal) const; bool hasTasksLeft() const override; protected: //not-const actions only for AI virtual void reserveResoures(const TResources & res, Goals::TSubgoal goal = Goals::TSubgoal()); virtual bool notifyGoalCompleted(Goals::TSubgoal goal); virtual bool updateGoal(Goals::TSubgoal goal); //new goal must have same properties but different priority virtual bool tryPush(const ResourceObjective &o); //inner processing virtual TResources estimateIncome() const; virtual Goals::TSubgoal collectResourcesForOurGoal(ResourceObjective &o) const; void setCB(CPlayerSpecificInfoCallback * CB) override; void setAI(VCAI * AI) override; private: TResources saving; boost::heap::binomial_heap queue; //TODO: register? template void serializeInternal(Handler & h, const int version) { h & saving; h & queue; } };