/* * 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 "../../../lib/CTownHandler.h" #include "../../../lib/CBuildingHandler.h" namespace NKAI { class Nullkiller; struct SlotInfo { const CCreature * creature; int count; uint64_t power; }; struct ArmyUpgradeInfo { std::vector resultingArmy; uint64_t upgradeValue = 0; TResources upgradeCost; void addArmyToBuy(std::vector army); void addArmyToGet(std::vector army); }; class DLL_EXPORT IArmyManager //: public: IAbstractManager { public: virtual ~IArmyManager() = default; virtual void update() = 0; virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0; virtual ui64 howManyReinforcementsCanBuy( 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 getBestArmy(const IBonusBearer * armyCarrier, 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; virtual std::vector toSlotInfo(std::vector creatures) const = 0; virtual std::vector getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0; virtual std::vector getArmyAvailableToBuy( const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes, uint8_t turn = 0) const = 0; 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; virtual std::shared_ptr 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 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( 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 getBestArmy(const IBonusBearer * armyCarrier, 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; std::vector toSlotInfo(std::vector creatures) const override; std::vector getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override; std::vector getArmyAvailableToBuy( const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes, uint8_t turn = 0) const override; std::shared_ptr getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override; 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 convertToSlots(const CCreatureSet * army) const; std::vector getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const; std::vector getHillFortUpgrades(const CCreatureSet * army) const; std::vector getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const; }; }