/* * AINodeStorage.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 "../../../lib/mapObjects/CGHeroInstance.h" #include "../AIUtility.h" #include "Actions/SpecialAction.h" namespace NKAI { extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN; class ChainActor; class HeroActor; class Nullkiller; class HeroExchangeArmy : public CArmedInstance { public: TResources armyCost; bool requireBuyArmy; virtual bool needsLastStack() const override; std::shared_ptr getActorAction() const; HeroExchangeArmy(): CArmedInstance(nullptr, true), requireBuyArmy(false) {} }; struct ExchangeResult { bool lockAcquired; ChainActor * actor; ExchangeResult() : lockAcquired(true), actor(nullptr) {} }; class ChainActor { protected: ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask); ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy); ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn); public: uint64_t chainMask; bool isMovable; bool allowUseResources; bool allowBattle; bool allowSpellCast; std::shared_ptr actorAction; const CGHeroInstance * hero; HeroRole heroRole; const CCreatureSet * creatureSet; const ChainActor * battleActor; const ChainActor * castActor; const ChainActor * resourceActor; const ChainActor * carrierParent; const ChainActor * otherParent; const ChainActor * baseActor; int3 initialPosition; EPathfindingLayer layer; uint32_t initialMovement; uint32_t initialTurn; uint64_t armyValue; float heroFightingStrength; uint8_t actorExchangeCount; TResources armyCost; std::shared_ptr tiCache; ChainActor() = default; virtual ~ChainActor() = default; virtual std::string toString() const; ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); } void setBaseActor(HeroActor * base); virtual const CGObjectInstance * getActorObject() const { return hero; } int maxMovePoints(EPathfindingLayer layer); protected: virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const; }; class HeroExchangeMap { private: const HeroActor * actor; std::map exchangeMap; const Nullkiller * ai; boost::shared_mutex sync; public: HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai); ~HeroExchangeMap(); ExchangeResult tryExchangeNoLock(const ChainActor * other); private: HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const; HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const; }; class HeroActor : public ChainActor { public: static const int SPECIAL_ACTORS_COUNT = 7; private: ChainActor specialActors[SPECIAL_ACTORS_COUNT]; std::unique_ptr exchangeMap; void setupSpecialActors(); public: std::shared_ptr exchangeAction; // chain flags, can be combined meaning hero exchange and so on HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai); HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai); protected: virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override; }; class ObjectActor : public ChainActor { private: const CGObjectInstance * object; public: ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn); virtual std::string toString() const override; const CGObjectInstance * getActorObject() const override; }; class HillFortActor : public ObjectActor { public: HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask); }; class DwellingActor : public ObjectActor { private: const CGDwelling * dwelling; public: DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek); ~DwellingActor(); virtual std::string toString() const override; protected: int getInitialTurn(bool waitForGrowth, int dayOfWeek); CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth); }; class TownGarrisonActor : public ObjectActor { private: const CGTownInstance * town; public: TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask); virtual std::string toString() const override; }; }