/* * AIhelper.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 /* !!! Note: Include THIS file at the end of include list to avoid "undefined base class" error */ #include "ResourceManager.h" #include "BuildingManager.h" #include "ArmyManager.h" #include "HeroManager.h" #include "Pathfinding/PathfindingManager.h" class ResourceManager; class BuildingManager; //indirection interface for various modules class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager, public IArmyManager, public IHeroManager { friend class VCAI; friend struct SetGlobalState; //mess? std::shared_ptr resourceManager; std::shared_ptr buildingManager; std::shared_ptr pathfindingManager; std::shared_ptr armyManager; std::shared_ptr heroManager; //TODO: vector public: AIhelper(); ~AIhelper(); 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(TResources &res, Goals::TSubgoal goal) override; Goals::TSubgoal whatToDo() const override; bool containsObjective(Goals::TSubgoal goal) const override; bool hasTasksLeft() const override; bool removeOutdatedObjectives(std::function predicate) override; bool getBuildingOptions(const CGTownInstance * t) override; BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t); boost::optional immediateBuilding() const override; boost::optional expensiveBuilding() const override; boost::optional canBuildAnyStructure(const CGTownInstance * t, const std::vector & buildList, unsigned int maxDays = 7) const override; Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override; Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override; Goals::TGoalVec howToVisitTile(const int3 & tile, bool allowGatherArmy = true) const override; Goals::TGoalVec howToVisitObj(ObjectIdRef obj, bool allowGatherArmy = true) const override; std::vector getPathsToTile(const HeroPtr & hero, const int3 & tile) const override; std::vector getPathsToTile(const int3 & tile) const override; void updatePaths(std::vector heroes, bool useHeroChain = false) override; STRONG_INLINE bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const { return pathfindingManager->isTileAccessible(hero, tile); } 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; const std::map & getHeroRoles() const override; HeroRole getHeroRole(const HeroPtr & hero) const override; int selectBestSkill(const HeroPtr & hero, const std::vector & skills) const override; void updateHeroRoles() override; float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override; float evaluateHero(const CGHeroInstance * hero) const override; private: bool notifyGoalCompleted(Goals::TSubgoal goal) override; void init(CPlayerSpecificInfoCallback * CB) override; void setAI(VCAI * AI) override; };