/* * BuildAnalyzer.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/ResourceSet.h" namespace NKAI { class Nullkiller; class DLL_EXPORT BuildingInfo { public: BuildingID id; TResources buildCost; TResources buildCostWithPrerequisites; int creatureGrows; uint8_t creatureLevel; TResources creatureCost; CreatureID creatureID; CreatureID baseCreatureID; TResources dailyIncome; uint8_t prerequisitesCount; uint64_t armyStrength; TResources armyCost; std::string name; bool exists = false; bool canBuild = false; bool notEnoughRes = false; BuildingInfo(); BuildingInfo( const CBuilding * building, const CCreature * creature, CreatureID baseCreature, const CGTownInstance * town, Nullkiller * ai); std::string toString() const; }; class DLL_EXPORT TownDevelopmentInfo { public: const CGTownInstance* town; std::vector toBuild; std::vector existingDwellings; TResources townDevelopmentCost; TResources requiredResources; TResources armyCost; uint64_t armyStrength; HeroRole townRole; bool hasSomethingToBuild; TownDevelopmentInfo(const CGTownInstance * town): town(town), armyStrength(0), townRole(HeroRole::SCOUT), hasSomethingToBuild(false) { } TownDevelopmentInfo() : TownDevelopmentInfo(nullptr) {} void addBuildingToBuild(const BuildingInfo & building); void addExistingDwelling(const BuildingInfo & existingDwelling); }; class DLL_EXPORT BuildAnalyzer { private: TResources requiredResources; TResources totalDevelopmentCost; std::vector developmentInfos; TResources armyCost; TResources dailyIncome; float goldPressure; Nullkiller * ai; public: BuildAnalyzer(Nullkiller * ai) : ai(ai) {} void update(); TResources getResourcesRequiredNow() const; TResources getTotalResourcesRequired() const; const std::vector & getDevelopmentInfo() const { return developmentInfos; } TResources getDailyIncome() const { return dailyIncome; } float getGoldPressure() const { return goldPressure; } bool isGoldPressureHigh() const; bool hasAnyBuilding(int32_t alignment, BuildingID bid) const; private: BuildingInfo getBuildingOrPrerequisite( const CGTownInstance* town, BuildingID toBuild, bool excludeDwellingDependencies = true) const; void updateTownDwellings(TownDevelopmentInfo & developmentInfo); void updateOtherBuildings(TownDevelopmentInfo & developmentInfo); void updateDailyIncome(); void reset(); }; }