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vcmi/AI/Nullkiller/Analyzers/HeroManager.h
Xilmi f2b8b40925 Being less dismissive
Reduced the amount of circumstances under which the AI dismisses heroes. Among others to prevent a loop through all passes where it repeatedly hires and dismisses heroes.
2024-10-01 17:20:54 +02:00

107 lines
3.3 KiB
C++

/*
* HeroManager.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"
namespace NKAI
{
class DLL_EXPORT ISecondarySkillRule
{
public:
virtual ~ISecondarySkillRule() = default;
virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
};
class DLL_EXPORT SecondarySkillEvaluator
{
private:
std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
public:
SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
float evaluateSecSkills(const CGHeroInstance * hero) const;
float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
};
class DLL_EXPORT HeroManager
{
private:
static const SecondarySkillEvaluator wariorSkillsScores;
static const SecondarySkillEvaluator scountSkillsScores;
CCallback * cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
std::map<HeroPtr, HeroRole> heroRoles;
std::map<ObjectInstanceID, float> knownFightingStrength;
public:
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
const std::map<HeroPtr, HeroRole> & getHeroRoles() const;
HeroRole getHeroRole(const HeroPtr & hero) const;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const;
void update();
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
float evaluateHero(const CGHeroInstance * hero) const;
bool canRecruitHero(const CGTownInstance * t = nullptr) const;
bool heroCapReached(bool includeGarrisoned = true) const;
const CGHeroInstance * findHeroWithGrail() const;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit, const CGTownInstance * townToSpare = nullptr) const;
float getMagicStrength(const CGHeroInstance * hero) const;
float getFightingStrengthCached(const CGHeroInstance * hero) const;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
float evaluateSpeciality(const CGHeroInstance * hero) const;
const CGTownInstance * findTownWithTavern() const;
};
// basic skill scores. missing skills will have score of 0
class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
{
private:
std::map<SecondarySkill, float> scoreMap;
public:
SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Controls when to upgrade existing skills and when get new
class ExistingSkillRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Allows to get wisdom at 12 lvl
class WisdomRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Dynamically controls scores for magic skills
class AtLeastOneMagicRule : public ISecondarySkillRule
{
private:
static const std::vector<SecondarySkill> magicSchools;
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
}