mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
f2b8b40925
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.
107 lines
3.3 KiB
C++
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;
|
|
};
|
|
|
|
}
|