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131 lines
5.0 KiB
C++
131 lines
5.0 KiB
C++
/*
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* ArmyManager.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../AIUtility.h"
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#include "../../../lib/GameConstants.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../lib/CTownHandler.h"
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#include "../../../lib/CBuildingHandler.h"
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namespace NKAI
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{
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class Nullkiller;
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struct SlotInfo
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{
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const CCreature * creature;
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int count;
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uint64_t power;
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};
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struct ArmyUpgradeInfo
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{
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std::vector<SlotInfo> resultingArmy;
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uint64_t upgradeValue = 0;
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TResources upgradeCost;
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void addArmyToBuy(std::vector<SlotInfo> army);
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void addArmyToGet(std::vector<SlotInfo> army);
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};
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class DLL_EXPORT IArmyManager //: public: IAbstractManager
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{
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public:
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virtual ~IArmyManager() = default;
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virtual void update() = 0;
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virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
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virtual ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources,
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uint8_t turn = 0) const = 0;
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virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
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virtual ui64 howManyReinforcementsCanGet(
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const IBonusBearer * armyCarrier,
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const CCreatureSet * target,
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const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
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virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
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virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
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virtual std::vector<creInfo> getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes,
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uint8_t turn = 0) const = 0;
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virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
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virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
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virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const = 0;
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virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
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};
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class StackUpgradeInfo;
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class DLL_EXPORT ArmyManager : public IArmyManager
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{
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private:
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CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
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const Nullkiller * ai;
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std::map<CreatureID, SlotInfo> totalArmy;
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public:
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ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
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void update() override;
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
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ui64 howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources,
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uint8_t turn = 0) const override;
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ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
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ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
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std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
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std::vector<creInfo> getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes,
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uint8_t turn = 0) const override;
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std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
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uint64_t evaluateStackPower(const Creature * creature, int count) const override;
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SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
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ArmyUpgradeInfo calculateCreaturesUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const override;
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private:
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std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
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std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
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std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
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std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
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};
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}
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