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263 lines
6.8 KiB
C++
263 lines
6.8 KiB
C++
/*
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* AINodeStorage.cpp, 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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#include "StdInc.h"
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#include "Actors.h"
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#include "../Goals/VisitHero.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr)
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{
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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armyValue = hero->getArmyStrength();
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}
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
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baseActor(this), carrierParent(carrier), otherParent(other)
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{
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armyValue = heroArmy->getArmyStrength();
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}
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ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
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:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
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{
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initialPosition = obj->visitablePos();
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layer = EPathfindingLayer::LAND;
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armyValue = creatureSet->getArmyStrength();
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}
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std::string ChainActor::toString() const
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{
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return hero->name;
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}
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HeroActor::HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai)
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:ChainActor(hero, chainMask)
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{
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exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
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}
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HeroActor::HeroActor(
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const ChainActor * carrier,
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const ChainActor * other,
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const CCreatureSet * army,
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const VCAI * ai)
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:ChainActor(carrier, other, army)
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{
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exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
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}
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void ChainActor::setBaseActor(HeroActor * base)
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{
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baseActor = base;
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hero = base->hero;
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layer = base->layer;
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initialMovement = base->initialMovement;
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initialTurn = base->initialTurn;
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armyValue = base->armyValue;
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chainMask = base->chainMask;
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creatureSet = base->creatureSet;
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isMovable = base->isMovable;
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}
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void HeroActor::setupSpecialActors()
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{
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auto allActors = std::vector<ChainActor *>{ this };
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for(ChainActor & specialActor : specialActors)
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{
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specialActor.setBaseActor(this);
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allActors.push_back(&specialActor);
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}
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for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
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{
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ChainActor * actor = allActors[i];
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actor->allowBattle = (i & 1) > 0;
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actor->allowSpellCast = (i & 2) > 0;
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actor->allowUseResources = (i & 4) > 0;
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actor->battleActor = allActors[i | 1];
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actor->castActor = allActors[i | 2];
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actor->resourceActor = allActors[i | 4];
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}
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}
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ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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return baseActor->exchange(specialActor, other);
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}
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bool ChainActor::canExchange(const ChainActor * other) const
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{
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return isMovable && baseActor->canExchange(other);
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}
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namespace vstd
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{
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template <class M, class Key, class F>
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typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
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{
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typedef typename M::mapped_type V;
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std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
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V &v = r.first->second;
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if(r.second)
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f(v);
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return v;
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}
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}
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bool HeroActor::canExchange(const ChainActor * other) const
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{
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return exchangeMap->canExchange(other);
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}
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bool HeroExchangeMap::canExchange(const ChainActor * other)
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{
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return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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result = (actor->chainMask & other->chainMask) == 0;
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if(result)
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{
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uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
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result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
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}
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});
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}
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ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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const ChainActor * otherBase = other->baseActor;
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HeroActor * result = exchangeMap->exchange(otherBase);
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if(specialActor == this)
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return result;
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int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
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{
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return &actor == specialActor;
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});
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return &result->specialActors[index];
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}
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HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
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{
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HeroActor * result;
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if(vstd::contains(exchangeMap, other))
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result = exchangeMap.at(other);
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else
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{
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// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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CCreatureSet * newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
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result = new HeroActor(actor, other, newArmy, ai);
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exchangeMap[other] = result;
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}
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return result;
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}
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CCreatureSet * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
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CCreatureSet * target = new CCreatureSet();
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auto bestArmy = ai->ah->getBestArmy(army1, army2);
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for(auto & slotInfo : bestArmy)
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{
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auto targetSlot = target->getFreeSlot();
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target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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}
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return target;
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}
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DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
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:ChainActor(
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dwelling,
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getDwellingCreatures(dwelling, waitForGrowth),
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chainMask,
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getInitialTurn(waitForGrowth, dayOfWeek)),
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dwelling(dwelling)
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{
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}
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DwellingActor::~DwellingActor()
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{
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delete creatureSet;
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}
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int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
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{
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if(!waitForGrowth)
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return 0;
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return 8 - dayOfWeek;
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}
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std::string DwellingActor::toString() const
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{
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return dwelling->typeName + dwelling->visitablePos().toString();
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}
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CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
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{
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CCreatureSet * dwellingCreatures = new CCreatureSet();
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for(auto & creatureInfo : dwelling->creatures)
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{
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if(!creatureInfo.second.size())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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auto count = creatureInfo.first;
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if(waitForGrowth)
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{
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const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
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count += town ? town->creatureGrowth(creature->level) : creature->growth;
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}
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dwellingCreatures->addToSlot(
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dwellingCreatures->getSlotFor(creature),
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creature->idNumber,
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TQuantity(creatureInfo.first));
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}
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return dwellingCreatures;
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}
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TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
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:ChainActor(town, town->getUpperArmy(), chainMask, 0), town(town)
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{
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}
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std::string TownGarrisonActor::toString() const
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{
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return town->name;
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} |