mirror of
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136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
/*
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* AIhelper.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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#include "StdInc.h"
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#include "AIhelper.h"
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AIhelper::AIhelper()
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{
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pathfindingManager.reset(new PathfindingManager());
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armyManager.reset(new ArmyManager());
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heroManager.reset(new HeroManager());
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}
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AIhelper::~AIhelper()
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{
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}
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void AIhelper::init(CPlayerSpecificInfoCallback * CB)
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{
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pathfindingManager->init(CB);
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armyManager->init(CB);
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heroManager->init(CB);
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}
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void AIhelper::setAI(VCAI * AI)
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{
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pathfindingManager->setAI(AI);
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armyManager->setAI(AI);
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heroManager->setAI(AI);
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}
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void AIhelper::update()
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{
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armyManager->update();
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heroManager->update();
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}
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std::vector<AIPath> AIhelper::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
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{
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return pathfindingManager->getPathsToTile(hero, tile);
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}
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std::vector<AIPath> AIhelper::getPathsToTile(const int3 & tile) const
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{
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return pathfindingManager->getPathsToTile(tile);
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}
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void AIhelper::updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain)
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{
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pathfindingManager->updatePaths(heroes, useHeroChain);
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}
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uint64_t AIhelper::evaluateStackPower(const CCreature * creature, int count) const
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{
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return armyManager->evaluateStackPower(creature, count);
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}
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SlotInfo AIhelper::getTotalCreaturesAvailable(CreatureID creatureID) const
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{
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return armyManager->getTotalCreaturesAvailable(creatureID);
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}
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bool AIhelper::canGetArmy(const CArmedInstance * army, const CArmedInstance * source) const
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{
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return armyManager->canGetArmy(army, source);
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}
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ui64 AIhelper::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
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{
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return armyManager->howManyReinforcementsCanBuy(h, t);
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}
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ui64 AIhelper::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
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{
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return armyManager->howManyReinforcementsCanGet(target, source);
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}
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std::vector<SlotInfo> AIhelper::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
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{
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return armyManager->getBestArmy(target, source);
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}
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std::vector<SlotInfo>::iterator AIhelper::getWeakestCreature(std::vector<SlotInfo> & army) const
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{
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return armyManager->getWeakestCreature(army);
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}
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std::vector<SlotInfo> AIhelper::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
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{
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return armyManager->getSortedSlots(target, source);
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}
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std::vector<creInfo> AIhelper::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
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{
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return armyManager->getArmyAvailableToBuy(hero, dwelling);
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}
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ArmyUpgradeInfo AIhelper::calculateCreateresUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const
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{
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return armyManager->calculateCreateresUpgrade(army, upgrader, availableResources);
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}
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int AIhelper::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
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{
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return heroManager->selectBestSkill(hero, skills);
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}
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const std::map<HeroPtr, HeroRole> & AIhelper::getHeroRoles() const
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{
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return heroManager->getHeroRoles();
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}
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HeroRole AIhelper::getHeroRole(const HeroPtr & hero) const
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{
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return heroManager->getHeroRole(hero);
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}
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float AIhelper::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
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{
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return heroManager->evaluateSecSkill(skill, hero);
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}
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float AIhelper::evaluateHero(const CGHeroInstance * hero) const
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{
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return heroManager->evaluateHero(hero);
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} |