mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
110 lines
4.7 KiB
C++
110 lines
4.7 KiB
C++
/*
|
|
* ArmyManager.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"
|
|
#include "../../../lib/CTownHandler.h"
|
|
#include "../../../lib/CBuildingHandler.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
class Nullkiller;
|
|
|
|
struct SlotInfo
|
|
{
|
|
const CCreature * creature;
|
|
int count;
|
|
uint64_t power;
|
|
};
|
|
|
|
struct ArmyUpgradeInfo
|
|
{
|
|
std::vector<SlotInfo> resultingArmy;
|
|
uint64_t upgradeValue;
|
|
TResources upgradeCost;
|
|
|
|
ArmyUpgradeInfo()
|
|
: resultingArmy(), upgradeValue(0), upgradeCost()
|
|
{
|
|
}
|
|
};
|
|
|
|
class DLL_EXPORT IArmyManager //: public: IAbstractManager
|
|
{
|
|
public:
|
|
virtual ~IArmyManager() = default;
|
|
virtual void update() = 0;
|
|
virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
|
|
virtual ui64 howManyReinforcementsCanBuy(
|
|
const CCreatureSet * targetArmy,
|
|
const CGDwelling * dwelling,
|
|
const TResources & availableResources) const = 0;
|
|
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
|
|
virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
|
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
|
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
|
|
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
|
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
|
|
virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
|
|
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
|
|
virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
|
|
const CCreatureSet * army,
|
|
const CGObjectInstance * upgrader,
|
|
const TResources & availableResources) const = 0;
|
|
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
|
|
virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
|
|
};
|
|
|
|
class StackUpgradeInfo;
|
|
|
|
class DLL_EXPORT ArmyManager : public IArmyManager
|
|
{
|
|
private:
|
|
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
|
|
const Nullkiller * ai;
|
|
std::map<CreatureID, SlotInfo> totalArmy;
|
|
|
|
public:
|
|
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
|
|
void update() override;
|
|
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
|
|
ui64 howManyReinforcementsCanBuy(
|
|
const CCreatureSet * targetArmy,
|
|
const CGDwelling * dwelling,
|
|
const TResources & availableResources) const override;
|
|
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
|
|
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
|
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
|
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
|
|
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
|
|
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
|
|
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
|
|
std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
|
|
uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
|
|
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
|
|
ArmyUpgradeInfo calculateCreaturesUpgrade(
|
|
const CCreatureSet * army,
|
|
const CGObjectInstance * upgrader,
|
|
const TResources & availableResources) const override;
|
|
|
|
private:
|
|
std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
|
|
std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
|
|
std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
|
|
std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
|
|
};
|
|
|
|
}
|