mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
76 lines
2.6 KiB
C++
76 lines
2.6 KiB
C++
/*
|
|
* BuildingManager.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"
|
|
#include "VCAI.h"
|
|
|
|
struct DLL_EXPORT PotentialBuilding
|
|
{
|
|
BuildingID bid;
|
|
TResources price;
|
|
//days to build?
|
|
};
|
|
|
|
class DLL_EXPORT IBuildingManager //: public: IAbstractManager
|
|
{ //info about town development
|
|
public:
|
|
virtual ~IBuildingManager() = default;
|
|
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
|
|
virtual void setAI(VCAI * AI) = 0;
|
|
|
|
virtual bool getBuildingOptions(const CGTownInstance * t) = 0;
|
|
virtual std::optional<PotentialBuilding> immediateBuilding() const = 0;
|
|
virtual std::optional<PotentialBuilding> expensiveBuilding() const = 0;
|
|
virtual std::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const = 0;
|
|
};
|
|
|
|
class DLL_EXPORT BuildingManager : public IBuildingManager
|
|
{
|
|
friend class VCAI;
|
|
friend class AIhelper;
|
|
friend struct SetGlobalState;
|
|
|
|
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
|
|
VCAI * ai;
|
|
|
|
public:
|
|
|
|
//try build anything in given town, and execute resulting Goal if any
|
|
bool getBuildingOptions(const CGTownInstance * t) override;
|
|
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
|
|
std::optional<PotentialBuilding> immediateBuilding() const override;
|
|
std::optional<PotentialBuilding> expensiveBuilding() const override;
|
|
std::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
|
|
|
|
protected:
|
|
|
|
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
|
|
//try build first unbuilt structure
|
|
bool tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays = 7);
|
|
//try build ANY unbuilt structure
|
|
|
|
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
|
|
|
|
private:
|
|
//TODO: remember current town?
|
|
std::vector<PotentialBuilding> immediateBuildings; //what we can build right now in current town
|
|
std::vector<PotentialBuilding> expensiveBuildings; //what we coudl build but can't afford
|
|
|
|
void init(CPlayerSpecificInfoCallback * CB) override;
|
|
void setAI(VCAI * AI) override;
|
|
};
|