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bd0f8f840a
AI pathfinding: buy boat
76 lines
2.6 KiB
C++
76 lines
2.6 KiB
C++
/*
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* BuildingManager.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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#include "VCAI.h"
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struct DLL_EXPORT PotentialBuilding
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{
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BuildingID bid;
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TResources price;
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//days to build?
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};
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class DLL_EXPORT IBuildingManager //: public: IAbstractManager
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{ //info about town development
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public:
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virtual ~IBuildingManager() = default;
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virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
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virtual void setAI(VCAI * AI) = 0;
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virtual bool getBuildingOptions(const CGTownInstance * t) = 0;
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virtual boost::optional<PotentialBuilding> immediateBuilding() const = 0;
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virtual boost::optional<PotentialBuilding> expensiveBuilding() const = 0;
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virtual boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const = 0;
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};
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class DLL_EXPORT BuildingManager : public IBuildingManager
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{
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friend class VCAI;
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friend class AIhelper;
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friend struct SetGlobalState;
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CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
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VCAI * ai;
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public:
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//try build anything in given town, and execute resulting Goal if any
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bool getBuildingOptions(const CGTownInstance * t) override;
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BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
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boost::optional<PotentialBuilding> immediateBuilding() const override;
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boost::optional<PotentialBuilding> expensiveBuilding() const override;
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boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
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protected:
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bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
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//try build first unbuilt structure
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bool tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays = 7);
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//try build ANY unbuilt structure
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bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
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private:
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//TODO: remember current town?
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std::vector<PotentialBuilding> immediateBuildings; //what we can build right now in current town
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std::vector<PotentialBuilding> expensiveBuildings; //what we coudl build but can't afford
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void init(CPlayerSpecificInfoCallback * CB) override;
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void setAI(VCAI * AI) override;
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};
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