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vcmi/AI/VCAI/ResourceManager.h
2018-07-28 16:02:59 +02:00

111 lines
3.4 KiB
C++

/*
* ResourceManager.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 "Goals.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "VCAI.h"
#include <boost/heap/binomial_heap.hpp>
class AIhelper;
class IResourceManager;
struct DLL_EXPORT ResourceObjective
{
ResourceObjective() = default;
ResourceObjective(const TResources &res, Goals::TSubgoal goal);
bool operator < (const ResourceObjective &ro) const;
TResources resources; //how many resoures do we need
Goals::TSubgoal goal; //what for (build, gather army etc...)
//TODO: register?
template<typename Handler> void serializeInternal(Handler & h, const int version)
{
h & resources;
//h & goal; //FIXME: goal serialization is broken
}
};
class IResourceManager //: public: IAbstractManager
{
public:
virtual ~IResourceManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual TResources reservedResources() const = 0;
virtual TResources freeResources() const = 0;
virtual TResource freeGold() const = 0;
virtual TResources allResources() const = 0;
virtual TResource allGold() const = 0;
virtual Goals::TSubgoal whatToDo() const = 0;//get highest-priority goal
virtual Goals::TSubgoal whatToDo(TResources &res, Goals::TSubgoal goal) = 0;
virtual bool containsObjective(Goals::TSubgoal goal) const = 0;
virtual bool hasTasksLeft() const = 0;
private:
virtual bool notifyGoalCompleted(Goals::TSubgoal goal) = 0;
};
class DLL_EXPORT ResourceManager : public IResourceManager
{
/*Resource Manager is a smart shopping list for AI to help
Uses priority queue based on CGoal.priority */
friend class VCAI;
friend class AIhelper;
friend struct SetGlobalState;
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
public:
ResourceManager() = default;
ResourceManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only
bool canAfford(const TResources & cost) const;
TResources reservedResources() const override;
TResources freeResources() const override;
TResource freeGold() const override;
TResources allResources() const override;
TResource allGold() const override;
Goals::TSubgoal whatToDo() const override; //peek highest-priority goal
Goals::TSubgoal whatToDo(TResources & res, Goals::TSubgoal goal); //can we afford this goal or need to CollectRes?
bool containsObjective(Goals::TSubgoal goal) const;
bool hasTasksLeft() const override;
protected: //not-const actions only for AI
virtual void reserveResoures(const TResources & res, Goals::TSubgoal goal = Goals::TSubgoal());
virtual bool notifyGoalCompleted(Goals::TSubgoal goal);
virtual bool updateGoal(Goals::TSubgoal goal); //new goal must have same properties but different priority
virtual bool tryPush(const ResourceObjective &o);
//inner processing
virtual TResources estimateIncome() const;
virtual Goals::TSubgoal collectResourcesForOurGoal(ResourceObjective &o) const;
void setCB(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
private:
TResources saving;
boost::heap::binomial_heap<ResourceObjective> queue;
//TODO: register?
template<typename Handler> void serializeInternal(Handler & h, const int version)
{
h & saving;
h & queue;
}
};