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vcmi/AI/Nullkiller2/Analyzers/HeroManager.h

107 lines
3.4 KiB
C++

/*
* HeroManager.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/GameLibrary.h"
namespace NK2AI
{
class DLL_EXPORT ISecondarySkillRule
{
public:
virtual ~ISecondarySkillRule() = default;
virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
};
class DLL_EXPORT SecondarySkillEvaluator
{
private:
std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
public:
SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
float evaluateSecSkills(const CGHeroInstance * hero) const;
float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
};
class DLL_EXPORT HeroManager
{
private:
static const SecondarySkillEvaluator mainSkillsEvaluator;
static const SecondarySkillEvaluator scoutSkillsEvaluator;
CCallback * cc; //this is enough, but we downcast from CCallback
const Nullkiller * aiNk;
std::map<HeroPtr, HeroRole> heroToRoleMap; // can get out of sync with cc->getHeroesInfo() and include lost heroes
std::map<ObjectInstanceID, float> knownFightingStrength;
public:
HeroManager(CCallback * cc, const Nullkiller * aiNk) : cc(cc), aiNk(aiNk) {}
HeroRole getHeroRoleOrDefaultInefficient(const CGHeroInstance * hero) const;
HeroRole getHeroRoleOrDefault(const HeroPtr & heroPtr) const;
int selectBestSkillIndex(const HeroPtr & heroPtr, const std::vector<SecondarySkill> & skills) const;
void update();
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
float evaluateHero(const CGHeroInstance * hero) const;
bool canRecruitHero(const CGTownInstance * t = nullptr) const;
bool heroCapReached(bool includeGarrisoned = true) const;
const CGHeroInstance * findHeroWithGrail() const;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit, const CGTownInstance * townToSpare = nullptr) const;
float getMagicStrength(const CGHeroInstance * hero) const;
float getFightingStrengthCached(const CGHeroInstance * hero) const;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
float evaluateSpeciality(const CGHeroInstance * hero) const;
const CGTownInstance * findTownWithTavern() const;
};
// basic skill scores. missing skills will have score of 0
class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
{
private:
std::map<SecondarySkill, float> scoreMap;
public:
SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Controls when to upgrade existing skills and when get new
class ExistingSkillRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Allows to get wisdom at 12 lvl
class WisdomRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Dynamically controls scores for magic skills
class AtLeastOneMagicRule : public ISecondarySkillRule
{
private:
static const std::vector<SecondarySkill> magicSchools;
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
}