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vcmi/AI/Nullkiller/AIhelper.cpp

247 lines
6.2 KiB
C++

/*
* AIhelper.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
*
*/
#include "StdInc.h"
#include "AIhelper.h"
AIhelper::AIhelper()
{
resourceManager.reset(new ResourceManager());
buildingManager.reset(new BuildingManager());
pathfindingManager.reset(new PathfindingManager());
armyManager.reset(new ArmyManager());
heroManager.reset(new HeroManager());
}
AIhelper::~AIhelper()
{
}
bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
{
return resourceManager->notifyGoalCompleted(goal);
}
void AIhelper::init(CPlayerSpecificInfoCallback * CB)
{
resourceManager->init(CB);
buildingManager->init(CB);
pathfindingManager->init(CB);
armyManager->init(CB);
heroManager->init(CB);
}
void AIhelper::setAI(VCAI * AI)
{
resourceManager->setAI(AI);
buildingManager->setAI(AI);
pathfindingManager->setAI(AI);
armyManager->setAI(AI);
heroManager->setAI(AI);
}
void AIhelper::update()
{
armyManager->update();
heroManager->update();
}
bool AIhelper::getBuildingOptions(const CGTownInstance * t)
{
return buildingManager->getBuildingOptions(t);
}
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
return buildingManager->getMaxPossibleGoldBuilding(t);
}
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();
}
boost::optional<PotentialBuilding> AIhelper::expensiveBuilding() const
{
return buildingManager->expensiveBuilding();
}
boost::optional<BuildingID> AIhelper::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
return buildingManager->canBuildAnyStructure(t, buildList, maxDays);
}
Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal)
{
return resourceManager->whatToDo(res, goal);
}
Goals::TSubgoal AIhelper::whatToDo() const
{
return resourceManager->whatToDo();
}
bool AIhelper::containsObjective(Goals::TSubgoal goal) const
{
return resourceManager->containsObjective(goal);
}
bool AIhelper::hasTasksLeft() const
{
return resourceManager->hasTasksLeft();
}
bool AIhelper::removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal&)> predicate)
{
return resourceManager->removeOutdatedObjectives(predicate);
}
bool AIhelper::canAfford(const TResources & cost) const
{
return resourceManager->canAfford(cost);
}
TResources AIhelper::reservedResources() const
{
return resourceManager->reservedResources();
}
TResources AIhelper::freeResources() const
{
return resourceManager->freeResources();
}
TResource AIhelper::freeGold() const
{
return resourceManager->freeGold();
}
TResources AIhelper::allResources() const
{
return resourceManager->allResources();
}
TResource AIhelper::allGold() const
{
return resourceManager->allGold();
}
Goals::TGoalVec AIhelper::howToVisitTile(const int3 & tile, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitTile(tile, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitObj(obj, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
{
return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
}
std::vector<AIPath> AIhelper::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
{
return pathfindingManager->getPathsToTile(hero, tile);
}
std::vector<AIPath> AIhelper::getPathsToTile(const int3 & tile) const
{
return pathfindingManager->getPathsToTile(tile);
}
void AIhelper::updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain)
{
pathfindingManager->updatePaths(heroes, useHeroChain);
}
uint64_t AIhelper::evaluateStackPower(const CCreature * creature, int count) const
{
return armyManager->evaluateStackPower(creature, count);
}
SlotInfo AIhelper::getTotalCreaturesAvailable(CreatureID creatureID) const
{
return armyManager->getTotalCreaturesAvailable(creatureID);
}
bool AIhelper::canGetArmy(const CArmedInstance * army, const CArmedInstance * source) const
{
return armyManager->canGetArmy(army, source);
}
ui64 AIhelper::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
{
return armyManager->howManyReinforcementsCanBuy(h, t);
}
ui64 AIhelper::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->howManyReinforcementsCanGet(target, source);
}
std::vector<SlotInfo> AIhelper::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->getBestArmy(target, source);
}
std::vector<SlotInfo>::iterator AIhelper::getWeakestCreature(std::vector<SlotInfo> & army) const
{
return armyManager->getWeakestCreature(army);
}
std::vector<SlotInfo> AIhelper::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->getSortedSlots(target, source);
}
std::vector<creInfo> AIhelper::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
{
return armyManager->getArmyAvailableToBuy(hero, dwelling);
}
ArmyUpgradeInfo AIhelper::calculateCreateresUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const
{
return armyManager->calculateCreateresUpgrade(army, upgrader, availableResources);
}
int AIhelper::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
{
return heroManager->selectBestSkill(hero, skills);
}
const std::map<HeroPtr, HeroRole> & AIhelper::getHeroRoles() const
{
return heroManager->getHeroRoles();
}
HeroRole AIhelper::getHeroRole(const HeroPtr & hero) const
{
return heroManager->getHeroRole(hero);
}
float AIhelper::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
{
return heroManager->evaluateSecSkill(skill, hero);
}
float AIhelper::evaluateHero(const CGHeroInstance * hero) const
{
return heroManager->evaluateHero(hero);
}