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