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105 lines
4.5 KiB
C++
105 lines
4.5 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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#pragma once
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/*
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!!! Note: Include THIS file at the end of include list to avoid "undefined base class" error
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*/
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#include "ResourceManager.h"
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#include "BuildingManager.h"
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#include "ArmyManager.h"
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#include "HeroManager.h"
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#include "Pathfinding/PathfindingManager.h"
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class ResourceManager;
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class BuildingManager;
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//indirection interface for various modules
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class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager, public IArmyManager, public IHeroManager
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{
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friend class VCAI;
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friend struct SetGlobalState; //mess?
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std::shared_ptr<ResourceManager> resourceManager;
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std::shared_ptr<BuildingManager> buildingManager;
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std::shared_ptr<PathfindingManager> pathfindingManager;
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std::shared_ptr<ArmyManager> armyManager;
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std::shared_ptr<HeroManager> heroManager;
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//TODO: vector<IAbstractManager>
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public:
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AIhelper();
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~AIhelper();
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bool canAfford(const TResources & cost) const;
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TResources reservedResources() const override;
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TResources freeResources() const override;
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TResource freeGold() const override;
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TResources allResources() const override;
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TResource allGold() const override;
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Goals::TSubgoal whatToDo(TResources &res, Goals::TSubgoal goal) override;
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Goals::TSubgoal whatToDo() const override;
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bool containsObjective(Goals::TSubgoal goal) const override;
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bool hasTasksLeft() const override;
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bool removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal &)> predicate) override;
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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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Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override;
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Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override;
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Goals::TGoalVec howToVisitTile(const int3 & tile, bool allowGatherArmy = true) const override;
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Goals::TGoalVec howToVisitObj(ObjectIdRef obj, bool allowGatherArmy = true) const override;
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std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const override;
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std::vector<AIPath> getPathsToTile(const int3 & tile) const override;
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void updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain = false) override;
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STRONG_INLINE
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bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const
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{
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return pathfindingManager->isTileAccessible(hero, tile);
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}
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bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
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ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
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uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
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SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
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ArmyUpgradeInfo calculateCreateresUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const override;
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const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
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HeroRole getHeroRole(const HeroPtr & hero) const override;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
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float evaluateHero(const CGHeroInstance * hero) const override;
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void update() override;
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private:
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bool notifyGoalCompleted(Goals::TSubgoal goal) override;
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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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