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vcmi/AI/Nullkiller/AIhelper.h

105 lines
4.5 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
*
*/
#pragma once
/*
!!! Note: Include THIS file at the end of include list to avoid "undefined base class" error
*/
#include "ResourceManager.h"
#include "BuildingManager.h"
#include "ArmyManager.h"
#include "HeroManager.h"
#include "Pathfinding/PathfindingManager.h"
class ResourceManager;
class BuildingManager;
//indirection interface for various modules
class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager, public IArmyManager, public IHeroManager
{
friend class VCAI;
friend struct SetGlobalState; //mess?
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<BuildingManager> buildingManager;
std::shared_ptr<PathfindingManager> pathfindingManager;
std::shared_ptr<ArmyManager> armyManager;
std::shared_ptr<HeroManager> heroManager;
//TODO: vector<IAbstractManager>
public:
AIhelper();
~AIhelper();
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(TResources &res, Goals::TSubgoal goal) override;
Goals::TSubgoal whatToDo() const override;
bool containsObjective(Goals::TSubgoal goal) const override;
bool hasTasksLeft() const override;
bool removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal &)> predicate) override;
bool getBuildingOptions(const CGTownInstance * t) override;
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
boost::optional<PotentialBuilding> immediateBuilding() const override;
boost::optional<PotentialBuilding> expensiveBuilding() const override;
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitTile(const int3 & tile, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj, bool allowGatherArmy = true) const override;
std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const override;
std::vector<AIPath> getPathsToTile(const int3 & tile) const override;
void updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain = false) override;
STRONG_INLINE
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{
return pathfindingManager->isTileAccessible(hero, tile);
}
bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
ArmyUpgradeInfo calculateCreateresUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
const TResources & availableResources) const override;
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
HeroRole getHeroRole(const HeroPtr & hero) const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
float evaluateHero(const CGHeroInstance * hero) const override;
void update() override;
private:
bool notifyGoalCompleted(Goals::TSubgoal goal) override;
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
};