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106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
/*
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* Nullkiller.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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#include "PriorityEvaluator.h"
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#include "FuzzyHelper.h"
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#include "AIMemory.h"
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#include "DeepDecomposer.h"
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#include "../Analyzers/DangerHitMapAnalyzer.h"
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#include "../Analyzers/BuildAnalyzer.h"
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#include "../Analyzers/ArmyManager.h"
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#include "../Analyzers/HeroManager.h"
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#include "../Analyzers/ObjectClusterizer.h"
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#include "../Helpers/ArmyFormation.h"
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namespace NKAI
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{
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const float MAX_GOLD_PEASURE = 0.3f;
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const float MIN_PRIORITY = 0.01f;
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const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
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enum class HeroLockedReason
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{
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NOT_LOCKED = 0,
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STARTUP = 1,
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DEFENCE = 2,
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HERO_CHAIN = 3
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};
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enum class ScanDepth
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{
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MAIN_FULL = 0,
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SMALL = 1,
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ALL_FULL = 2
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};
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class Nullkiller
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{
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private:
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const CGHeroInstance * activeHero;
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int3 targetTile;
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ObjectInstanceID targetObject;
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std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
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ScanDepth scanDepth;
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TResources lockedResources;
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bool useHeroChain;
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public:
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std::unique_ptr<DangerHitMapAnalyzer> dangerHitMap;
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std::unique_ptr<BuildAnalyzer> buildAnalyzer;
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std::unique_ptr<ObjectClusterizer> objectClusterizer;
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std::unique_ptr<PriorityEvaluator> priorityEvaluator;
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std::unique_ptr<SharedPool<PriorityEvaluator>> priorityEvaluators;
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std::unique_ptr<AIPathfinder> pathfinder;
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std::unique_ptr<HeroManager> heroManager;
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std::unique_ptr<ArmyManager> armyManager;
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std::unique_ptr<AIMemory> memory;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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std::unique_ptr<DeepDecomposer> decomposer;
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std::unique_ptr<ArmyFormation> armyFormation;
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PlayerColor playerID;
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std::shared_ptr<CCallback> cb;
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Nullkiller();
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void init(std::shared_ptr<CCallback> cb, PlayerColor playerID);
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void makeTurn();
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bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
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bool isHeroLocked(const CGHeroInstance * hero) const;
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HeroPtr getActiveHero() { return activeHero; }
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HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
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int3 getTargetTile() const { return targetTile; }
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ObjectInstanceID getTargetObject() const { return targetObject; }
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void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
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void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
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void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
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void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
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bool arePathHeroesLocked(const AIPath & path) const;
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TResources getFreeResources() const;
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int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
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void lockResources(const TResources & res);
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const TResources & getLockedResources() const { return lockedResources; }
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ScanDepth getScanDepth() const { return scanDepth; }
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private:
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void resetAiState();
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void updateAiState(int pass, bool fast = false);
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Goals::TTask choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const;
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Goals::TTask choseBestTask(Goals::TTaskVec & tasks) const;
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void executeTask(Goals::TTask task);
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};
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}
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