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117 lines
2.4 KiB
C++
117 lines
2.4 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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#include "ResourceManager.h"
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#include "BuildingManager.h"
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boost::thread_specific_ptr<AIhelper> ah;
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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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//TODO: push to vector
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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::setCB(CPlayerSpecificInfoCallback * CB)
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{
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//TODO: for
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resourceManager->setCB(CB);
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buildingManager->setCB(CB);
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}
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void AIhelper::setAI(VCAI * AI)
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{
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//TODO: for loop
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resourceManager->setAI(AI);
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buildingManager->setAI(AI);
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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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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::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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