Actors.h 4.6 KB

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  1. /*
  2. * AINodeStorage.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../../lib/CPathfinder.h"
  12. #include "../../../lib/mapObjects/CGHeroInstance.h"
  13. #include "../AIUtility.h"
  14. #include "Actions/SpecialAction.h"
  15. namespace NKAI
  16. {
  17. extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
  18. class ChainActor;
  19. class HeroActor;
  20. class Nullkiller;
  21. class HeroExchangeArmy : public CArmedInstance
  22. {
  23. public:
  24. TResources armyCost;
  25. bool requireBuyArmy;
  26. virtual bool needsLastStack() const override;
  27. std::shared_ptr<SpecialAction> getActorAction() const;
  28. HeroExchangeArmy(): CArmedInstance(true), requireBuyArmy(false) {}
  29. };
  30. struct ExchangeResult
  31. {
  32. bool lockAcquired;
  33. ChainActor * actor;
  34. ExchangeResult() : lockAcquired(true), actor(nullptr) {}
  35. };
  36. class ChainActor
  37. {
  38. protected:
  39. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  40. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  41. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  42. public:
  43. uint64_t chainMask;
  44. bool isMovable;
  45. bool allowUseResources;
  46. bool allowBattle;
  47. bool allowSpellCast;
  48. std::shared_ptr<SpecialAction> actorAction;
  49. const CGHeroInstance * hero;
  50. HeroRole heroRole;
  51. const CCreatureSet * creatureSet;
  52. const ChainActor * battleActor;
  53. const ChainActor * castActor;
  54. const ChainActor * resourceActor;
  55. const ChainActor * carrierParent;
  56. const ChainActor * otherParent;
  57. const ChainActor * baseActor;
  58. int3 initialPosition;
  59. EPathfindingLayer layer;
  60. uint32_t initialMovement;
  61. uint32_t initialTurn;
  62. uint64_t armyValue;
  63. float heroFightingStrength;
  64. uint8_t actorExchangeCount;
  65. TResources armyCost;
  66. std::shared_ptr<TurnInfo> tiCache;
  67. ChainActor() = default;
  68. virtual ~ChainActor() = default;
  69. virtual std::string toString() const;
  70. ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
  71. void setBaseActor(HeroActor * base);
  72. virtual const CGObjectInstance * getActorObject() const { return hero; }
  73. int maxMovePoints(CGPathNode::ELayer layer);
  74. protected:
  75. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
  76. };
  77. class HeroExchangeMap
  78. {
  79. private:
  80. const HeroActor * actor;
  81. std::map<const ChainActor *, HeroActor *> exchangeMap;
  82. const Nullkiller * ai;
  83. boost::shared_mutex sync;
  84. public:
  85. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
  86. ~HeroExchangeMap();
  87. ExchangeResult tryExchangeNoLock(const ChainActor * other);
  88. private:
  89. HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  90. HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  91. };
  92. class HeroActor : public ChainActor
  93. {
  94. public:
  95. static const int SPECIAL_ACTORS_COUNT = 7;
  96. private:
  97. ChainActor specialActors[SPECIAL_ACTORS_COUNT];
  98. std::unique_ptr<HeroExchangeMap> exchangeMap;
  99. void setupSpecialActors();
  100. public:
  101. std::shared_ptr<SpecialAction> exchangeAction;
  102. // chain flags, can be combined meaning hero exchange and so on
  103. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  104. HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
  105. protected:
  106. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
  107. };
  108. class ObjectActor : public ChainActor
  109. {
  110. private:
  111. const CGObjectInstance * object;
  112. public:
  113. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  114. virtual std::string toString() const override;
  115. const CGObjectInstance * getActorObject() const override;
  116. };
  117. class HillFortActor : public ObjectActor
  118. {
  119. public:
  120. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  121. };
  122. class DwellingActor : public ObjectActor
  123. {
  124. private:
  125. const CGDwelling * dwelling;
  126. public:
  127. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  128. ~DwellingActor();
  129. virtual std::string toString() const override;
  130. protected:
  131. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  132. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  133. };
  134. class TownGarrisonActor : public ObjectActor
  135. {
  136. private:
  137. const CGTownInstance * town;
  138. public:
  139. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  140. virtual std::string toString() const override;
  141. };
  142. }