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- /*
- * HeroManager.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
- #include "../AIUtility.h"
- #include "../../../lib/GameConstants.h"
- #include "../../../lib/VCMI_Lib.h"
- #include "../../../lib/CTownHandler.h"
- #include "../../../lib/CBuildingHandler.h"
- namespace NKAI
- {
- class DLL_EXPORT IHeroManager //: public: IAbstractManager
- {
- public:
- virtual ~IHeroManager() = default;
- virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
- virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
- virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
- virtual void update() = 0;
- virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
- virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
- virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
- virtual bool heroCapReached() const = 0;
- virtual const CGHeroInstance * findHeroWithGrail() const = 0;
- virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
- virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
- };
- class DLL_EXPORT ISecondarySkillRule
- {
- public:
- virtual ~ISecondarySkillRule() = default;
- virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
- };
- class DLL_EXPORT SecondarySkillEvaluator
- {
- private:
- std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
- public:
- SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
- float evaluateSecSkills(const CGHeroInstance * hero) const;
- float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
- };
- class DLL_EXPORT HeroManager : public IHeroManager
- {
- private:
- static const SecondarySkillEvaluator wariorSkillsScores;
- static const SecondarySkillEvaluator scountSkillsScores;
- CCallback * cb; //this is enough, but we downcast from CCallback
- const Nullkiller * ai;
- std::map<HeroPtr, HeroRole> heroRoles;
- public:
- HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
- 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;
- void update() override;
- float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
- float evaluateHero(const CGHeroInstance * hero) const override;
- bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
- bool heroCapReached() const override;
- const CGHeroInstance * findHeroWithGrail() const override;
- const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
- float getMagicStrength(const CGHeroInstance * hero) const override;
- private:
- float evaluateFightingStrength(const CGHeroInstance * hero) const;
- float evaluateSpeciality(const CGHeroInstance * hero) const;
- const CGTownInstance * findTownWithTavern() const;
- };
- // basic skill scores. missing skills will have score of 0
- class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
- {
- private:
- std::map<SecondarySkill, float> scoreMap;
- public:
- SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
- void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
- };
- // Controls when to upgrade existing skills and when get new
- class ExistingSkillRule : public ISecondarySkillRule
- {
- public:
- void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
- };
- // Allows to get wisdom at 12 lvl
- class WisdomRule : public ISecondarySkillRule
- {
- public:
- void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
- };
- // Dynamically controls scores for magic skills
- class AtLeastOneMagicRule : public ISecondarySkillRule
- {
- private:
- static const std::vector<SecondarySkill> magicSchools;
- public:
- void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
- };
- }
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