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), armyCost(), requireBuyArmy(false)
  29. {
  30. }
  31. };
  32. struct ExchangeResult
  33. {
  34. bool lockAcquired;
  35. ChainActor * actor;
  36. ExchangeResult() : lockAcquired(true), actor(nullptr) {}
  37. };
  38. class ChainActor
  39. {
  40. protected:
  41. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  42. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  43. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  44. public:
  45. uint64_t chainMask;
  46. bool isMovable;
  47. bool allowUseResources;
  48. bool allowBattle;
  49. bool allowSpellCast;
  50. std::shared_ptr<SpecialAction> actorAction;
  51. const CGHeroInstance * hero;
  52. HeroRole heroRole;
  53. const CCreatureSet * creatureSet;
  54. const ChainActor * battleActor;
  55. const ChainActor * castActor;
  56. const ChainActor * resourceActor;
  57. const ChainActor * carrierParent;
  58. const ChainActor * otherParent;
  59. const ChainActor * baseActor;
  60. int3 initialPosition;
  61. EPathfindingLayer layer;
  62. uint32_t initialMovement;
  63. uint32_t initialTurn;
  64. uint64_t armyValue;
  65. float heroFightingStrength;
  66. uint8_t actorExchangeCount;
  67. TResources armyCost;
  68. std::shared_ptr<TurnInfo> tiCache;
  69. ChainActor() = default;
  70. virtual ~ChainActor() = default;
  71. virtual std::string toString() const;
  72. ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
  73. void setBaseActor(HeroActor * base);
  74. virtual const CGObjectInstance * getActorObject() const { return hero; }
  75. int maxMovePoints(CGPathNode::ELayer layer);
  76. protected:
  77. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
  78. };
  79. class HeroExchangeMap
  80. {
  81. private:
  82. const HeroActor * actor;
  83. std::map<const ChainActor *, HeroActor *> exchangeMap;
  84. const Nullkiller * ai;
  85. boost::shared_mutex sync;
  86. public:
  87. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
  88. ~HeroExchangeMap();
  89. ExchangeResult tryExchangeNoLock(const ChainActor * other);
  90. private:
  91. HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  92. HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  93. };
  94. class HeroActor : public ChainActor
  95. {
  96. public:
  97. static const int SPECIAL_ACTORS_COUNT = 7;
  98. private:
  99. ChainActor specialActors[SPECIAL_ACTORS_COUNT];
  100. std::unique_ptr<HeroExchangeMap> exchangeMap;
  101. void setupSpecialActors();
  102. public:
  103. std::shared_ptr<SpecialAction> exchangeAction;
  104. // chain flags, can be combined meaning hero exchange and so on
  105. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  106. HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
  107. protected:
  108. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
  109. };
  110. class ObjectActor : public ChainActor
  111. {
  112. private:
  113. const CGObjectInstance * object;
  114. public:
  115. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  116. virtual std::string toString() const override;
  117. const CGObjectInstance * getActorObject() const override;
  118. };
  119. class HillFortActor : public ObjectActor
  120. {
  121. public:
  122. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  123. };
  124. class DwellingActor : public ObjectActor
  125. {
  126. private:
  127. const CGDwelling * dwelling;
  128. public:
  129. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  130. ~DwellingActor();
  131. virtual std::string toString() const override;
  132. protected:
  133. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  134. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  135. };
  136. class TownGarrisonActor : public ObjectActor
  137. {
  138. private:
  139. const CGTownInstance * town;
  140. public:
  141. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  142. virtual std::string toString() const override;
  143. };
  144. }