ArmyManager.h 3.7 KB

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  1. /*
  2. * ArmyManager.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 "AIUtility.h"
  12. #include "../../lib/GameConstants.h"
  13. #include "../../lib/VCMI_Lib.h"
  14. #include "../../lib/CTownHandler.h"
  15. #include "../../lib/CBuildingHandler.h"
  16. #include "VCAI.h"
  17. struct SlotInfo
  18. {
  19. const CCreature * creature;
  20. int count;
  21. uint64_t power;
  22. };
  23. struct ArmyUpgradeInfo
  24. {
  25. std::vector<SlotInfo> resultingArmy;
  26. uint64_t upgradeValue;
  27. TResources upgradeCost;
  28. ArmyUpgradeInfo()
  29. : resultingArmy(), upgradeValue(0), upgradeCost()
  30. {
  31. }
  32. };
  33. class DLL_EXPORT IArmyManager //: public: IAbstractManager
  34. {
  35. public:
  36. virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
  37. virtual void setAI(VCAI * AI) = 0;
  38. virtual void update() = 0;
  39. virtual bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const = 0;
  40. virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
  41. virtual ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const = 0;
  42. virtual std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const = 0;
  43. virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
  44. virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
  45. virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
  46. virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
  47. virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
  48. virtual ArmyUpgradeInfo calculateCreateresUpgrade(
  49. const CCreatureSet * army,
  50. const CGObjectInstance * upgrader,
  51. const TResources & availableResources) const = 0;
  52. };
  53. struct StackUpgradeInfo;
  54. class DLL_EXPORT ArmyManager : public IArmyManager
  55. {
  56. private:
  57. CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
  58. VCAI * ai;
  59. std::map<CreatureID, SlotInfo> totalArmy;
  60. public:
  61. void init(CPlayerSpecificInfoCallback * CB) override;
  62. void setAI(VCAI * AI) override;
  63. void update() override;
  64. bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
  65. ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
  66. ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
  67. std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override;
  68. std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
  69. std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
  70. std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
  71. uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
  72. SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
  73. ArmyUpgradeInfo calculateCreateresUpgrade(
  74. const CCreatureSet * army,
  75. const CGObjectInstance * upgrader,
  76. const TResources & availableResources) const override;
  77. private:
  78. std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
  79. std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
  80. std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
  81. std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
  82. };