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- /*
- * ArmyManager.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"
- #include "VCAI.h"
- struct SlotInfo
- {
- const CCreature * creature;
- int count;
- uint64_t power;
- };
- struct ArmyUpgradeInfo
- {
- std::vector<SlotInfo> resultingArmy;
- uint64_t upgradeValue;
- TResources upgradeCost;
- ArmyUpgradeInfo()
- : resultingArmy(), upgradeValue(0), upgradeCost()
- {
- }
- };
- class DLL_EXPORT IArmyManager //: public: IAbstractManager
- {
- public:
- virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
- virtual void setAI(VCAI * AI) = 0;
- virtual void update() = 0;
- virtual bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const = 0;
- virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
- virtual ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const = 0;
- virtual std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const = 0;
- virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
- virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
- virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
- virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
- virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
- virtual ArmyUpgradeInfo calculateCreateresUpgrade(
- const CCreatureSet * army,
- const CGObjectInstance * upgrader,
- const TResources & availableResources) const = 0;
- };
- struct StackUpgradeInfo;
- class DLL_EXPORT ArmyManager : public IArmyManager
- {
- private:
- CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
- VCAI * ai;
- std::map<CreatureID, SlotInfo> totalArmy;
- public:
- void init(CPlayerSpecificInfoCallback * CB) override;
- void setAI(VCAI * AI) override;
- void update() override;
- bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
- ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
- ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
- std::vector<SlotInfo> getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const override;
- std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
- std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
- std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
- uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
- SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
- ArmyUpgradeInfo calculateCreateresUpgrade(
- const CCreatureSet * army,
- const CGObjectInstance * upgrader,
- const TResources & availableResources) const override;
- private:
- std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
- std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
- std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
- std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
- };
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