HeroManager.h 3.0 KB

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  1. /*
  2. * HeroManager.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. enum HeroRole
  18. {
  19. MAIN,
  20. SCOUT
  21. };
  22. class DLL_EXPORT IHeroManager //: public: IAbstractManager
  23. {
  24. public:
  25. virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
  26. virtual void setAI(VCAI * AI) = 0;
  27. virtual std::map<HeroPtr, HeroRole> getHeroRoles() const = 0;
  28. virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
  29. };
  30. class DLL_EXPORT ISecondarySkillRule
  31. {
  32. public:
  33. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  34. };
  35. class DLL_EXPORT SecondarySkillEvaluator
  36. {
  37. private:
  38. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  39. public:
  40. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  41. float evaluateSecSkills(const CGHeroInstance * hero) const;
  42. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  43. };
  44. class DLL_EXPORT HeroManager : public IHeroManager
  45. {
  46. private:
  47. static SecondarySkillEvaluator wariorSkillsScores;
  48. static SecondarySkillEvaluator scountSkillsScores;
  49. CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
  50. VCAI * ai;
  51. public:
  52. void init(CPlayerSpecificInfoCallback * CB) override;
  53. void setAI(VCAI * AI) override;
  54. std::map<HeroPtr, HeroRole> getHeroRoles() const override;
  55. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  56. private:
  57. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  58. float evaluateSpeciality(const CGHeroInstance * hero) const;
  59. };
  60. // basic skill scores. missing skills will have score of 0
  61. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  62. {
  63. private:
  64. std::map<SecondarySkill, float> scoreMap;
  65. public:
  66. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  67. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  68. };
  69. // Controls when to upgrade existing skills and when get new
  70. class ExistingSkillRule : public ISecondarySkillRule
  71. {
  72. public:
  73. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  74. };
  75. // Allows to get wisdom at 12 lvl
  76. class WisdomRule : public ISecondarySkillRule
  77. {
  78. public:
  79. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  80. };
  81. // Dynamically controls scores for magic skills
  82. class AtLeastOneMagicRule : public ISecondarySkillRule
  83. {
  84. private:
  85. static std::vector<SecondarySkill> magicSchools;
  86. public:
  87. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  88. };