Actors.h 4.2 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. class HeroActor;
  16. class Nullkiller;
  17. class HeroExchangeArmy : public CCreatureSet
  18. {
  19. public:
  20. virtual bool needsLastStack() const override;
  21. };
  22. class ChainActor
  23. {
  24. protected:
  25. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  26. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  27. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  28. public:
  29. uint64_t chainMask;
  30. bool isMovable;
  31. bool allowUseResources;
  32. bool allowBattle;
  33. bool allowSpellCast;
  34. const CGHeroInstance * hero;
  35. HeroRole heroRole;
  36. const CCreatureSet * creatureSet;
  37. const ChainActor * battleActor;
  38. const ChainActor * castActor;
  39. const ChainActor * resourceActor;
  40. const ChainActor * carrierParent;
  41. const ChainActor * otherParent;
  42. const ChainActor * baseActor;
  43. int3 initialPosition;
  44. EPathfindingLayer layer;
  45. uint32_t initialMovement;
  46. uint32_t initialTurn;
  47. uint64_t armyValue;
  48. float heroFightingStrength;
  49. uint8_t actorExchangeCount;
  50. TResources armyCost;
  51. ChainActor(){}
  52. virtual bool canExchange(const ChainActor * other) const;
  53. virtual std::string toString() const;
  54. ChainActor * exchange(const ChainActor * other) const { return exchange(this, other); }
  55. void setBaseActor(HeroActor * base);
  56. virtual const CGObjectInstance * getActorObject() const { return hero; }
  57. protected:
  58. virtual ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other) const;
  59. };
  60. class HeroExchangeMap
  61. {
  62. private:
  63. const HeroActor * actor;
  64. std::map<const ChainActor *, HeroActor *> exchangeMap;
  65. std::map<const ChainActor *, bool> canExchangeCache;
  66. const Nullkiller * ai;
  67. public:
  68. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  69. :actor(actor), ai(ai)
  70. {
  71. }
  72. ~HeroExchangeMap();
  73. HeroActor * exchange(const ChainActor * other);
  74. bool canExchange(const ChainActor * other);
  75. private:
  76. CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  77. CCreatureSet * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  78. };
  79. class HeroActor : public ChainActor
  80. {
  81. public:
  82. static const int SPECIAL_ACTORS_COUNT = 7;
  83. private:
  84. ChainActor specialActors[SPECIAL_ACTORS_COUNT];
  85. HeroExchangeMap * exchangeMap;
  86. void setupSpecialActors();
  87. public:
  88. std::shared_ptr<SpecialAction> exchangeAction;
  89. // chain flags, can be combined meaning hero exchange and so on
  90. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  91. HeroActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * army, const Nullkiller * ai);
  92. virtual bool canExchange(const ChainActor * other) const override;
  93. protected:
  94. virtual ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other) const override;
  95. };
  96. class ObjectActor : public ChainActor
  97. {
  98. private:
  99. const CGObjectInstance * object;
  100. public:
  101. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  102. virtual std::string toString() const override;
  103. const CGObjectInstance * getActorObject() const override;
  104. };
  105. class HillFortActor : public ObjectActor
  106. {
  107. public:
  108. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  109. };
  110. class DwellingActor : public ObjectActor
  111. {
  112. private:
  113. const CGDwelling * dwelling;
  114. public:
  115. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  116. ~DwellingActor();
  117. virtual std::string toString() const override;
  118. protected:
  119. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  120. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  121. };
  122. class TownGarrisonActor : public ObjectActor
  123. {
  124. private:
  125. const CGTownInstance * town;
  126. public:
  127. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  128. virtual std::string toString() const override;
  129. };