Actors.h 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170
  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. extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
  16. class ChainActor;
  17. class HeroActor;
  18. class Nullkiller;
  19. class HeroExchangeArmy : public CArmedInstance
  20. {
  21. public:
  22. TResources armyCost;
  23. bool requireBuyArmy;
  24. virtual bool needsLastStack() const override;
  25. std::shared_ptr<SpecialAction> getActorAction() const;
  26. HeroExchangeArmy() : CArmedInstance(), armyCost(), requireBuyArmy(false)
  27. {
  28. CBonusSystemNode::isHypotheticNode = true;
  29. }
  30. };
  31. struct ExchangeResult
  32. {
  33. bool lockAcquired;
  34. ChainActor * actor;
  35. ExchangeResult() : lockAcquired(true), actor(nullptr) {}
  36. };
  37. class ChainActor
  38. {
  39. protected:
  40. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  41. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  42. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  43. public:
  44. uint64_t chainMask;
  45. bool isMovable;
  46. bool allowUseResources;
  47. bool allowBattle;
  48. bool allowSpellCast;
  49. std::shared_ptr<SpecialAction> actorAction;
  50. const CGHeroInstance * hero;
  51. HeroRole heroRole;
  52. const CCreatureSet * creatureSet;
  53. const ChainActor * battleActor;
  54. const ChainActor * castActor;
  55. const ChainActor * resourceActor;
  56. const ChainActor * carrierParent;
  57. const ChainActor * otherParent;
  58. const ChainActor * baseActor;
  59. int3 initialPosition;
  60. EPathfindingLayer layer;
  61. uint32_t initialMovement;
  62. uint32_t initialTurn;
  63. uint64_t armyValue;
  64. float heroFightingStrength;
  65. uint8_t actorExchangeCount;
  66. TResources armyCost;
  67. ChainActor(){}
  68. virtual std::string toString() const;
  69. ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
  70. void setBaseActor(HeroActor * base);
  71. virtual const CGObjectInstance * getActorObject() const { return hero; }
  72. protected:
  73. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
  74. };
  75. class HeroExchangeMap
  76. {
  77. private:
  78. const HeroActor * actor;
  79. std::map<const ChainActor *, HeroActor *> exchangeMap;
  80. const Nullkiller * ai;
  81. boost::shared_mutex sync;
  82. public:
  83. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
  84. ~HeroExchangeMap();
  85. ExchangeResult tryExchangeNoLock(const ChainActor * other);
  86. private:
  87. HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  88. HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  89. };
  90. class HeroActor : public ChainActor
  91. {
  92. public:
  93. static const int SPECIAL_ACTORS_COUNT = 7;
  94. private:
  95. ChainActor specialActors[SPECIAL_ACTORS_COUNT];
  96. std::unique_ptr<HeroExchangeMap> exchangeMap;
  97. void setupSpecialActors();
  98. public:
  99. std::shared_ptr<SpecialAction> exchangeAction;
  100. // chain flags, can be combined meaning hero exchange and so on
  101. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  102. HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
  103. protected:
  104. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
  105. };
  106. class ObjectActor : public ChainActor
  107. {
  108. private:
  109. const CGObjectInstance * object;
  110. public:
  111. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  112. virtual std::string toString() const override;
  113. const CGObjectInstance * getActorObject() const override;
  114. };
  115. class HillFortActor : public ObjectActor
  116. {
  117. public:
  118. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  119. };
  120. class DwellingActor : public ObjectActor
  121. {
  122. private:
  123. const CGDwelling * dwelling;
  124. public:
  125. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  126. ~DwellingActor();
  127. virtual std::string toString() const override;
  128. protected:
  129. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  130. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  131. };
  132. class TownGarrisonActor : public ObjectActor
  133. {
  134. private:
  135. const CGTownInstance * town;
  136. public:
  137. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  138. virtual std::string toString() const override;
  139. };