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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"
 
- namespace NKAI
 
- {
 
- class Nullkiller;
 
- struct SlotInfo
 
- {
 
- 	const CCreature * creature;
 
- 	int count;
 
- 	uint64_t power;
 
- };
 
- struct ArmyUpgradeInfo
 
- {
 
- 	std::vector<SlotInfo> resultingArmy;
 
- 	uint64_t upgradeValue = 0;
 
- 	TResources upgradeCost;
 
- 	void addArmyToBuy(std::vector<SlotInfo> army);
 
- 	void addArmyToGet(std::vector<SlotInfo> army);
 
- };
 
- class DLL_EXPORT IArmyManager //: public: IAbstractManager
 
- {
 
- public:
 
- 	virtual ~IArmyManager() = default;
 
- 	virtual void update() = 0;
 
- 	virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
 
- 	virtual	ui64 howManyReinforcementsCanBuy(
 
- 		const CCreatureSet * targetArmy,
 
- 		const CGDwelling * dwelling,
 
- 		const TResources & availableResources,
 
- 		uint8_t turn = 0) const = 0;
 
- 	virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
 
- 	virtual ui64 howManyReinforcementsCanGet(
 
- 		const IBonusBearer * armyCarrier,
 
- 		const CCreatureSet * target,
 
- 		const CCreatureSet * source) const = 0;
 
- 	virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, 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<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
 
- 	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
 
- 	virtual std::vector<creInfo> getArmyAvailableToBuy(
 
- 		const CCreatureSet * hero,
 
- 		const CGDwelling * dwelling,
 
- 		TResources availableRes,
 
- 		uint8_t turn = 0) const = 0;
 
- 	virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
 
- 	virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
 
- 	virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
 
- 		const CCreatureSet * army,
 
- 		const CGObjectInstance * upgrader,
 
- 		const TResources & availableResources) const = 0;
 
- 	virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
 
- };
 
- class StackUpgradeInfo;
 
- class DLL_EXPORT ArmyManager : public IArmyManager
 
- {
 
- private:
 
- 	CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
 
- 	const Nullkiller * ai;
 
- 	std::map<CreatureID, SlotInfo> totalArmy;
 
- public:
 
- 	ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
 
- 	void update() override;
 
- 	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
 
- 	ui64 howManyReinforcementsCanBuy(
 
- 		const CCreatureSet * targetArmy,
 
- 		const CGDwelling * dwelling,
 
- 		const TResources & availableResources,
 
- 		uint8_t turn = 0) const override;
 
- 	ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
 
- 	ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 
- 	std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, 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<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
 
- 	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
 
- 	std::vector<creInfo> getArmyAvailableToBuy(
 
- 		const CCreatureSet * hero,
 
- 		const CGDwelling * dwelling,
 
- 		TResources availableRes,
 
- 		uint8_t turn = 0) const override;
 
- 	std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
 
- 	uint64_t evaluateStackPower(const Creature * creature, int count) const override;
 
- 	SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
 
- 	ArmyUpgradeInfo calculateCreaturesUpgrade(
 
- 		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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