HeroManager.h 3.4 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. class DLL_EXPORT IHeroManager //: public: IAbstractManager
  17. {
  18. public:
  19. virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
  20. virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
  21. virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
  22. virtual void update() = 0;
  23. virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
  24. virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
  25. };
  26. class DLL_EXPORT ISecondarySkillRule
  27. {
  28. public:
  29. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  30. };
  31. class DLL_EXPORT SecondarySkillEvaluator
  32. {
  33. private:
  34. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  35. public:
  36. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  37. float evaluateSecSkills(const CGHeroInstance * hero) const;
  38. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  39. };
  40. class DLL_EXPORT HeroManager : public IHeroManager
  41. {
  42. private:
  43. static SecondarySkillEvaluator wariorSkillsScores;
  44. static SecondarySkillEvaluator scountSkillsScores;
  45. CCallback * cb; //this is enough, but we downcast from CCallback
  46. const Nullkiller * ai;
  47. std::map<HeroPtr, HeroRole> heroRoles;
  48. public:
  49. HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
  50. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  51. HeroRole getHeroRole(const HeroPtr & hero) const override;
  52. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  53. void update() override;
  54. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  55. float evaluateHero(const CGHeroInstance * hero) 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. };