HeroManager.h 3.5 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. class DLL_EXPORT IHeroManager //: public: IAbstractManager
  18. {
  19. public:
  20. virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
  21. virtual void setAI(VCAI * AI) = 0;
  22. virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
  23. virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
  24. virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
  25. virtual void update() = 0;
  26. virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
  27. virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
  28. };
  29. class DLL_EXPORT ISecondarySkillRule
  30. {
  31. public:
  32. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  33. };
  34. class DLL_EXPORT SecondarySkillEvaluator
  35. {
  36. private:
  37. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  38. public:
  39. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  40. float evaluateSecSkills(const CGHeroInstance * hero) const;
  41. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  42. };
  43. class DLL_EXPORT HeroManager : public IHeroManager
  44. {
  45. private:
  46. static SecondarySkillEvaluator wariorSkillsScores;
  47. static SecondarySkillEvaluator scountSkillsScores;
  48. CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
  49. VCAI * ai;
  50. std::map<HeroPtr, HeroRole> heroRoles;
  51. public:
  52. void init(CPlayerSpecificInfoCallback * CB) override;
  53. void setAI(VCAI * AI) override;
  54. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  55. HeroRole getHeroRole(const HeroPtr & hero) const override;
  56. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  57. void update() override;
  58. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  59. float evaluateHero(const CGHeroInstance * hero) const override;
  60. private:
  61. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  62. float evaluateSpeciality(const CGHeroInstance * hero) const;
  63. };
  64. // basic skill scores. missing skills will have score of 0
  65. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  66. {
  67. private:
  68. std::map<SecondarySkill, float> scoreMap;
  69. public:
  70. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  71. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  72. };
  73. // Controls when to upgrade existing skills and when get new
  74. class ExistingSkillRule : public ISecondarySkillRule
  75. {
  76. public:
  77. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  78. };
  79. // Allows to get wisdom at 12 lvl
  80. class WisdomRule : public ISecondarySkillRule
  81. {
  82. public:
  83. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  84. };
  85. // Dynamically controls scores for magic skills
  86. class AtLeastOneMagicRule : public ISecondarySkillRule
  87. {
  88. private:
  89. static std::vector<SecondarySkill> magicSchools;
  90. public:
  91. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  92. };