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