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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"
 
- #include "VCAI.h"
 
- struct SlotInfo
 
- {
 
- 	const CCreature * creature;
 
- 	int count;
 
- 	uint64_t power;
 
- };
 
- class DLL_EXPORT IArmyManager //: public: IAbstractManager
 
- {
 
- public:
 
- 	virtual ~IArmyManager() = default;
 
- 	virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
 
- 	virtual void setAI(VCAI * AI) = 0;
 
- 	virtual bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const = 0;
 
- 	virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
 
- 	virtual ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const = 0;
 
- 	virtual std::vector<SlotInfo> getBestArmy(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;
 
- };
 
- class DLL_EXPORT ArmyManager : public IArmyManager
 
- {
 
- private:
 
- 	CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
 
- 	VCAI * ai;
 
- public:
 
- 	void init(CPlayerSpecificInfoCallback * CB) override;
 
- 	void setAI(VCAI * AI) override;
 
- 	bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
 
- 	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
 
- 	ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
 
- 	std::vector<SlotInfo> getBestArmy(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;
 
- };
 
 
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