HeroManager.h 3.9 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. namespace NKAI
  17. {
  18. class DLL_EXPORT IHeroManager //: public: IAbstractManager
  19. {
  20. public:
  21. virtual ~IHeroManager() = default;
  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. virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
  29. virtual bool heroCapReached() const = 0;
  30. virtual const CGHeroInstance * findHeroWithGrail() const = 0;
  31. };
  32. class DLL_EXPORT ISecondarySkillRule
  33. {
  34. public:
  35. virtual ~ISecondarySkillRule() = default;
  36. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  37. };
  38. class DLL_EXPORT SecondarySkillEvaluator
  39. {
  40. private:
  41. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  42. public:
  43. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  44. float evaluateSecSkills(const CGHeroInstance * hero) const;
  45. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  46. };
  47. class DLL_EXPORT HeroManager : public IHeroManager
  48. {
  49. private:
  50. static SecondarySkillEvaluator wariorSkillsScores;
  51. static SecondarySkillEvaluator scountSkillsScores;
  52. CCallback * cb; //this is enough, but we downcast from CCallback
  53. const Nullkiller * ai;
  54. std::map<HeroPtr, HeroRole> heroRoles;
  55. public:
  56. HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
  57. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  58. HeroRole getHeroRole(const HeroPtr & hero) const override;
  59. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  60. void update() override;
  61. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  62. float evaluateHero(const CGHeroInstance * hero) const override;
  63. bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
  64. bool heroCapReached() const override;
  65. const CGHeroInstance * findHeroWithGrail() const override;
  66. private:
  67. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  68. float evaluateSpeciality(const CGHeroInstance * hero) const;
  69. const CGTownInstance * findTownWithTavern() const;
  70. };
  71. // basic skill scores. missing skills will have score of 0
  72. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  73. {
  74. private:
  75. std::map<SecondarySkill, float> scoreMap;
  76. public:
  77. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  78. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  79. };
  80. // Controls when to upgrade existing skills and when get new
  81. class ExistingSkillRule : public ISecondarySkillRule
  82. {
  83. public:
  84. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  85. };
  86. // Allows to get wisdom at 12 lvl
  87. class WisdomRule : public ISecondarySkillRule
  88. {
  89. public:
  90. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  91. };
  92. // Dynamically controls scores for magic skills
  93. class AtLeastOneMagicRule : public ISecondarySkillRule
  94. {
  95. private:
  96. static std::vector<SecondarySkill> magicSchools;
  97. public:
  98. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  99. };
  100. }