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							- /*
 
- * AIhelper.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
 
- *
 
- */
 
- #include "StdInc.h"
 
- #include "AIhelper.h"
 
- AIhelper::AIhelper()
 
- {
 
- 	resourceManager.reset(new ResourceManager());
 
- 	buildingManager.reset(new BuildingManager());
 
- 	pathfindingManager.reset(new PathfindingManager());
 
- 	armyManager.reset(new ArmyManager());
 
- 	heroManager.reset(new HeroManager());
 
- }
 
- AIhelper::~AIhelper()
 
- {
 
- }
 
- bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
 
- {
 
- 	return resourceManager->notifyGoalCompleted(goal);
 
- }
 
- void AIhelper::init(CPlayerSpecificInfoCallback * CB)
 
- {
 
- 	resourceManager->init(CB);
 
- 	buildingManager->init(CB);
 
- 	pathfindingManager->init(CB);
 
- 	armyManager->init(CB);
 
- 	heroManager->init(CB);
 
- }
 
- void AIhelper::setAI(VCAI * AI)
 
- {
 
- 	resourceManager->setAI(AI);
 
- 	buildingManager->setAI(AI);
 
- 	pathfindingManager->setAI(AI);
 
- 	armyManager->setAI(AI);
 
- 	heroManager->setAI(AI);
 
- }
 
- bool AIhelper::getBuildingOptions(const CGTownInstance * t)
 
- {
 
- 	return buildingManager->getBuildingOptions(t);
 
- }
 
- BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
 
- {
 
- 	return buildingManager->getMaxPossibleGoldBuilding(t);
 
- }
 
- boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
 
- {
 
- 	return buildingManager->immediateBuilding();
 
- }
 
- boost::optional<PotentialBuilding> AIhelper::expensiveBuilding() const
 
- {
 
- 	return buildingManager->expensiveBuilding();
 
- }
 
- boost::optional<BuildingID> AIhelper::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
 
- {
 
- 	return buildingManager->canBuildAnyStructure(t, buildList, maxDays);
 
- }
 
- Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal)
 
- {
 
- 	return resourceManager->whatToDo(res, goal);
 
- }
 
- Goals::TSubgoal AIhelper::whatToDo() const
 
- {
 
- 	return resourceManager->whatToDo();
 
- }
 
- bool AIhelper::containsObjective(Goals::TSubgoal goal) const
 
- {
 
- 	return resourceManager->containsObjective(goal);
 
- }
 
- bool AIhelper::hasTasksLeft() const
 
- {
 
- 	return resourceManager->hasTasksLeft();
 
- }
 
- bool AIhelper::removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal&)> predicate)
 
- {
 
- 	return resourceManager->removeOutdatedObjectives(predicate);
 
- }
 
- bool AIhelper::canAfford(const TResources & cost) const
 
- {
 
- 	return resourceManager->canAfford(cost);
 
- }
 
- TResources AIhelper::reservedResources() const
 
- {
 
- 	return resourceManager->reservedResources();
 
- }
 
- TResources AIhelper::freeResources() const
 
- {
 
- 	return resourceManager->freeResources();
 
- }
 
- TResource AIhelper::freeGold() const
 
- {
 
- 	return resourceManager->freeGold();
 
- }
 
- TResources AIhelper::allResources() const
 
- {
 
- 	return resourceManager->allResources();
 
- }
 
- TResource AIhelper::allGold() const
 
- {
 
- 	return resourceManager->allGold();
 
- }
 
- Goals::TGoalVec AIhelper::howToVisitTile(const int3 & tile, bool allowGatherArmy) const
 
- {
 
- 	return pathfindingManager->howToVisitTile(tile, allowGatherArmy);
 
- }
 
- Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj, bool allowGatherArmy) const
 
- {
 
- 	return pathfindingManager->howToVisitObj(obj, allowGatherArmy);
 
- }
 
- Goals::TGoalVec AIhelper::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
 
- {
 
- 	return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
 
- }
 
- Goals::TGoalVec AIhelper::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
 
- {
 
- 	return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
 
- }
 
- std::vector<AIPath> AIhelper::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
 
- {
 
- 	return pathfindingManager->getPathsToTile(hero, tile);
 
- }
 
- std::vector<AIPath> AIhelper::getPathsToTile(const int3 & tile) const
 
- {
 
- 	return pathfindingManager->getPathsToTile(tile);
 
- }
 
- void AIhelper::updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain)
 
- {
 
- 	pathfindingManager->updatePaths(heroes, useHeroChain);
 
- }
 
- bool AIhelper::canGetArmy(const CArmedInstance * army, const CArmedInstance * source) const
 
- {
 
- 	return armyManager->canGetArmy(army, source);
 
- }
 
- ui64 AIhelper::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
 
- {
 
- 	return armyManager->howManyReinforcementsCanBuy(h, t);
 
- }
 
- ui64 AIhelper::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	return armyManager->howManyReinforcementsCanGet(target, source);
 
- }
 
- std::vector<SlotInfo> AIhelper::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	return armyManager->getBestArmy(target, source);
 
- }
 
- std::vector<SlotInfo>::iterator AIhelper::getWeakestCreature(std::vector<SlotInfo> & army) const
 
- {
 
- 	return armyManager->getWeakestCreature(army);
 
- }
 
- std::vector<SlotInfo> AIhelper::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	return armyManager->getSortedSlots(target, source);
 
- }
 
- int AIhelper::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
 
- {
 
- 	return heroManager->selectBestSkill(hero, skills);
 
- }
 
- const std::map<HeroPtr, HeroRole> & AIhelper::getHeroRoles() const
 
- {
 
- 	return heroManager->getHeroRoles();
 
- }
 
- HeroRole AIhelper::getHeroRole(const HeroPtr & hero) const
 
- {
 
- 	return heroManager->getHeroRole(hero);
 
- }
 
- void AIhelper::updateHeroRoles()
 
- {
 
- 	heroManager->updateHeroRoles();
 
- }
 
- float AIhelper::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
 
- {
 
- 	return heroManager->evaluateSecSkill(skill, hero);
 
- }
 
- float AIhelper::evaluateHero(const CGHeroInstance * hero) const
 
- {
 
- 	return heroManager->evaluateHero(hero);
 
- }
 
 
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