HeroManager.h 4.0 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. virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
  32. };
  33. class DLL_EXPORT ISecondarySkillRule
  34. {
  35. public:
  36. virtual ~ISecondarySkillRule() = default;
  37. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  38. };
  39. class DLL_EXPORT SecondarySkillEvaluator
  40. {
  41. private:
  42. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  43. public:
  44. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  45. float evaluateSecSkills(const CGHeroInstance * hero) const;
  46. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  47. };
  48. class DLL_EXPORT HeroManager : public IHeroManager
  49. {
  50. private:
  51. static SecondarySkillEvaluator wariorSkillsScores;
  52. static SecondarySkillEvaluator scountSkillsScores;
  53. CCallback * cb; //this is enough, but we downcast from CCallback
  54. const Nullkiller * ai;
  55. std::map<HeroPtr, HeroRole> heroRoles;
  56. public:
  57. HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
  58. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  59. HeroRole getHeroRole(const HeroPtr & hero) const override;
  60. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  61. void update() override;
  62. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  63. float evaluateHero(const CGHeroInstance * hero) const override;
  64. bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
  65. bool heroCapReached() const override;
  66. const CGHeroInstance * findHeroWithGrail() const override;
  67. const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
  68. private:
  69. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  70. float evaluateSpeciality(const CGHeroInstance * hero) const;
  71. const CGTownInstance * findTownWithTavern() const;
  72. };
  73. // basic skill scores. missing skills will have score of 0
  74. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  75. {
  76. private:
  77. std::map<SecondarySkill, float> scoreMap;
  78. public:
  79. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  80. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  81. };
  82. // Controls when to upgrade existing skills and when get new
  83. class ExistingSkillRule : public ISecondarySkillRule
  84. {
  85. public:
  86. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  87. };
  88. // Allows to get wisdom at 12 lvl
  89. class WisdomRule : public ISecondarySkillRule
  90. {
  91. public:
  92. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  93. };
  94. // Dynamically controls scores for magic skills
  95. class AtLeastOneMagicRule : public ISecondarySkillRule
  96. {
  97. private:
  98. static std::vector<SecondarySkill> magicSchools;
  99. public:
  100. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  101. };
  102. }