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. std::map<HeroPtr, HeroRole> heroRoles;
  49. public:
  50. HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB) {}
  51. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  52. HeroRole getHeroRole(const HeroPtr & hero) const override;
  53. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  54. void update() override;
  55. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  56. float evaluateHero(const CGHeroInstance * hero) const override;
  57. private:
  58. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  59. float evaluateSpeciality(const CGHeroInstance * hero) const;
  60. };
  61. // basic skill scores. missing skills will have score of 0
  62. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  63. {
  64. private:
  65. std::map<SecondarySkill, float> scoreMap;
  66. public:
  67. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  68. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  69. };
  70. // Controls when to upgrade existing skills and when get new
  71. class ExistingSkillRule : public ISecondarySkillRule
  72. {
  73. public:
  74. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  75. };
  76. // Allows to get wisdom at 12 lvl
  77. class WisdomRule : public ISecondarySkillRule
  78. {
  79. public:
  80. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  81. };
  82. // Dynamically controls scores for magic skills
  83. class AtLeastOneMagicRule : public ISecondarySkillRule
  84. {
  85. private:
  86. static std::vector<SecondarySkill> magicSchools;
  87. public:
  88. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  89. };