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							- /*
 
- * HeroManager.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"
 
- namespace NKAI
 
- {
 
- class DLL_EXPORT ISecondarySkillRule
 
- {
 
- public:
 
- 	virtual ~ISecondarySkillRule() = default;
 
- 	virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
 
- };
 
- class DLL_EXPORT SecondarySkillEvaluator
 
- {
 
- private:
 
- 	std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
 
- public:
 
- 	SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
 
- 	float evaluateSecSkills(const CGHeroInstance * hero) const;
 
- 	float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
 
- };
 
- class DLL_EXPORT HeroManager
 
- {
 
- private:
 
- 	static const SecondarySkillEvaluator wariorSkillsScores;
 
- 	static const SecondarySkillEvaluator scountSkillsScores;
 
- 	CCallback * cb; //this is enough, but we downcast from CCallback
 
- 	const Nullkiller * ai;
 
- 	std::map<HeroPtr, HeroRole> heroRoles;
 
- 	std::map<ObjectInstanceID, float> knownFightingStrength;
 
- public:
 
- 	HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
 
- 	const std::map<HeroPtr, HeroRole> & getHeroRoles() const;
 
- 	HeroRole getHeroRole(const HeroPtr & hero) const;
 
- 	int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const;
 
- 	void update();
 
- 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
 
- 	float evaluateHero(const CGHeroInstance * hero) const;
 
- 	bool canRecruitHero(const CGTownInstance * t = nullptr) const;
 
- 	bool heroCapReached(bool includeGarrisoned = true) const;
 
- 	const CGHeroInstance * findHeroWithGrail() const;
 
- 	const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit, const CGTownInstance * townToSpare = nullptr) const;
 
- 	float getMagicStrength(const CGHeroInstance * hero) const;
 
- 	float getFightingStrengthCached(const CGHeroInstance * hero) const;
 
- private:
 
- 	float evaluateFightingStrength(const CGHeroInstance * hero) const;
 
- 	float evaluateSpeciality(const CGHeroInstance * hero) const;
 
- 	const CGTownInstance * findTownWithTavern() const;
 
- };
 
- // basic skill scores. missing skills will have score of 0
 
- class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
 
- {
 
- private:
 
- 	std::map<SecondarySkill, float> scoreMap;
 
- public:
 
- 	SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
 
- 	void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
 
- };
 
- // Controls when to upgrade existing skills and when get new
 
- class ExistingSkillRule : public ISecondarySkillRule
 
- {
 
- public:
 
- 	void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
 
- };
 
- // Allows to get wisdom at 12 lvl
 
- class WisdomRule : public ISecondarySkillRule
 
- {
 
- public:
 
- 	void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
 
- };
 
- // Dynamically controls scores for magic skills
 
- class AtLeastOneMagicRule : public ISecondarySkillRule
 
- {
 
- private:
 
- 	static const std::vector<SecondarySkill> magicSchools;
 
- public:
 
- 	void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
 
- };
 
- }
 
 
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