Actors.h 4.7 KB

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  1. /*
  2. * AINodeStorage.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 "../../../lib/mapObjects/CGHeroInstance.h"
  12. #include "../AIUtility.h"
  13. #include "Actions/SpecialAction.h"
  14. namespace NKAI
  15. {
  16. extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
  17. class ChainActor;
  18. class HeroActor;
  19. class Nullkiller;
  20. class HeroExchangeArmy : public CArmedInstance
  21. {
  22. public:
  23. TResources armyCost;
  24. bool requireBuyArmy;
  25. bool needsLastStack() const override;
  26. std::shared_ptr<SpecialAction> getActorAction() const;
  27. HeroExchangeArmy(): CArmedInstance(nullptr, BonusNodeType::UNKNOWN, true), requireBuyArmy(false) {}
  28. };
  29. struct ExchangeResult
  30. {
  31. bool lockAcquired;
  32. ChainActor * actor;
  33. ExchangeResult() : lockAcquired(true), actor(nullptr) {}
  34. };
  35. class ChainActor
  36. {
  37. protected:
  38. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  39. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  40. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  41. public:
  42. uint64_t chainMask;
  43. bool isMovable = false;
  44. bool allowUseResources = false;
  45. bool allowBattle = false;
  46. bool allowSpellCast = false;
  47. std::shared_ptr<SpecialAction> actorAction;
  48. const CGHeroInstance * hero;
  49. HeroRole heroRole;
  50. const CCreatureSet * creatureSet = nullptr;
  51. const ChainActor * battleActor = nullptr;
  52. const ChainActor * castActor = nullptr;
  53. const ChainActor * resourceActor = nullptr;
  54. const ChainActor * carrierParent = nullptr;
  55. const ChainActor * otherParent = nullptr;
  56. const ChainActor * baseActor = nullptr;
  57. int3 initialPosition;
  58. EPathfindingLayer layer;
  59. uint32_t initialMovement = 0;
  60. uint32_t initialTurn = 0;
  61. uint64_t armyValue;
  62. float heroFightingStrength;
  63. uint8_t actorExchangeCount;
  64. TResources armyCost;
  65. ChainActor() = default;
  66. virtual ~ChainActor() = default;
  67. virtual std::string toString() const;
  68. ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
  69. void setBaseActor(HeroActor * base);
  70. virtual const CGObjectInstance * getActorObject() const { return hero; }
  71. int maxMovePoints(EPathfindingLayer layer);
  72. protected:
  73. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
  74. };
  75. class HeroExchangeMap
  76. {
  77. private:
  78. const HeroActor * actor;
  79. std::map<const ChainActor *, HeroActor *> exchangeMap;
  80. const Nullkiller * ai;
  81. std::shared_mutex sync;
  82. public:
  83. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
  84. ~HeroExchangeMap();
  85. ExchangeResult tryExchangeNoLock(const ChainActor * other);
  86. private:
  87. HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  88. HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  89. };
  90. class HeroActor : public ChainActor
  91. {
  92. public:
  93. static const int SPECIAL_ACTORS_COUNT = 7;
  94. private:
  95. std::array<ChainActor, SPECIAL_ACTORS_COUNT> specialActors;
  96. std::unique_ptr<HeroExchangeMap> exchangeMap;
  97. void setupSpecialActors();
  98. public:
  99. std::shared_ptr<SpecialAction> exchangeAction;
  100. // chain flags, can be combined meaning hero exchange and so on
  101. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  102. HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
  103. protected:
  104. ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
  105. };
  106. class ObjectActor : public ChainActor
  107. {
  108. private:
  109. const CGObjectInstance * object;
  110. public:
  111. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  112. std::string toString() const override;
  113. const CGObjectInstance * getActorObject() const override;
  114. };
  115. class HillFortActor : public ObjectActor
  116. {
  117. public:
  118. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  119. };
  120. class DwellingActor : public ObjectActor
  121. {
  122. private:
  123. const CGDwelling * dwelling;
  124. public:
  125. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  126. ~DwellingActor();
  127. std::string toString() const override;
  128. protected:
  129. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  130. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  131. };
  132. class TownGarrisonActor : public ObjectActor
  133. {
  134. private:
  135. const CGTownInstance * town;
  136. public:
  137. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  138. std::string toString() const override;
  139. };
  140. }