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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/GameLibrary.h"
- namespace NK2AI
- {
- 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 mainSkillsEvaluator;
- static const SecondarySkillEvaluator scoutSkillsEvaluator;
- CCallback * cc; //this is enough, but we downcast from CCallback
- const Nullkiller * aiNk;
- std::map<HeroPtr, HeroRole> heroToRoleMap; // can get out of sync with cc->getHeroesInfo() and include lost heroes
- std::map<ObjectInstanceID, float> knownFightingStrength;
- public:
- HeroManager(CCallback * cc, const Nullkiller * aiNk) : cc(cc), aiNk(aiNk) {}
- HeroRole getHeroRoleOrDefaultInefficient(const CGHeroInstance * hero) const;
- HeroRole getHeroRoleOrDefault(const HeroPtr & heroPtr) const;
- int selectBestSkillIndex(const HeroPtr & heroPtr, 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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