ArmyManager.h 5.1 KB

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  1. /*
  2. * ArmyManager.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. namespace NKAI
  15. {
  16. class Nullkiller;
  17. struct SlotInfo
  18. {
  19. const CCreature * creature;
  20. int count;
  21. uint64_t power;
  22. };
  23. struct ArmyUpgradeInfo
  24. {
  25. std::vector<SlotInfo> resultingArmy;
  26. int64_t upgradeValue = 0;
  27. TResources upgradeCost;
  28. void addArmyToBuy(std::vector<SlotInfo> army);
  29. void addArmyToGet(std::vector<SlotInfo> army);
  30. };
  31. class DLL_EXPORT IArmyManager //: public: IAbstractManager
  32. {
  33. public:
  34. virtual ~IArmyManager() = default;
  35. virtual void update() = 0;
  36. virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
  37. virtual ui64 howManyReinforcementsCanBuy(
  38. const CCreatureSet * targetArmy,
  39. const CGDwelling * dwelling,
  40. const TResources & availableResources,
  41. uint8_t turn = 0) const = 0;
  42. virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
  43. virtual ui64 howManyReinforcementsCanGet(
  44. const IBonusBearer * armyCarrier,
  45. const CCreatureSet * target,
  46. const CCreatureSet * source,
  47. const TerrainId & armyTerrain) const = 0;
  48. virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const = 0;
  49. virtual std::vector<SlotInfo>::iterator getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const = 0;
  50. virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
  51. virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
  52. virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
  53. virtual std::vector<creInfo> getArmyAvailableToBuy(
  54. const CCreatureSet * hero,
  55. const CGDwelling * dwelling,
  56. TResources availableRes,
  57. uint8_t turn = 0) const = 0;
  58. virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
  59. virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
  60. virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
  61. const CCreatureSet * army,
  62. const CGObjectInstance * upgrader,
  63. const TResources & availableResources) const = 0;
  64. virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
  65. };
  66. class StackUpgradeInfo;
  67. class DLL_EXPORT ArmyManager : public IArmyManager
  68. {
  69. private:
  70. CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
  71. const Nullkiller * ai;
  72. std::map<CreatureID, SlotInfo> totalArmy;
  73. public:
  74. ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
  75. void update() override;
  76. ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
  77. ui64 howManyReinforcementsCanBuy(
  78. const CCreatureSet * targetArmy,
  79. const CGDwelling * dwelling,
  80. const TResources & availableResources,
  81. uint8_t turn = 0) const override;
  82. ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
  83. ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const override;
  84. std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const override;
  85. std::vector<SlotInfo>::iterator getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const override;
  86. std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
  87. std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
  88. std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
  89. std::vector<creInfo> getArmyAvailableToBuy(
  90. const CCreatureSet * hero,
  91. const CGDwelling * dwelling,
  92. TResources availableRes,
  93. uint8_t turn = 0) const override;
  94. std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
  95. uint64_t evaluateStackPower(const Creature * creature, int count) const override;
  96. SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
  97. ArmyUpgradeInfo calculateCreaturesUpgrade(
  98. const CCreatureSet * army,
  99. const CGObjectInstance * upgrader,
  100. const TResources & availableResources) const override;
  101. private:
  102. std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
  103. std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
  104. std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
  105. std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
  106. };
  107. }