HeroManager.h 3.8 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. namespace NKAI
  17. {
  18. class DLL_EXPORT IHeroManager //: public: IAbstractManager
  19. {
  20. public:
  21. virtual ~IHeroManager() = default;
  22. virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
  23. virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
  24. virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
  25. virtual void update() = 0;
  26. virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
  27. virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
  28. virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
  29. virtual const CGHeroInstance * findHeroWithGrail() const = 0;
  30. };
  31. class DLL_EXPORT ISecondarySkillRule
  32. {
  33. public:
  34. virtual ~ISecondarySkillRule() = default;
  35. virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
  36. };
  37. class DLL_EXPORT SecondarySkillEvaluator
  38. {
  39. private:
  40. std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
  41. public:
  42. SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
  43. float evaluateSecSkills(const CGHeroInstance * hero) const;
  44. float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
  45. };
  46. class DLL_EXPORT HeroManager : public IHeroManager
  47. {
  48. private:
  49. static SecondarySkillEvaluator wariorSkillsScores;
  50. static SecondarySkillEvaluator scountSkillsScores;
  51. CCallback * cb; //this is enough, but we downcast from CCallback
  52. const Nullkiller * ai;
  53. std::map<HeroPtr, HeroRole> heroRoles;
  54. public:
  55. HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
  56. const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
  57. HeroRole getHeroRole(const HeroPtr & hero) const override;
  58. int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
  59. void update() override;
  60. float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
  61. float evaluateHero(const CGHeroInstance * hero) const override;
  62. bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
  63. const CGHeroInstance * findHeroWithGrail() const override;
  64. private:
  65. float evaluateFightingStrength(const CGHeroInstance * hero) const;
  66. float evaluateSpeciality(const CGHeroInstance * hero) const;
  67. const CGTownInstance * findTownWithTavern() const;
  68. };
  69. // basic skill scores. missing skills will have score of 0
  70. class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
  71. {
  72. private:
  73. std::map<SecondarySkill, float> scoreMap;
  74. public:
  75. SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
  76. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  77. };
  78. // Controls when to upgrade existing skills and when get new
  79. class ExistingSkillRule : public ISecondarySkillRule
  80. {
  81. public:
  82. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  83. };
  84. // Allows to get wisdom at 12 lvl
  85. class WisdomRule : public ISecondarySkillRule
  86. {
  87. public:
  88. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  89. };
  90. // Dynamically controls scores for magic skills
  91. class AtLeastOneMagicRule : public ISecondarySkillRule
  92. {
  93. private:
  94. static std::vector<SecondarySkill> magicSchools;
  95. public:
  96. void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
  97. };
  98. }