Actors.h 4.5 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/CPathfinder.h"
  12. #include "../../../lib/mapObjects/CGHeroInstance.h"
  13. #include "../AIUtility.h"
  14. #include "Actions/SpecialAction.h"
  15. extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
  16. class ChainActor;
  17. class HeroActor;
  18. class Nullkiller;
  19. class HeroExchangeArmy : public CArmedInstance
  20. {
  21. public:
  22. TResources armyCost;
  23. bool requireBuyArmy;
  24. virtual bool needsLastStack() const override;
  25. std::shared_ptr<SpecialAction> getActorAction() const;
  26. HeroExchangeArmy() : CArmedInstance(true), armyCost(), requireBuyArmy(false)
  27. {
  28. }
  29. };
  30. struct ExchangeResult
  31. {
  32. bool lockAcquired;
  33. ChainActor * actor;
  34. ExchangeResult() : lockAcquired(true), actor(nullptr) {}
  35. };
  36. class ChainActor
  37. {
  38. protected:
  39. ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask);
  40. ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
  41. ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  42. public:
  43. uint64_t chainMask;
  44. bool isMovable;
  45. bool allowUseResources;
  46. bool allowBattle;
  47. bool allowSpellCast;
  48. std::shared_ptr<SpecialAction> actorAction;
  49. const CGHeroInstance * hero;
  50. HeroRole heroRole;
  51. const CCreatureSet * creatureSet;
  52. const ChainActor * battleActor;
  53. const ChainActor * castActor;
  54. const ChainActor * resourceActor;
  55. const ChainActor * carrierParent;
  56. const ChainActor * otherParent;
  57. const ChainActor * baseActor;
  58. int3 initialPosition;
  59. EPathfindingLayer layer;
  60. uint32_t initialMovement;
  61. uint32_t initialTurn;
  62. uint64_t armyValue;
  63. float heroFightingStrength;
  64. uint8_t actorExchangeCount;
  65. TResources armyCost;
  66. ChainActor(){}
  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. protected:
  72. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
  73. };
  74. class HeroExchangeMap
  75. {
  76. private:
  77. const HeroActor * actor;
  78. std::map<const ChainActor *, HeroActor *> exchangeMap;
  79. const Nullkiller * ai;
  80. boost::shared_mutex sync;
  81. public:
  82. HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai);
  83. ~HeroExchangeMap();
  84. ExchangeResult tryExchangeNoLock(const ChainActor * other);
  85. private:
  86. HeroExchangeArmy * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
  87. HeroExchangeArmy * tryUpgrade(const CCreatureSet * army, const CGObjectInstance * upgrader, TResources resources) const;
  88. };
  89. class HeroActor : public ChainActor
  90. {
  91. public:
  92. static const int SPECIAL_ACTORS_COUNT = 7;
  93. private:
  94. ChainActor specialActors[SPECIAL_ACTORS_COUNT];
  95. std::unique_ptr<HeroExchangeMap> exchangeMap;
  96. void setupSpecialActors();
  97. public:
  98. std::shared_ptr<SpecialAction> exchangeAction;
  99. // chain flags, can be combined meaning hero exchange and so on
  100. HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai);
  101. HeroActor(const ChainActor * carrier, const ChainActor * other, const HeroExchangeArmy * army, const Nullkiller * ai);
  102. protected:
  103. virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const override;
  104. };
  105. class ObjectActor : public ChainActor
  106. {
  107. private:
  108. const CGObjectInstance * object;
  109. public:
  110. ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
  111. virtual std::string toString() const override;
  112. const CGObjectInstance * getActorObject() const override;
  113. };
  114. class HillFortActor : public ObjectActor
  115. {
  116. public:
  117. HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask);
  118. };
  119. class DwellingActor : public ObjectActor
  120. {
  121. private:
  122. const CGDwelling * dwelling;
  123. public:
  124. DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
  125. ~DwellingActor();
  126. virtual std::string toString() const override;
  127. protected:
  128. int getInitialTurn(bool waitForGrowth, int dayOfWeek);
  129. CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
  130. };
  131. class TownGarrisonActor : public ObjectActor
  132. {
  133. private:
  134. const CGTownInstance * town;
  135. public:
  136. TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
  137. virtual std::string toString() const override;
  138. };