1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154
|
/*
* AIhelper.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
*
*/
#include "StdInc.h"
#include "AIhelper.h"
#include "ResourceManager.h"
#include "BuildingManager.h"
AIhelper::AIhelper()
{
resourceManager.reset(new ResourceManager());
buildingManager.reset(new BuildingManager());
pathfindingManager.reset(new PathfindingManager());
}
AIhelper::~AIhelper()
{
}
bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
{
return resourceManager->notifyGoalCompleted(goal);
}
void AIhelper::init(CPlayerSpecificInfoCallback * CB)
{
resourceManager->init(CB);
buildingManager->init(CB);
pathfindingManager->init(CB);
}
void AIhelper::setAI(VCAI * AI)
{
resourceManager->setAI(AI);
buildingManager->setAI(AI);
pathfindingManager->setAI(AI);
}
bool AIhelper::getBuildingOptions(const CGTownInstance * t)
{
return buildingManager->getBuildingOptions(t);
}
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
return buildingManager->getMaxPossibleGoldBuilding(t);
}
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();
}
boost::optional<PotentialBuilding> AIhelper::expensiveBuilding() const
{
return buildingManager->expensiveBuilding();
}
boost::optional<BuildingID> AIhelper::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
return buildingManager->canBuildAnyStructure(t, buildList, maxDays);
}
Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal)
{
return resourceManager->whatToDo(res, goal);
}
Goals::TSubgoal AIhelper::whatToDo() const
{
return resourceManager->whatToDo();
}
bool AIhelper::containsObjective(Goals::TSubgoal goal) const
{
return resourceManager->containsObjective(goal);
}
bool AIhelper::hasTasksLeft() const
{
return resourceManager->hasTasksLeft();
}
bool AIhelper::removeOutdatedObjectives(std::function<bool(const Goals::TSubgoal&)> predicate)
{
return resourceManager->removeOutdatedObjectives(predicate);
}
bool AIhelper::canAfford(const TResources & cost) const
{
return resourceManager->canAfford(cost);
}
TResources AIhelper::reservedResources() const
{
return resourceManager->reservedResources();
}
TResources AIhelper::freeResources() const
{
return resourceManager->freeResources();
}
TResource AIhelper::freeGold() const
{
return resourceManager->freeGold();
}
TResources AIhelper::allResources() const
{
return resourceManager->allResources();
}
TResource AIhelper::allGold() const
{
return resourceManager->allGold();
}
Goals::TGoalVec AIhelper::howToVisitTile(int3 tile)
{
return pathfindingManager->howToVisitTile(tile);
}
Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj)
{
return pathfindingManager->howToVisitObj(obj);
}
Goals::TGoalVec AIhelper::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy)
{
return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy)
{
return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
}
std::vector<AIPath> AIhelper::getPathsToTile(HeroPtr hero, int3 tile)
{
return pathfindingManager->getPathsToTile(hero, tile);
}
void AIhelper::resetPaths()
{
pathfindingManager->resetPaths();
}
|