File: AIhelper.cpp

package info (click to toggle)
vcmi 0.99%2Bdfsg%2Bgit20190113.f06c8a87-2
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 11,136 kB
  • sloc: cpp: 142,615; sh: 315; objc: 248; makefile: 32; ansic: 28; python: 13
file content (154 lines) | stat: -rw-r--r-- 3,484 bytes parent folder | download | duplicates (2)
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();
}