File: ArmyManager.h

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (128 lines) | stat: -rw-r--r-- 5,065 bytes parent folder | download
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
/*
* ArmyManager.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
*
*/

#pragma once

#include "../AIUtility.h"

#include "../../../lib/GameConstants.h"
#include "../../../lib/VCMI_Lib.h"

namespace NKAI
{

class Nullkiller;

struct SlotInfo
{
	const CCreature * creature;
	int count;
	uint64_t power;
};

struct ArmyUpgradeInfo
{
	std::vector<SlotInfo> resultingArmy;
	int64_t upgradeValue = 0;
	TResources upgradeCost;

	void addArmyToBuy(std::vector<SlotInfo> army);
	void addArmyToGet(std::vector<SlotInfo> army);
};

class DLL_EXPORT IArmyManager //: public: IAbstractManager
{
public:
	virtual ~IArmyManager() = default;
	virtual void update() = 0;
	virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
	virtual	ui64 howManyReinforcementsCanBuy(
		const CCreatureSet * targetArmy,
		const CGDwelling * dwelling,
		const TResources & availableResources,
		uint8_t turn = 0) const = 0;

	virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
	virtual ui64 howManyReinforcementsCanGet(
		const IBonusBearer * armyCarrier,
		const CCreatureSet * target,
		const CCreatureSet * source) const = 0;

	virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
	virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
	virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
	virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;

	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
	virtual std::vector<creInfo> getArmyAvailableToBuy(
		const CCreatureSet * hero,
		const CGDwelling * dwelling,
		TResources availableRes,
		uint8_t turn = 0) const = 0;

	virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
	virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
	virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
		const CCreatureSet * army,
		const CGObjectInstance * upgrader,
		const TResources & availableResources) const = 0;
	virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
};

class StackUpgradeInfo;

class DLL_EXPORT ArmyManager : public IArmyManager
{
private:
	CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
	const Nullkiller * ai;
	std::map<CreatureID, SlotInfo> totalArmy;

public:
	ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
	void update() override;

	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
	ui64 howManyReinforcementsCanBuy(
		const CCreatureSet * targetArmy,
		const CGDwelling * dwelling,
		const TResources & availableResources,
		uint8_t turn = 0) const override;

	ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
	ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
	std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
	std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
	std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
	std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;

	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
	std::vector<creInfo> getArmyAvailableToBuy(
		const CCreatureSet * hero,
		const CGDwelling * dwelling,
		TResources availableRes,
		uint8_t turn = 0) const override;

	std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
	uint64_t evaluateStackPower(const Creature * creature, int count) const override;
	SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
	ArmyUpgradeInfo calculateCreaturesUpgrade(
		const CCreatureSet * army, 
		const CGObjectInstance * upgrader,
		const TResources & availableResources) const override;

private:
	std::vector<SlotInfo> convertToSlots(const CCreatureSet * army) const;
	std::vector<StackUpgradeInfo> getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const;
	std::vector<StackUpgradeInfo> getHillFortUpgrades(const CCreatureSet * army) const;
	std::vector<StackUpgradeInfo> getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const;
};

}