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/*
* 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"
#include "VCAI.h"
struct SlotInfo
{
const CCreature * creature;
int count;
uint64_t power;
};
class DLL_EXPORT IArmyManager //: public: IAbstractManager
{
public:
virtual ~IArmyManager() = default;
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const = 0;
virtual ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const = 0;
virtual ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo> getBestArmy(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;
};
class DLL_EXPORT ArmyManager : public IArmyManager
{
private:
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
public:
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
bool canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const override;
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> getBestArmy(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;
};
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