class BuyAgenda { public: virtual Card* Buy(const State &s, UINT player, const Vector &choices) const = 0; virtual Card* ForceBuy(const State &s, UINT player, const Vector &choices) const = 0; virtual String Name() const = 0; virtual BuyAgenda* Mutate(const CardDatabase &cards, const GameOptions &options) const { SignalError("This BuyAgenda does not support mutation"); return NULL; } }; struct BuyMenuEntry { BuyMenuEntry() {} BuyMenuEntry(Card *_c) { c = _c; count = 1; } BuyMenuEntry(Card *_c, int _count, int _minCost, int _maxCost) { c = _c; count = _count; minCost = _minCost; maxCost = _maxCost; } String ToString() { if(count == 0) return ""; if(count == 1) return c->name; return c->name + "(" + String(count) + ")"; } bool CardValidInSlot(Card *c) const { if(c->name == "peddler") return true; return (c->cost >= minCost && c->cost <= maxCost); } Card *c; int count; int minCost, maxCost; }; struct BuyMenu { void RecordItem(Card *c); void Cleanup(); void Merge(); void Bound(); Vector entries; int provinceBuyThreshold; int duchyBuyThreshold; int estateBuyThreshold; }; class BuyAgendaMenu : public BuyAgenda { public: BuyAgendaMenu(const CardDatabase &cards, const String &s); BuyAgendaMenu(const CardDatabase &cards, const GameOptions &options); BuyAgendaMenu(const CardDatabase &cards, const GameOptions &options, Card *a, Card *b); BuyAgendaMenu(BuyMenu &m); Card* Buy(const State &s, UINT player, const Vector &choices) const; Card* ForceBuy(const State &s, UINT player, const Vector &choices) const; BuyAgenda* Mutate(const CardDatabase &cards, const GameOptions &options) const; String Name() const { String s = "e" + String(_m.estateBuyThreshold) + "-d" + String(_m.duchyBuyThreshold) + "-p" + String(_m.provinceBuyThreshold) + ":"; for(BuyMenuEntry entry : _m.entries) { s += entry.ToString() + "-"; } s.PopEnd(); return s; } __forceinline const BuyMenu& GetMenu() const { return _m; } private: void InitMenu(const CardDatabase &cards, const GameOptions &options); BuyMenu _m; }; class BuyAgendaBigMoney : public BuyAgenda { public: Card* Buy(const State &s, UINT player, const Vector &choices) const; Card* ForceBuy(const State &s, UINT player, const Vector &choices) const; String Name() const { return "BigMoney"; } }; class BuyAgendaExpensiveNovelties : public BuyAgenda { public: Card* Buy(const State &s, UINT player, const Vector &choices) const; Card* ForceBuy(const State &s, UINT player, const Vector &choices) const; String Name() const { return "ExpensiveNovelties"; } };