2021-05-15 20:57:31 +02:00
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/*
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2021-05-15 21:04:26 +02:00
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* BuyArmyBehavior.cpp, part of VCMI engine
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2021-05-15 20:57:31 +02:00
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BuyArmyBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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2021-05-16 13:19:00 +02:00
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#include "../Engine/Nullkiller.h"
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2021-05-15 20:57:31 +02:00
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2022-09-26 20:01:07 +02:00
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namespace NKAI
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{
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2021-05-15 20:57:31 +02:00
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using namespace Goals;
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std::string BuyArmyBehavior::toString() const
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{
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return "Buy army";
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}
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2024-03-31 17:39:00 +02:00
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Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
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{
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Goals::TGoalVec tasks;
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2024-03-31 17:39:00 +02:00
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if(ai->cb->getDate(Date::DAY) == 1)
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return tasks;
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auto heroes = cb->getHeroesInfo();
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if(heroes.empty())
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{
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return tasks;
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}
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for(auto town : cb->getTownsInfo())
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{
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auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet(
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town,
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ai->getFreeResources());
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for(const CGHeroInstance * targetHero : heroes)
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{
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2024-04-16 23:10:15 +02:00
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if(ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
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{
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continue;
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}
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2021-05-15 20:57:31 +02:00
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2024-03-31 17:39:00 +02:00
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if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
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{
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auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
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targetHero,
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targetHero,
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&*townArmyAvailableToBuy);
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if(reinforcement)
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vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
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2021-05-16 14:39:38 +02:00
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if(reinforcement)
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{
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tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
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2021-05-15 20:57:31 +02:00
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}
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}
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}
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}
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return tasks;
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2021-05-15 21:04:26 +02:00
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}
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2022-09-26 20:01:07 +02:00
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}
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