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vcmi/AI/Nullkiller/Behaviors/BuyArmyBehavior.cpp

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/*
* Goals.cpp, 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 "BuyArmyBehavior.h"
#include "../VCAI.h"
#include "../AIhelper.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/VisitTile.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
std::string BuyArmyBehavior::toString() const
{
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::getTasks()
{
Goals::TGoalVec tasks;
if(cb->getDate(Date::DAY) == 1)
return tasks;
auto heroes = cb->getHeroesInfo();
if(heroes.size())
{
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auto mainArmy = vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
{
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return hero->getTotalStrength();
});
for(auto town : cb->getTownsInfo())
{
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const CGHeroInstance * targetHero = *mainArmy;
/*if(town->visitingHero)
{
targetHero = town->visitingHero.get();
if(ai->ah->howManyReinforcementsCanGet(targetHero, town->getUpperArmy()))
{
tasks.push_back(sptr(VisitTile(town->visitablePos()).sethero(targetHero).setpriority(5)));
continue;
}
}*/
auto reinforcement = ai->ah->howManyReinforcementsCanBuy(targetHero, town);
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if(reinforcement)
reinforcement = ai->ah->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
{
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
}
}
}
return tasks;
}