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vcmi/AI/Nullkiller/Behaviors/BuyArmyBehavior.cpp

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/*
* BuyArmyBehavior.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"
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#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Engine/Nullkiller.h"
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namespace NKAI
{
using namespace Goals;
std::string BuyArmyBehavior::toString() const
{
return "Buy army";
}
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Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
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if(heroes.empty())
{
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return tasks;
}
ai->dangerHitMap->updateHitMap();
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for(auto town : cb->getTownsInfo())
{
uint8_t closestThreat = UINT8_MAX;
for (auto threat : ai->dangerHitMap->getTownThreats(town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
if (closestThreat >=2 && ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL) && cb->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
{
return tasks;
}
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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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if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
{
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auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
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targetHero,
targetHero,
&*townArmyAvailableToBuy);
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if(reinforcement)
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vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
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if(reinforcement)
{
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
}
}
}
}
return tasks;
}
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}