2021-05-15 18:22:44 +02:00
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/*
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* BuyArmy.cpp, part of VCMI engine
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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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2021-05-16 13:55:57 +02:00
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#include "../StdInc.h"
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2021-05-15 18:22:44 +02:00
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#include "BuyArmy.h"
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2021-05-15 20:57:44 +02:00
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#include "../../../lib/mapObjects/CGTownInstance.h"
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2021-05-16 14:39:38 +02:00
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#include "../AIGateway.h"
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2021-05-16 13:55:57 +02:00
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#include "../Engine/Nullkiller.h"
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2021-05-15 18:22:44 +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 18:22:44 +02:00
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extern boost::thread_specific_ptr<CCallback> cb;
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2021-05-16 14:39:38 +02:00
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extern boost::thread_specific_ptr<AIGateway> ai;
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2021-05-15 18:22:44 +02:00
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using namespace Goals;
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bool BuyArmy::operator==(const BuyArmy & other) const
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{
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return town == other.town && objid == other.objid;
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}
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2021-05-16 13:38:26 +02:00
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std::string BuyArmy::toString() const
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2021-05-15 18:22:44 +02:00
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{
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2021-05-16 13:38:26 +02:00
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return "Buy army at " + town->name;
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2021-05-16 13:38:53 +02:00
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}
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2021-05-16 14:39:38 +02:00
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void BuyArmy::accept(AIGateway * ai)
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2021-05-16 13:38:53 +02:00
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{
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ui64 valueBought = 0;
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//buy the stacks with largest AI value
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auto upgradeSuccessfull = ai->makePossibleUpgrades(town);
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2020-05-04 17:58:43 +02:00
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auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
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2021-05-16 13:38:53 +02:00
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if(armyToBuy.empty())
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{
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if(upgradeSuccessfull)
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return;
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
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{
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auto res = cb->getResourceAmount();
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auto & ci = armyToBuy[i];
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if(objid != -1 && ci.creID != objid)
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continue;
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vstd::amin(ci.count, res / ci.cre->cost);
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if(ci.count)
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{
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cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
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valueBought += ci.count * ci.cre->AIValue;
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}
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}
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if(!valueBought)
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{
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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if(town->visitingHero)
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{
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ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
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}
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2022-09-26 20:01:07 +02:00
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}
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}
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