2025-08-13 14:41:15 +02:00
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/*
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* BuildAnalyzer.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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2025-08-14 04:48:04 +02:00
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#include <boost/range/algorithm/sort.hpp>
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2025-08-13 14:41:15 +02:00
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#include "../StdInc.h"
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2025-08-13 17:05:30 +02:00
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#include "../Engine/Nullkiller.h"
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#include "../Engine/Nullkiller.h"
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2025-08-13 14:41:15 +02:00
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#include "../../../lib/entities/building/CBuilding.h"
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#include "../../../lib/IGameSettings.h"
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2025-08-15 17:47:21 +02:00
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#include "AI/Nullkiller/AIUtility.h"
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2025-08-13 14:41:15 +02:00
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2025-08-13 17:16:27 +02:00
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namespace NK2AI
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2025-08-13 14:41:15 +02:00
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{
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2025-08-14 04:48:04 +02:00
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TResources BuildAnalyzer::getResourcesRequiredNow() const
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{
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2025-08-15 17:47:21 +02:00
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auto resourcesAvailable = aiNk->getFreeResources();
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2025-08-14 04:48:04 +02:00
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auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
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result.positive();
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return result;
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}
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TResources BuildAnalyzer::getTotalResourcesRequired() const
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{
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2025-08-15 17:47:21 +02:00
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auto resourcesAvailable = aiNk->getFreeResources();
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2025-08-14 04:48:04 +02:00
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auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
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result.positive();
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return result;
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}
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bool BuildAnalyzer::isGoldPressureOverMax() const
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{
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2025-08-15 17:47:21 +02:00
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return goldPressure > aiNk->settings->getMaxGoldPressure();
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2025-08-14 04:48:04 +02:00
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}
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void BuildAnalyzer::update()
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{
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logAi->trace("Start BuildAnalyzer::update");
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BuildingInfo bi;
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reset();
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2025-08-15 18:30:28 +02:00
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auto towns = aiNk->cbc->getTownsInfo();
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2025-08-14 04:48:04 +02:00
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float economyDevelopmentCost = 0;
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for(const CGTownInstance* town : towns)
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{
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2025-08-16 00:22:18 +02:00
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if(town->built >= cbcTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
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2025-08-14 04:48:04 +02:00
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continue; // Not much point in trying anything - can't built in this town anymore today
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking town %s", town->getNameTranslated());
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#endif
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developmentInfos.push_back(TownDevelopmentInfo(town));
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TownDevelopmentInfo & tdi = developmentInfos.back();
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2025-08-15 18:30:28 +02:00
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updateTownDwellings(tdi, aiNk->armyManager, aiNk->cbc);
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updateOtherBuildings(tdi, aiNk->armyManager, aiNk->cbc);
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2025-08-14 04:48:04 +02:00
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requiredResources += tdi.requiredResources;
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totalDevelopmentCost += tdi.townDevelopmentCost;
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for(auto building : tdi.toBuild)
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{
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if (building.dailyIncome[EGameResID::GOLD] > 0)
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economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
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}
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armyCost += tdi.armyCost;
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#if NKAI_TRACE_LEVEL >= 1
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for(const auto & bi : tdi.toBuild)
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logAi->trace("Building preferences %s", bi.toString());
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#endif
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}
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boost::range::sort(developmentInfos, [](const TownDevelopmentInfo & tdi1, const TownDevelopmentInfo & tdi2) -> bool
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{
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auto val1 = approximateInGold(tdi1.armyCost) - approximateInGold(tdi1.townDevelopmentCost);
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auto val2 = approximateInGold(tdi2.armyCost) - approximateInGold(tdi2.townDevelopmentCost);
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return val1 > val2;
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});
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2025-08-15 18:30:28 +02:00
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dailyIncome = calculateDailyIncome(aiNk->cbc->getMyObjects(), aiNk->cbc->getTownsInfo());
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2025-08-15 17:47:21 +02:00
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goldPressure = calculateGoldPressure(aiNk->getLockedResources()[EGameResID::GOLD],
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2025-08-14 04:48:04 +02:00
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(float)armyCost[EGameResID::GOLD],
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economyDevelopmentCost,
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aiNk->getFreeGold(),
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2025-08-14 04:48:04 +02:00
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(float)dailyIncome[EGameResID::GOLD]);
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}
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void BuildAnalyzer::reset()
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{
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requiredResources = TResources();
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totalDevelopmentCost = TResources();
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armyCost = TResources();
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developmentInfos.clear();
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}
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bool BuildAnalyzer::isBuilt(FactionID alignment, BuildingID bid) const
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{
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for(auto tdi : developmentInfos)
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{
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if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
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return true;
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}
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return false;
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}
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void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
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{
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existingDwellings.push_back(existingDwelling);
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armyCost += existingDwelling.armyCost;
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armyStrength += existingDwelling.armyStrength;
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}
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void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
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{
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townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
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townDevelopmentCost += BuildAnalyzer::withoutGold(nextToBuild.armyCost);
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if(nextToBuild.canBuild)
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{
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hasSomethingToBuild = true;
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toBuild.push_back(nextToBuild);
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}
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else if(nextToBuild.notEnoughRes)
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{
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requiredResources += nextToBuild.buildCost;
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hasSomethingToBuild = true;
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toBuild.push_back(nextToBuild);
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}
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}
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BuildingInfo::BuildingInfo()
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{
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id = BuildingID::NONE;
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creatureGrows = 0;
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creatureID = CreatureID::NONE;
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buildCost = 0;
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buildCostWithPrerequisites = 0;
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prerequisitesCount = 0;
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name.clear();
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armyStrength = 0;
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}
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BuildingInfo::BuildingInfo(
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const CBuilding * building,
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const CCreature * creature,
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CreatureID baseCreature,
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const CGTownInstance * town,
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const std::unique_ptr<ArmyManager> & armyManager)
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{
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id = building->bid;
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buildCost = building->resources;
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buildCostWithPrerequisites = building->resources;
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dailyIncome = building->produce;
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exists = town->hasBuilt(id);
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prerequisitesCount = 1;
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name = building->getNameTranslated();
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if(creature)
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{
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creatureGrows = creature->getGrowth();
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creatureID = creature->getId();
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creatureCost = creature->getFullRecruitCost();
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creatureLevel = creature->getLevel();
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baseCreatureID = baseCreature;
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if(exists)
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{
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creatureGrows = town->creatureGrowth(creatureLevel - 1);
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}
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else
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{
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if(id.isDwelling())
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{
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creatureGrows = creature->getGrowth();
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if(town->hasBuilt(BuildingID::CASTLE))
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creatureGrows *= 2;
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else if(town->hasBuilt(BuildingID::CITADEL))
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creatureGrows += creatureGrows / 2;
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}
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else
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{
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creatureGrows = creature->getHorde();
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}
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}
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armyStrength = armyManager->evaluateStackPower(creature, creatureGrows);
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armyCost = creatureCost * creatureGrows;
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}
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else
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{
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creatureGrows = 0;
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creatureID = CreatureID::NONE;
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baseCreatureID = CreatureID::NONE;
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creatureCost = TResources();
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armyCost = TResources();
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creatureLevel = 0;
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armyStrength = 0;
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}
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}
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std::string BuildingInfo::toString() const
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{
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return name + ", cost: " + buildCost.toString()
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+ ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
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+ " x " + creatureCost.toString()
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+ ", daily: " + dailyIncome.toString();
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}
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float BuildAnalyzer::calculateGoldPressure(TResource lockedGold, float armyCostGold, float economyDevelopmentCost, float freeGold, float dailyIncomeGold)
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{
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auto pressure = (lockedGold + armyCostGold + economyDevelopmentCost) / (1 + 2 * freeGold + dailyIncomeGold * 7.0f);
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Gold pressure: %f", pressure);
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#endif
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return pressure;
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}
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TResources BuildAnalyzer::calculateDailyIncome(std::vector<const CGObjectInstance *> objects, std::vector<const CGTownInstance *> townInfos)
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{
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auto result = TResources();
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for(const CGObjectInstance * obj : objects)
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{
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if(const CGMine * mine = dynamic_cast<const CGMine *>(obj))
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result += mine->dailyIncome();
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}
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for(const CGTownInstance * town : townInfos)
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{
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result += town->dailyIncome();
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}
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return result;
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}
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void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo, std::unique_ptr<ArmyManager> & armyManager, std::shared_ptr<CCallback> & cb)
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2025-08-13 14:41:15 +02:00
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{
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for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking dwelling level %d", level);
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#endif
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std::vector<BuildingID> dwellingsInTown;
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for(BuildingID buildID = BuildingID::getDwellingFromLevel(level, 0); buildID.hasValue(); BuildingID::advanceDwelling(buildID))
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if(developmentInfo.town->getTown()->buildings.count(buildID) != 0)
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dwellingsInTown.push_back(buildID);
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// find best, already built dwelling
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for (const auto & buildID : boost::adaptors::reverse(dwellingsInTown))
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{
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if (!developmentInfo.town->hasBuilt(buildID))
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continue;
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2025-08-14 04:48:04 +02:00
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const auto & info = getBuildingOrPrerequisite(developmentInfo.town, buildID, armyManager, cb);
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2025-08-13 14:41:15 +02:00
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developmentInfo.addExistingDwelling(info);
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break;
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}
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// find all non-built dwellings that can be built and add them for consideration
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for (const auto & buildID : dwellingsInTown)
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{
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if (developmentInfo.town->hasBuilt(buildID))
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continue;
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2025-08-14 04:48:04 +02:00
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const auto & info = getBuildingOrPrerequisite(developmentInfo.town, buildID, armyManager, cb);
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2025-08-13 14:41:15 +02:00
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if (info.canBuild || info.notEnoughRes)
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developmentInfo.addBuildingToBuild(info);
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}
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}
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}
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2025-08-14 04:48:04 +02:00
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void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo,
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std::unique_ptr<ArmyManager> & armyManager,
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std::shared_ptr<CCallback> & cb)
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2025-08-13 14:41:15 +02:00
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{
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logAi->trace("Checking other buildings");
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std::vector<std::vector<BuildingID>> otherBuildings = {
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{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
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{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
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};
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2025-08-14 04:48:04 +02:00
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if(developmentInfo.existingDwellings.size() >= 2 && cb->getDate(Date::DAY_OF_WEEK) > 4)
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2025-08-13 14:41:15 +02:00
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{
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otherBuildings.push_back({BuildingID::HORDE_1});
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otherBuildings.push_back({BuildingID::HORDE_2});
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}
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otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
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otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
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otherBuildings.push_back({ BuildingID::SPECIAL_1 });
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otherBuildings.push_back({ BuildingID::SPECIAL_2 });
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otherBuildings.push_back({ BuildingID::SPECIAL_3 });
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otherBuildings.push_back({ BuildingID::SPECIAL_4 });
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otherBuildings.push_back({ BuildingID::MARKETPLACE });
|
|
|
|
|
|
|
|
|
|
for(auto & buildingSet : otherBuildings)
|
|
|
|
|
{
|
|
|
|
|
for(auto & buildingID : buildingSet)
|
|
|
|
|
{
|
|
|
|
|
if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
|
|
|
|
|
{
|
2025-08-14 04:48:04 +02:00
|
|
|
developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID, armyManager, cb));
|
2025-08-13 14:41:15 +02:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
|
|
|
|
|
const CGTownInstance * town,
|
|
|
|
|
BuildingID toBuild,
|
2025-08-14 04:48:04 +02:00
|
|
|
std::unique_ptr<ArmyManager> & armyManager,
|
|
|
|
|
std::shared_ptr<CCallback> & cb,
|
|
|
|
|
bool excludeDwellingDependencies)
|
2025-08-13 14:41:15 +02:00
|
|
|
{
|
|
|
|
|
BuildingID building = toBuild;
|
|
|
|
|
auto townInfo = town->getTown();
|
|
|
|
|
|
|
|
|
|
const auto & buildPtr = townInfo->buildings.at(building);
|
|
|
|
|
const CCreature * creature = nullptr;
|
|
|
|
|
CreatureID baseCreatureID;
|
|
|
|
|
|
|
|
|
|
int creatureLevel = -1;
|
|
|
|
|
int creatureUpgrade = 0;
|
|
|
|
|
|
|
|
|
|
if(toBuild.isDwelling())
|
|
|
|
|
{
|
|
|
|
|
creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
|
|
|
|
|
creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
|
|
|
|
|
}
|
|
|
|
|
else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
|
|
|
|
|
{
|
|
|
|
|
creatureLevel = townInfo->hordeLvl.at(0);
|
|
|
|
|
}
|
|
|
|
|
else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
|
|
|
|
|
{
|
|
|
|
|
creatureLevel = townInfo->hordeLvl.at(1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(creatureLevel >= 0)
|
|
|
|
|
{
|
|
|
|
|
auto creatures = townInfo->creatures.at(creatureLevel);
|
|
|
|
|
auto creatureID = creatures.size() > creatureUpgrade
|
|
|
|
|
? creatures.at(creatureUpgrade)
|
|
|
|
|
: creatures.front();
|
|
|
|
|
|
|
|
|
|
baseCreatureID = creatures.front();
|
|
|
|
|
creature = creatureID.toCreature();
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-14 04:48:04 +02:00
|
|
|
auto info = BuildingInfo(buildPtr.get(), creature, baseCreatureID, town, armyManager);
|
2025-08-13 14:41:15 +02:00
|
|
|
|
|
|
|
|
//logAi->trace("checking %s buildInfo %s", info.name, info.toString());
|
|
|
|
|
|
|
|
|
|
int highestFort = 0;
|
2025-08-14 04:48:04 +02:00
|
|
|
for (auto ti : cb->getTownsInfo())
|
2025-08-13 14:41:15 +02:00
|
|
|
{
|
2025-08-14 04:48:04 +02:00
|
|
|
highestFort = std::max(highestFort, (int)ti->fortLevel());
|
2025-08-13 14:41:15 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!town->hasBuilt(building))
|
|
|
|
|
{
|
2025-08-14 04:48:04 +02:00
|
|
|
auto canBuild = cb->canBuildStructure(town, building);
|
2025-08-13 14:41:15 +02:00
|
|
|
|
|
|
|
|
if(canBuild == EBuildingState::ALLOWED)
|
|
|
|
|
{
|
|
|
|
|
info.canBuild = true;
|
|
|
|
|
}
|
|
|
|
|
else if(canBuild == EBuildingState::NO_RESOURCES)
|
|
|
|
|
{
|
|
|
|
|
//logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
|
|
|
|
|
info.notEnoughRes = true;
|
|
|
|
|
}
|
|
|
|
|
else if(canBuild == EBuildingState::PREREQUIRES)
|
|
|
|
|
{
|
|
|
|
|
auto buildExpression = town->genBuildingRequirements(building, false);
|
|
|
|
|
auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
|
|
|
|
|
{
|
|
|
|
|
return town->hasBuilt(id);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
auto otherDwelling = [](const BuildingID & id) -> bool
|
|
|
|
|
{
|
|
|
|
|
return id.isDwelling();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if(vstd::contains_if(missingBuildings, otherDwelling))
|
|
|
|
|
{
|
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
2025-08-15 16:12:42 +02:00
|
|
|
logAi->trace("Can't build %d. Needs other dwelling %d", toBuild.getNum(), missingBuildings.front().getNum());
|
2025-08-13 14:41:15 +02:00
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
else if(missingBuildings[0] != toBuild)
|
|
|
|
|
{
|
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
2025-08-15 16:12:42 +02:00
|
|
|
logAi->trace("Can't build %d. Needs %d", toBuild.getNum(), missingBuildings[0].num);
|
2025-08-13 14:41:15 +02:00
|
|
|
#endif
|
2025-08-14 04:48:04 +02:00
|
|
|
BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], armyManager, cb, excludeDwellingDependencies);
|
2025-08-13 14:41:15 +02:00
|
|
|
|
|
|
|
|
prerequisite.buildCostWithPrerequisites += info.buildCost;
|
|
|
|
|
prerequisite.creatureCost = info.creatureCost;
|
|
|
|
|
prerequisite.creatureGrows = info.creatureGrows;
|
|
|
|
|
prerequisite.creatureLevel = info.creatureLevel;
|
|
|
|
|
prerequisite.creatureID = info.creatureID;
|
|
|
|
|
prerequisite.baseCreatureID = info.baseCreatureID;
|
|
|
|
|
prerequisite.prerequisitesCount++;
|
|
|
|
|
prerequisite.armyCost = info.armyCost;
|
|
|
|
|
prerequisite.armyStrength = info.armyStrength;
|
|
|
|
|
bool haveSameOrBetterFort = false;
|
|
|
|
|
if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
|
|
|
|
|
haveSameOrBetterFort = true;
|
|
|
|
|
if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
|
|
|
|
|
haveSameOrBetterFort = true;
|
|
|
|
|
if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
|
|
|
|
|
haveSameOrBetterFort = true;
|
|
|
|
|
if(!haveSameOrBetterFort)
|
|
|
|
|
prerequisite.dailyIncome = info.dailyIncome;
|
|
|
|
|
|
|
|
|
|
return prerequisite;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
2025-08-15 16:12:42 +02:00
|
|
|
logAi->trace("Can't build. The building requires itself as prerequisite");
|
2025-08-13 14:41:15 +02:00
|
|
|
#endif
|
|
|
|
|
return info;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
2025-08-15 16:12:42 +02:00
|
|
|
logAi->trace("Can't build. Reason: %d", static_cast<int>(canBuild));
|
2025-08-13 14:41:15 +02:00
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
|
|
|
logAi->trace("Dwelling %d exists", toBuild.getNum());
|
|
|
|
|
#endif
|
|
|
|
|
info.exists = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return info;
|
|
|
|
|
}
|
|
|
|
|
|
2025-08-14 04:48:04 +02:00
|
|
|
int32_t BuildAnalyzer::approximateInGold(const TResources & res)
|
2025-08-13 14:41:15 +02:00
|
|
|
{
|
2025-08-14 04:48:04 +02:00
|
|
|
// TODO: Would it make sense to use the marketplace rate of the player?
|
|
|
|
|
return res[EGameResID::GOLD]
|
|
|
|
|
+ 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
|
|
|
|
|
+ 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
|
2025-08-13 14:41:15 +02:00
|
|
|
}
|
|
|
|
|
|
2025-08-14 04:48:04 +02:00
|
|
|
TResources BuildAnalyzer::withoutGold(TResources other)
|
2025-08-13 14:41:15 +02:00
|
|
|
{
|
2025-08-14 04:48:04 +02:00
|
|
|
other[GameResID::GOLD] = 0;
|
|
|
|
|
return other;
|
2025-08-13 14:41:15 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|