1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/AI/Nullkiller/Goals/BuyArmy.cpp

75 lines
1.6 KiB
C++
Raw Normal View History

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