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vcmi/AI/Nullkiller2/Engine/ResourceTrader.cpp

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/*
* ResourceTrader.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 "ResourceTrader.h"
namespace NK2AI
{
bool ResourceTrader::trade(const std::unique_ptr<BuildAnalyzer> & buildAnalyzer, std::shared_ptr<CCallback> cc, TResources freeResources)
{
// TODO: Mircea: Maybe include based on how close danger is: X as default + proportion of close danger or something around that
constexpr float ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS = 0.1f;
constexpr float EXPENDABLE_BULK_RATIO = 0.3f;
bool haveTraded = false;
ObjectInstanceID marketId;
// TODO: Mircea: What about outside town markets that have better rates than a single town for example?
// Are those used anywhere? To inspect.
for (const auto * const town : cc->getTownsInfo())
{
if (town->hasBuiltSomeTradeBuilding())
{
marketId = town->id;
break;
}
}
if (!marketId.hasValue())
return false;
const CGObjectInstance * obj = cc->getObj(marketId, false);
assert(obj);
// if (!obj)
// return false;
const auto * market = dynamic_cast<const IMarket *>(obj);
assert(market);
// if (!market)
// return false;
bool shouldTryToTrade = true;
while(shouldTryToTrade)
{
shouldTryToTrade = false;
buildAnalyzer->update();
// if we favor getResourcesRequiredNow is better on short term, if we favor getTotalResourcesRequired is better on long term
TResources missingNow = buildAnalyzer->getMissingResourcesNow(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
if(missingNow.empty())
break;
TResources income = buildAnalyzer->getDailyIncome();
// We don't want to sell something that's necessary later on, though that could make short term a bit harder sometimes
TResources freeAfterMissingTotal = buildAnalyzer->getFreeResourcesAfterMissingTotal(ARMY_GOLD_RATIO_PER_MAKE_TURN_PASS);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("ResourceTrader: Free %s. FreeAfterMissingTotal %s. MissingNow %s", freeResources.toString(), freeAfterMissingTotal.toString(), missingNow.toString());
#endif
if(ResourceTrader::tradeHelper(EXPENDABLE_BULK_RATIO, market, missingNow, income, freeAfterMissingTotal, buildAnalyzer, cc))
{
haveTraded = true;
shouldTryToTrade = true;
}
}
return haveTraded;
}
bool ResourceTrader::tradeHelper(
float EXPENDABLE_BULK_RATIO,
const IMarket * market,
TResources missingNow,
TResources income,
TResources freeAfterMissingTotal,
const std::unique_ptr<BuildAnalyzer> & buildAnalyzer,
std::shared_ptr<CCallback> cc
)
{
constexpr int EMPTY = -1;
int mostWanted = EMPTY;
TResource mostWantedScoreNeg = std::numeric_limits<TResource>::max();
int mostExpendable = EMPTY;
TResource mostExpendableAmountPos = 0;
// Find the most wanted resource
for(int i = 0; i < missingNow.size(); ++i)
{
if(missingNow[i] == 0)
continue;
const TResource score = income[i] - missingNow[i];
if(score < mostWantedScoreNeg)
{
mostWanted = i;
mostWantedScoreNeg = score;
}
}
// Find the most expendable resource
for(int i = 0; i < missingNow.size(); ++i)
{
const TResource amountToSell = freeAfterMissingTotal[i];
if(amountToSell == 0)
continue;
bool okToSell = false;
if(i == GameResID::GOLD)
{
// TODO: Mircea: Check if we should negate isGoldPressureOverMax() instead
if(income[GameResID::GOLD] > 0 && !buildAnalyzer->isGoldPressureOverMax())
okToSell = true;
}
else
{
okToSell = true;
}
if(amountToSell > mostExpendableAmountPos && okToSell)
{
mostExpendable = i;
mostExpendableAmountPos = amountToSell;
}
}
#if NK2AI_TRACE_LEVEL >= 2
logAi->trace(
"ResourceTrader: mostWanted: %d, mostWantedScoreNeg %d, mostExpendable: %d, mostExpendableAmountPos %d",
mostWanted,
mostWantedScoreNeg,
mostExpendable,
mostExpendableAmountPos
);
#endif
if(mostExpendable == mostWanted || mostWanted == EMPTY || mostExpendable == EMPTY)
return false;
int givenPerUnit;
int receivedPerUnit;
market->getOffer(mostExpendable, mostWanted, givenPerUnit, receivedPerUnit, EMarketMode::RESOURCE_RESOURCE);
if(!givenPerUnit || !receivedPerUnit)
{
logGlobal->error(
"ResourceTrader: No offer for %d of %d, given %d, received %d. Should never happen",
mostExpendable,
mostWanted,
givenPerUnit,
receivedPerUnit
);
return false;
}
// TODO: Mircea: if 15 wood and 14 gems, gems can be used a lot more for buying other things
if(givenPerUnit > mostExpendableAmountPos)
return false;
TResource multiplier = std::min(
static_cast<int>(mostExpendableAmountPos * EXPENDABLE_BULK_RATIO / givenPerUnit),
missingNow[mostWanted] / receivedPerUnit
); // for gold we have to / receivedUnits, because 1 ore gives many gold units
if(multiplier == 0) // could happen for very small values due to EXPENDABLE_BULK_RATIO
multiplier = 1;
const TResource givenMultiplied = givenPerUnit * multiplier;
if(givenMultiplied > freeAfterMissingTotal[mostExpendable])
{
logGlobal->error("ResourceTrader: Something went wrong with the multiplier %d", multiplier);
return false;
}
cc->trade(market->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), givenMultiplied);
#if NK2AI_TRACE_LEVEL >= 2
logAi->info("ResourceTrader: Traded %d of %s for %d receivedPerUnit of %s", givenMultiplied, mostExpendable, receivedPerUnit, mostWanted);
#endif
return true;
}
}