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vcmi/AI/Nullkiller/Goals/BuyArmy.cpp

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/*
* 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
*
*/
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#include "../StdInc.h"
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#include "BuyArmy.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
{
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using namespace Goals;
bool BuyArmy::operator==(const BuyArmy & other) const
{
return town == other.town && objid == other.objid;
}
std::string BuyArmy::toString() const
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{
return "Buy army at " + town->getNameTranslated();
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}
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void BuyArmy::accept(AIGateway * ai)
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{
ui64 valueBought = 0;
//buy the stacks with largest AI value
auto upgradeSuccessful = ai->makePossibleUpgrades(town);
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auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
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if(armyToBuy.empty())
{
if(upgradeSuccessful)
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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 != CreatureID::NONE && ci.creID.getNum() != objid)
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continue;
vstd::amin(ci.count, res / ci.creID.toCreature()->getFullRecruitCost());
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if(ci.count)
{
cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.creID.toCreature()->getAIValue();
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}
}
if(!valueBought)
{
throw cannotFulfillGoalException("No creatures to buy.");
}
if(town->visitingHero && !town->garrisonHero)
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{
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
}
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}
}