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Nullkiller: temporary hacks to allow army buying

This commit is contained in:
Andrii Danylchenko 2021-05-15 21:57:31 +03:00 committed by Andrii Danylchenko
parent 286d084445
commit 04bf6f536d
5 changed files with 109 additions and 1 deletions

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@ -0,0 +1,73 @@
/*
* Goals.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 "StdInc.h"
#include "BuyArmyBehavior.h"
#include "../VCAI.h"
#include "../AIhelper.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/VisitTile.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
std::string BuyArmyBehavior::toString() const
{
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::getTasks()
{
Goals::TGoalVec tasks;
if(cb->getDate(Date::DAY) == 1)
return tasks;
auto heroes = cb->getHeroesInfo();
if(heroes.size())
{
auto mainHero = vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
{
return hero->getFightingStrength();
});
for(auto town : cb->getTownsInfo())
{
const CGHeroInstance * targetHero = *mainHero;
/*if(town->visitingHero)
{
targetHero = town->visitingHero.get();
if(ai->ah->howManyReinforcementsCanGet(targetHero, town->getUpperArmy()))
{
tasks.push_back(sptr(VisitTile(town->visitablePos()).sethero(targetHero).setpriority(5)));
continue;
}
}*/
auto reinforcement = ai->ah->howManyReinforcementsCanBuy(targetHero, town);
if(reinforcement)
{
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
}
}
}
return tasks;
}

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@ -0,0 +1,26 @@
/*
* Goals.h, 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
*
*/
#pragma once
#include "lib/VCMI_Lib.h"
#include "Behavior.h"
#include "../AIUtility.h"
class BuyArmyBehavior : public Behavior
{
public:
BuyArmyBehavior()
{
}
virtual Goals::TGoalVec getTasks() override;
virtual std::string toString() const override;
};

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@ -58,6 +58,7 @@ set(VCAI_SRCS
Behaviors/Behavior.cpp
Behaviors/CaptureObjectsBehavior.cpp
Behaviors/RecruitHeroBehavior.cpp
Behaviors/BuyArmyBehavior.cpp
main.cpp
VCAI.cpp
)
@ -119,6 +120,7 @@ set(VCAI_HEADERS
Behaviors/Behavior.h
Behaviors/CaptureObjectsBehavior.h
Behaviors/RecruitHeroBehavior.h
Behaviors/BuyArmyBehavior.h
VCAI.h
)

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@ -4,6 +4,7 @@
#include "../AIHelper.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../Behaviors/RecruitHeroBehavior.h"
#include "../Behaviors/BuyArmyBehavior.h"
#include "../Goals/Invalid.h"
extern boost::thread_specific_ptr<CCallback> cb;
@ -74,6 +75,7 @@ void Nullkiller::makeTurn()
updateAiState();
Goals::TGoalVec bestTasks = {
choseBestTask(BuyArmyBehavior()),
choseBestTask(CaptureObjectsBehavior()),
choseBestTask(RecruitHeroBehavior())
};

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@ -2177,7 +2177,7 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
auto res = ah->allResources();
std::vector<creInfo> creaturesInDwellings;
for (int i = 0; i < t->creatures.size(); i++)
for (int i = t->creatures.size() - 1; i >= 0; i--)
{
auto ci = infoFromDC(t->creatures[i]);
@ -2214,6 +2214,11 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
valueBought += ci.count * ci.cre->AIValue;
}
if(t->visitingHero)
{
moveHeroToTile(t->visitablePos(), t->visitingHero.get());
}
throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
}