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- Fixed major bugs with building dwellings. ResourceManager doesn't support building in future turns.

- Tweaks for trading
This commit is contained in:
DJWarmonger 2018-08-21 12:55:31 +02:00
parent a44c792b7c
commit 2f4b463459
3 changed files with 25 additions and 14 deletions

View File

@ -105,8 +105,13 @@ boost::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownIn
{
if (t->hasBuilt(building))
continue;
if (cb->canBuildStructure(t, building))
switch (cb->canBuildStructure(t, building))
{
case EBuildingState::ALLOWED:
case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
return boost::optional<BuildingID>(building);
break;
}
}
return boost::optional<BuildingID>(); //Can't build anything
}

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@ -1052,13 +1052,18 @@ TSubgoal BuildThis::whatToDoToAchieve()
}
if (town) //we have specific town to build this
{
if (cb->canBuildStructure(town, b) != EBuildingState::ALLOWED) //FIXME: decompose further? kind of mess if we're here
throw cannotFulfillGoalException("Not possible to build");
else
switch (cb->canBuildStructure(town, b))
{
case EBuildingState::ALLOWED:
case EBuildingState::NO_RESOURCES:
{
auto res = town->town->buildings.at(BuildingID(bid))->resources;
return ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
}
break;
default:
throw cannotFulfillGoalException("Not possible to build");
}
}
else
throw cannotFulfillGoalException("Cannot find town to build this");
@ -1227,7 +1232,7 @@ TSubgoal Goals::CollectRes::whatToDoToTrade()
else //either it's our town, or we have hero there
{
Goals::Trade trade(resID, value, objid);
return sptr(trade.setisElementar(true)); //we can do this immediately - highest priority
return sptr(trade.setisElementar(true)); //we can do this immediately
}
}
}
@ -1454,7 +1459,7 @@ TGoalVec Goals::Build::getAllPossibleSubgoals()
}
if (ret.empty())
throw cannotFulfillGoalException("BUILD has been realized as much as possible."); //who catches it and what for?
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
else
return ret;
}
@ -1522,7 +1527,9 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
}
}
//build dwelling
auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
//TODO: plan building over multiple turns?
//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
if (bid.is_initialized())
{
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));

View File

@ -2121,15 +2121,14 @@ void VCAI::tryRealize(Goals::Trade & g) //trade
int toGive, toGet;
m->getOffer(res, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
toGive = toGive * (it->resVal / toGive);
toGive = toGive * (it->resVal / toGive); //round down
//TODO trade only as much as needed
if (toGive) //don't try to sell 0 resources
{
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, res, g.resID, toGive);
logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, toGet, g.resID, obj->getObjectName());
accquiredResources += toGet; //FIXME: this is incorrect, always equal to 1
accquiredResources = toGet * (it->resVal / toGive);
logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, accquiredResources, g.resID, obj->getObjectName());
}
//if (accquiredResources >= g.value)
if (ah->freeResources()[g.resID] >= g.value)
throw goalFulfilledException(sptr(g)); //we traded all we needed
}