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- Fixed major bugs with building dwellings. ResourceManager doesn't support building in future turns.
- Tweaks for trading
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a44c792b7c
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2f4b463459
@ -105,8 +105,13 @@ boost::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownIn
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{
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if (t->hasBuilt(building))
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continue;
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if (cb->canBuildStructure(t, building))
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switch (cb->canBuildStructure(t, building))
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{
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case EBuildingState::ALLOWED:
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case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
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return boost::optional<BuildingID>(building);
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break;
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}
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}
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return boost::optional<BuildingID>(); //Can't build anything
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}
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@ -1052,13 +1052,18 @@ TSubgoal BuildThis::whatToDoToAchieve()
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}
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if (town) //we have specific town to build this
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{
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if (cb->canBuildStructure(town, b) != EBuildingState::ALLOWED) //FIXME: decompose further? kind of mess if we're here
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throw cannotFulfillGoalException("Not possible to build");
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else
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switch (cb->canBuildStructure(town, b))
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{
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case EBuildingState::ALLOWED:
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case EBuildingState::NO_RESOURCES:
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{
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auto res = town->town->buildings.at(BuildingID(bid))->resources;
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return ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
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}
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break;
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default:
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throw cannotFulfillGoalException("Not possible to build");
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}
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}
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else
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throw cannotFulfillGoalException("Cannot find town to build this");
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@ -1227,7 +1232,7 @@ TSubgoal Goals::CollectRes::whatToDoToTrade()
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else //either it's our town, or we have hero there
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{
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Goals::Trade trade(resID, value, objid);
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return sptr(trade.setisElementar(true)); //we can do this immediately - highest priority
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return sptr(trade.setisElementar(true)); //we can do this immediately
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}
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}
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}
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@ -1454,7 +1459,7 @@ TGoalVec Goals::Build::getAllPossibleSubgoals()
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}
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if (ret.empty())
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throw cannotFulfillGoalException("BUILD has been realized as much as possible."); //who catches it and what for?
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throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
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else
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return ret;
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}
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@ -1522,7 +1527,9 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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}
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}
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//build dwelling
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auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
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//TODO: plan building over multiple turns?
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//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
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auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
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if (bid.is_initialized())
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{
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auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
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@ -2121,15 +2121,14 @@ void VCAI::tryRealize(Goals::Trade & g) //trade
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int toGive, toGet;
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m->getOffer(res, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
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toGive = toGive * (it->resVal / toGive);
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toGive = toGive * (it->resVal / toGive); //round down
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//TODO trade only as much as needed
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if (toGive) //don't try to sell 0 resources
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{
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cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, res, g.resID, toGive);
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logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, toGet, g.resID, obj->getObjectName());
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accquiredResources += toGet; //FIXME: this is incorrect, always equal to 1
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accquiredResources = toGet * (it->resVal / toGive);
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logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, accquiredResources, g.resID, obj->getObjectName());
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}
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//if (accquiredResources >= g.value)
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if (ah->freeResources()[g.resID] >= g.value)
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throw goalFulfilledException(sptr(g)); //we traded all we needed
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}
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