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More AI changes. Minor associated fixes.
This commit is contained in:
parent
ebb964a7ab
commit
48581962ab
@ -1,6 +1,9 @@
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#include "CGeniusAI.h"
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#include <iostream>
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#include "../../hch/CBuildingHandler.h"
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#include "../../lib/VCMI_Lib.h"
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using namespace std;
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using namespace GeniusAI;
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@ -72,130 +75,265 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
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CPath path;
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hpos = h.pos;
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int movement = h.remainingMovement;
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int3 interestingPos;
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int maxInteresting=0;
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for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
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{
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// if(i->o->ID==54||i->o->ID==34) //creatures, another hero
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// continue;
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if(i->o->ID==53) //mine
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if(i->o->getOwner()==m_cb->getMyColor())//don't visit if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
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if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
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continue;
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destination = i->o->getSightCenter();
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if(hpos.z==destination.z)
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if(m_cb->getPath(hpos,destination,h.h,path))
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if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
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{
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path.convert(0);
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if(path.nodes[0].dist<movement)
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if(m_cb->getPath(hpos,destination,h.h,path))
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{
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AIObjective::Type tp = AIObjective::visit;
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HeroObjective ho(tp,i->o,&h);
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std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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if(found==currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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else
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found->whoCanAchieve.push_back(&h);
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}
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path.convert(0);
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if(path.nodes[0].dist<movement)
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{
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AIObjective::Type tp = AIObjective::visit;
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HeroObjective ho(tp,i->o,&h);
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std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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if(found==currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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else
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found->whoCanAchieve.push_back(&h);
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}
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// find the most interesting object that is eventually reachable, and set a similar (out of the way) position to the ultimate goal position
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int hi = rand(); //TODO: replace random numbers with some sort of ranking system
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if(hi>maxInteresting)
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{
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maxInteresting = hi;
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interestingPos = destination;
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}
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}
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}
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}
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//find close pos with the most neighboring empty squares
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if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
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{
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int3 bestPos = interestingPos,currentPos,destPos;
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int howGood=0;
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for(int x = -2;x <= 2;x++)
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for(int y = -2;y <= 2;y++)
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{
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currentPos=interestingPos+int3(x,y,0);
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if(m_cb->getVisitableObjs(destPos).size()!=0) //there better not be anything there
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continue;
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if(!m_cb->getPath(hpos,destPos,h.h,path)) //it had better be reachable from the hero
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continue;
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int count = 0;
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for(int xx = -1;xx <= 1;xx++)
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for(int yy = -2;yy <= 1;yy++)
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{
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destPos = currentPos+int3(xx,yy,0);
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if(m_cb->getPath(currentPos,destPos,h.h,path))
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count++;
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}
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if(count > howGood)
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{
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howGood = count;
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bestPos = currentPos;
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}
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}
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h.interestingPos = bestPos;
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currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
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}
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}
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void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
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{
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HypotheticalGameState::HeroModel * h;
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int3 hpos, destination;
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CPath path;
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CPath path2;
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switch(type)
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{
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case finishTurn:
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h = whoCanAchieve.front();
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hpos = h->pos;
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destination = h->interestingPos;
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if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
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// path.convert(0);
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destination = h->pos;
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for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
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if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
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destination = path.nodes[i].coord;
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break;
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case visit:
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//std::cout << "trying to visit " << object->hoverName << std::endl;
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h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
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hpos = h->pos;
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destination = object->getSightCenter();
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break;
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}
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if(type == visit||type == finishTurn)
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if(cg.m_cb->getPath(hpos,destination,h->h,path))
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{
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path.convert(0);
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if(cg.m_state.get() != NO_BATTLE)
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cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
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//wait over, battle over too. hero might be killed. check.
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for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
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{
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cg.m_cb->moveHero(h->h,path.nodes[i].coord);
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if(cg.m_state.get() != NO_BATTLE)
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cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
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}
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h->remainingMovement-=path.nodes[0].dist;
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if(object->blockVisit)
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h->pos = path.nodes[1].coord;
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else
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h->pos=destination;
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std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
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if(i!=hgs.knownVisitableObjects.end())
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hgs.knownVisitableObjects.erase(i);
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}
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}
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void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
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{
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//recruitHero
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//buildBuilding
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//recruitCreatures
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//upgradeCreatures
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//buildBuilding
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if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
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{
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if(!t.visitingHero && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
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bool heroAtTown = false;
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for(int i = 0; i < hgs.heroModels.size();i++)
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if(hgs.heroModels[i].pos==t.t->getSightCenter())
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heroAtTown = true;
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if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
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{
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for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
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if(hgs.AvailableHeroesToBuy[i]!=NULL&&hgs.AvailableHeroesToBuy[i]->army.slots.size()>1)//only buy heros with units
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{
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if(hgs.AvailableHeroesToBuy[i]!=NULL&&hgs.AvailableHeroesToBuy[i]->getArmyStrength()>4000)//only buy heros with units
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{//TODO: recruit heros of own race.
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TownObjective to(AIObjective::recruitHero,&t,0);
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currentTownObjectives.insert(to);
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}
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}
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}
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//buildBuilding
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if(!t.hasBuilt)
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{
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std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
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for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
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{
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if(m_cb->canBuildStructure(t.t,i->first)==7)
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{
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TownObjective to(AIObjective::buildBuilding,&t,i->first);
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currentTownObjectives.insert(to);
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//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
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}
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}
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}
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/* for(int i = 0; i < t.t->creatures.size() ;i++)
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{
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if(t.t->creatures[i].second.empty()) continue;
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//recruitCreatures
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int ID = t.t->creatures[i].second.back();
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for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
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{
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if(t.creaturesToRecruit[i].first==0) continue;
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int ID = t.creaturesToRecruit[i].second.back();
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const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
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bool canAfford = true;
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for(int ii = 0;ii<creature->cost.size();ii++)
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if(creature->cost[ii]>hgs.resourceAmounts[ii])
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canAfford = false;
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if(!canAfford) continue;
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//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
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TownObjective to(AIObjective::recruitCreatures,&t,i);
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currentTownObjectives.insert(to);
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}
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//upgradeCreatures
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/* for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
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{
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if(t.creaturesToRecruit[i].first==0) continue;
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int ID = t.creaturesToRecruit[i].second.back();
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const CCreature *creature = m_cb->getCCreatureByID(ID);
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cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
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}
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bool canAfford = true;
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for(int ii = 0;ii<creature->cost.size();ii++)
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if(creature->cost[ii]>hgs.resourceAmounts[ii])
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canAfford = false;
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if(!canAfford) continue;
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//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
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TownObjective to(AIObjective::recruitCreatures,&t,i);
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currentTownObjectives.insert(to);
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}*/
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//buildBuilding
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std::map<int, CBuilding *> thisTownsBuildings = m_cb->getCBuildingsByID(t.t);
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for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
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cout << "structure "<< i->first << ", " << i->second->Name() << ", build?= " << m_cb->canBuildStructure(t.t,i->first) << endl;
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*/
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}
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void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
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{
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cg.m_cb->waitTillRealize = true;
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CBuilding * b;
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const CCreature *creature;
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HypotheticalGameState::HeroModel hm;
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switch(type)
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{
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case recruitHero:
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cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
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hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
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whichTown->visitingHero = true;
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hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
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hm.pos = whichTown->t->getSightCenter();
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hm.remainingMovement = hm.h->maxMovePoints(true);
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hgs.heroModels.push_back(hm);
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hgs.resourceAmounts[6]-=2500;
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break;
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case buildBuilding:
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b = VLC->buildh->buildings[whichTown->t->subID][which];//cg.m_cb->getCBuildingsByID(whichTown->t)[which];
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if(cg.m_cb->canBuildStructure(whichTown->t,which)==7)
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{
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cout << "built " << b->Name() << "." << endl;
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cg.m_cb->buildBuilding(whichTown->t,which);
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for(int i = 0; b && i < b->resources.size();i++)
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hgs.resourceAmounts[i]-=b->resources[i];
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whichTown->hasBuilt=true;
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}
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break;
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case recruitCreatures:
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int ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
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creature = &VLC->creh->creatures[ID];//cg.m_cb->getCCreatureByID(ID);
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int howMany = whichTown->creaturesToRecruit[which].first;
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for(int i = 0; i < creature->cost.size();i++)
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howMany = min(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
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if(howMany == 0) cout << "tried to recruit without enough money.";
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cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl;
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cg.m_cb->recruitCreatures(whichTown->t,ID,howMany);
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break;
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//TODO: sub 2500 gold from hgs here
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}
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cg.m_cb->waitTillRealize = false;
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}
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void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
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{
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cg.m_cb->waitTillRealize = true;
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switch(type)
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{
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case visit:
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HypotheticalGameState::HeroModel * h = whoCanAchieve[rand()%whoCanAchieve.size()];
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int3 hpos, destination;
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CPath path;
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hpos = h->pos;
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//std::cout << "trying to visit " << object->hoverName << std::endl;
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destination = object->getSightCenter();
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if(cg.m_cb->getPath(hpos,destination,h->h,path))
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{
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path.convert(0);
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//wait over, battle over too. hero might be killed. check.
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for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
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{
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cg.m_cb->moveHero(h->h,path.nodes[i].coord);
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if(cg.m_state.get() != NO_BATTLE)
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cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
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}
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h->remainingMovement-=path.nodes[0].dist;
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if(object->blockVisit)
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h->pos = path.nodes[1].coord;
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else
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h->pos=destination;
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std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
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if(i!=hgs.knownVisitableObjects.end())
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hgs.knownVisitableObjects.erase(i);
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}
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}
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cg.m_cb->waitTillRealize = false;
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}
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void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
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{
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objectiveQueue.clear();
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@ -225,7 +363,7 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
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}
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void CGeniusAI::yourTurn()
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{
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m_cb->waitTillRealize = true;
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static int seed = rand();
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srand(seed);
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if(firstTurn)
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@ -253,6 +391,8 @@ void CGeniusAI::yourTurn()
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seed = rand();
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m_cb->endTurn();
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m_cb->waitTillRealize = false;
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}
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void CGeniusAI::heroKilled(const CGHeroInstance * hero)
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@ -5,9 +5,6 @@
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#include "BattleLogic.h"
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#include "GeneralAI.h"
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#include "..\..\lib\CondSh.h"
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//#include "../../lib/VCMI_Lib.h"
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//#include "../../global.h"
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//#include "../../client/CGameInfo.h"
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#include <set>
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#include <list>
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#include <queue>
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@ -64,26 +61,29 @@ private:
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if(AI.m_cb->howManyTowns()!=0)
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AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
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for(int i = 0; i < 7;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
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for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
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}
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class TownModel
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{
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public:
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TownModel(const CGTownInstance *t):t(t){visitingHero=(t->visitingHero!=NULL);}
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const CGTownInstance *t;
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bool visitingHero;
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};
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class HeroModel
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{
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public:
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HeroModel(){}
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HeroModel(const CGHeroInstance * h):h(h){
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pos = h->getPosition(false);remainingMovement = h->movement;
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}
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int3 pos;
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int3 interestingPos;
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int remainingMovement;
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const CGHeroInstance * h;
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};
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class TownModel
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{
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public:
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TownModel(const CGTownInstance *t):t(t){hasBuilt = t->builded;creaturesToRecruit = t->creatures;}
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const CGTownInstance *t;
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std::vector<std::pair<ui32, std::vector<ui32> > > creaturesToRecruit;
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bool hasBuilt;
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};
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std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
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std::vector<int> resourceAmounts;
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std::vector<HeroModel> heroModels;
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@ -106,9 +106,9 @@ private:
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//town objectives
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recruitHero,
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buildBuilding,
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recruitCreatures,
|
||||
upgradeCreatures,
|
||||
buildBuilding
|
||||
upgradeCreatures
|
||||
};
|
||||
|
||||
Type type;
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||||
@ -133,7 +133,7 @@ private:
|
||||
pos = object->pos;
|
||||
type = t;
|
||||
whoCanAchieve.push_back(h);
|
||||
_value = rand();
|
||||
_value = 100 + rand()%30;
|
||||
}
|
||||
bool operator < (const HeroObjective &other)const
|
||||
{
|
||||
@ -153,10 +153,10 @@ private:
|
||||
};
|
||||
|
||||
//town objectives
|
||||
//recruitHero,
|
||||
//recruitCreatures,
|
||||
//upgradeCreatures,
|
||||
//recruitHero
|
||||
//buildBuilding
|
||||
//recruitCreatures
|
||||
//upgradeCreatures
|
||||
|
||||
class TownObjective: public AIObjective
|
||||
{
|
||||
@ -164,12 +164,14 @@ private:
|
||||
HypotheticalGameState::TownModel * whichTown;
|
||||
int which; //which hero, which building, which creature,
|
||||
|
||||
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int which):whichTown(tn),which(which){type = t;_value = rand();}
|
||||
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which):whichTown(tn),which(Which){type = t;_value = 100 + rand()%30;}
|
||||
|
||||
bool operator < (const TownObjective &other)const
|
||||
{
|
||||
if(type != other.type)
|
||||
return type<other.type;
|
||||
if(which!=other.which)
|
||||
return which<other.which;
|
||||
if(whichTown->t->id!=other.whichTown->t->id)
|
||||
return whichTown->t->id < other.whichTown->t->id;
|
||||
return false;
|
||||
@ -196,7 +198,7 @@ private:
|
||||
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
|
||||
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
|
||||
void fillObjectiveQueue(HypotheticalGameState & hgs);
|
||||
|
||||
|
||||
void reportResources();
|
||||
int turn;
|
||||
bool firstTurn;
|
||||
|
@ -398,7 +398,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
|
||||
if(town->tempOwner!=player)
|
||||
return false;
|
||||
CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
|
||||
for(int i=0;i<7;i++)
|
||||
for(int i=0;i<b->resources.size();i++)
|
||||
if(b->resources[i] > gs->players[player].resources[i])
|
||||
return false; //lack of resources
|
||||
|
||||
|
@ -3,8 +3,8 @@
|
||||
clientSettings
|
||||
{
|
||||
port=3030;
|
||||
resolution=800x600; // format: WxH
|
||||
bpp=24; // bytes per pixels: 24 or 32
|
||||
resolution=1024x768; // format: WxH
|
||||
bpp=32; // bytes per pixels: 24 or 32
|
||||
fullscreen=0; //0 - windowed mode, 1 - fullscreen
|
||||
server=127.0.0.1; //use 127.0.0.1 for localhost
|
||||
localInformation=2; //0 - *all* information sent from server (safest and slowest); 1 - map information sent from server; 2 - all information local-storaged
|
||||
|
@ -1581,7 +1581,10 @@ int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
|
||||
int ret = 7; //allowed by default
|
||||
//checking resources
|
||||
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
|
||||
|
||||
if(!pom)return 8;
|
||||
if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
|
||||
|
||||
for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
|
||||
{
|
||||
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
|
||||
|
@ -1913,7 +1913,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid )
|
||||
SetResources sr;
|
||||
sr.player = t->tempOwner;
|
||||
sr.res = gs->getPlayer(t->tempOwner)->resources;
|
||||
for(int i=0;i<7;i++)
|
||||
for(int i=0;i<b->resources.size();i++)
|
||||
sr.res[i]-=b->resources[i];
|
||||
sendAndApply(&sr);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user