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Add Marketplace, Blacksmith into extra buildings category to ensure they get built. Misc changes.

This commit is contained in:
MnHebi
2024-01-26 00:56:36 +02:00
parent 4318b25399
commit 8b24b0e9a7

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@@ -139,7 +139,6 @@ void BuildingManager::setAI(VCAI * AI)
//Set of buildings for different goals. Does not include any prerequisites. //Set of buildings for different goals. Does not include any prerequisites.
static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL }; static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL }; static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
static const std::vector<BuildingID> cityhallRequirements = { BuildingID::TOWN_HALL, BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::MAGES_GUILD_1 };
static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE }; static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL }; static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
@@ -149,8 +148,8 @@ BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_
static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR }; static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3, static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 }; BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
static const std::vector<BuildingID> extra = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3, static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
bool BuildingManager::getBuildingOptions(const CGTownInstance * t) bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
{ {
@@ -187,23 +186,13 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
if (t->hasBuilt(BuildingID::CASTLE)) if (t->hasBuilt(BuildingID::CASTLE))
{ {
if (tryBuildAnyStructure(t, unitGrowth, 4)) if (tryBuildAnyStructure(t, unitGrowth))
return true; return true;
} }
//make required structures for City Hall
if(tryBuildNextStructure(t, cityhallRequirements))
return true;
//try to make City Hall //try to make City Hall
for (int i = 0; i < cityhallRequirements.size(); i++) if (tryBuildNextStructure(t, basicGoldSource))
{ return true;
if (t->hasBuilt(cityhallRequirements[i]))
{
if (tryBuildThisStructure(t, BuildingID::CITY_HALL))
return true;
}
}
//workaround for mantis #2696 - build capitol with separate algorithm if it is available //workaround for mantis #2696 - build capitol with separate algorithm if it is available
if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL) if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)