mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
Add possible income utility function, make capitol building errorproof
This commit is contained in:
parent
12e1e5b315
commit
b69c316409
@ -48,6 +48,11 @@ bool AIhelper::getBuildingOptions(const CGTownInstance * t)
|
|||||||
return buildingManager->getBuildingOptions(t);
|
return buildingManager->getBuildingOptions(t);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
|
||||||
|
{
|
||||||
|
return buildingManager->getMaxPossibleGoldBuilding(t);
|
||||||
|
}
|
||||||
|
|
||||||
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
|
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
|
||||||
{
|
{
|
||||||
return buildingManager->immediateBuilding();
|
return buildingManager->immediateBuilding();
|
||||||
|
@ -49,6 +49,7 @@ public:
|
|||||||
bool hasTasksLeft() const override;
|
bool hasTasksLeft() const override;
|
||||||
|
|
||||||
bool getBuildingOptions(const CGTownInstance * t) override;
|
bool getBuildingOptions(const CGTownInstance * t) override;
|
||||||
|
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
|
||||||
boost::optional<PotentialBuilding> immediateBuilding() const override;
|
boost::optional<PotentialBuilding> immediateBuilding() const override;
|
||||||
boost::optional<PotentialBuilding> expensiveBuilding() const override;
|
boost::optional<PotentialBuilding> expensiveBuilding() const override;
|
||||||
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
|
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
|
||||||
|
@ -138,8 +138,8 @@ 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 BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
|
static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
|
||||||
static const BuildingID goldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL };
|
static const BuildingID basicGoldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
|
||||||
static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
|
static const BuildingID capitolAndRequirements[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
|
||||||
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
|
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
|
||||||
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
|
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
|
||||||
static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
|
static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
|
||||||
@ -171,22 +171,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
|
|||||||
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
|
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
//workaround for mantis #2696 - build fort and citadel - building castle prerequisite when trying to build capitol will be then handled without bug
|
|
||||||
if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) &&
|
|
||||||
cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL)
|
|
||||||
{
|
|
||||||
if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
|
|
||||||
{
|
|
||||||
if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements,
|
|
||||||
capitolRequirements + ARRAY_COUNT(capitolRequirements))))
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
|
//the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
|
||||||
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
|
if(tryBuildNextStructure(t, std::vector<BuildingID>(basicGoldSource, basicGoldSource + ARRAY_COUNT(basicGoldSource))))
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
|
//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(tryBuildNextStructure(t, std::vector<BuildingID>(capitolAndRequirements,
|
||||||
|
capitolAndRequirements + ARRAY_COUNT(capitolAndRequirements))))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain
|
if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain
|
||||||
if(tryBuildThisStructure(t, BuildingID::FORT))
|
if(tryBuildThisStructure(t, BuildingID::FORT))
|
||||||
return true;
|
return true;
|
||||||
@ -201,8 +197,8 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// first in-game week or second half of any week: try build dwellings //TODO: this condition looks not optimal, rethink
|
//try building dwellings
|
||||||
if (t->hasBuilt(BuildingID::FORT) && (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3))
|
if (t->hasBuilt(BuildingID::FORT))
|
||||||
{
|
{
|
||||||
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
|
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
|
||||||
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
|
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
|
||||||
@ -238,6 +234,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
|
||||||
|
{
|
||||||
|
if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
|
||||||
|
return BuildingID::CAPITOL;
|
||||||
|
else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
|
||||||
|
return BuildingID::CITY_HALL;
|
||||||
|
else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
|
||||||
|
return BuildingID::TOWN_HALL;
|
||||||
|
else
|
||||||
|
return BuildingID::VILLAGE_HALL;
|
||||||
|
}
|
||||||
|
|
||||||
boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
|
boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
|
||||||
{
|
{
|
||||||
if (immediateBuildings.size())
|
if (immediateBuildings.size())
|
||||||
|
@ -51,6 +51,7 @@ public:
|
|||||||
|
|
||||||
//try build anything in given town, and execute resulting Goal if any
|
//try build anything in given town, and execute resulting Goal if any
|
||||||
bool getBuildingOptions(const CGTownInstance * t) override;
|
bool getBuildingOptions(const CGTownInstance * t) override;
|
||||||
|
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
|
||||||
boost::optional<PotentialBuilding> immediateBuilding() const override;
|
boost::optional<PotentialBuilding> immediateBuilding() const override;
|
||||||
boost::optional<PotentialBuilding> expensiveBuilding() const override;
|
boost::optional<PotentialBuilding> expensiveBuilding() const override;
|
||||||
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
|
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
|
||||||
|
Loading…
Reference in New Issue
Block a user