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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Add possible income utility function, make capitol building errorproof

This commit is contained in:
Dydzio 2018-10-13 18:52:44 +02:00
parent 12e1e5b315
commit b69c316409
4 changed files with 32 additions and 17 deletions

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@ -48,6 +48,11 @@ bool AIhelper::getBuildingOptions(const CGTownInstance * t)
return buildingManager->getBuildingOptions(t);
}
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
return buildingManager->getMaxPossibleGoldBuilding(t);
}
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();

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@ -49,6 +49,7 @@ public:
bool hasTasksLeft() const override;
bool getBuildingOptions(const CGTownInstance * t) override;
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
boost::optional<PotentialBuilding> immediateBuilding() 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;

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@ -138,8 +138,8 @@ void BuildingManager::setAI(VCAI * AI)
}
//Set of buildings for different goals. Does not include any prerequisites.
static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
static const BuildingID goldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL };
static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
static const BuildingID basicGoldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
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,
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,
@ -171,22 +171,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
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?
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
if(tryBuildNextStructure(t, std::vector<BuildingID>(basicGoldSource, basicGoldSource + ARRAY_COUNT(basicGoldSource))))
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(tryBuildThisStructure(t, BuildingID::FORT))
return true;
@ -201,8 +197,8 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
return true;
}
// first in-game week or second half of any week: try build dwellings //TODO: this condition looks not optimal, rethink
if (t->hasBuilt(BuildingID::FORT) && (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3))
//try building dwellings
if (t->hasBuilt(BuildingID::FORT))
{
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
@ -238,6 +234,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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
{
if (immediateBuildings.size())

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@ -51,6 +51,7 @@ public:
//try build anything in given town, and execute resulting Goal if any
bool getBuildingOptions(const CGTownInstance * t) override;
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
boost::optional<PotentialBuilding> immediateBuilding() 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;