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Update BuildAnalyzer.cpp

Removed the restrictions of the greedy-playstyle.
Only count forts as gold-producing prerequisites when no same- or higher-level fort exists somewhere else in the empire.
This commit is contained in:
Xilmi 2024-08-15 18:13:44 +02:00
parent b7e4219fde
commit f0ca1c6112

View File

@ -150,16 +150,10 @@ void BuildAnalyzer::update()
auto towns = ai->cb->getTownsInfo();
float economyDevelopmentCost = 0;
uint8_t closestThreat = UINT8_MAX;
ai->dangerHitMap->updateHitMap();
for(const CGTownInstance* town : towns)
{
for (auto threat : ai->dangerHitMap->getTownThreats(town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
logAi->trace("Checking town %s closest threat: %u", town->getNameTranslated(), (unsigned int)closestThreat);
logAi->trace("Checking town %s", town->getNameTranslated());
developmentInfos.push_back(TownDevelopmentInfo(town));
TownDevelopmentInfo & developmentInfo = developmentInfos.back();
@ -182,9 +176,6 @@ void BuildAnalyzer::update()
}
}
if (closestThreat < 7)
economyDevelopmentCost = 0;
std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
{
auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
@ -254,6 +245,12 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
logAi->trace("checking %s", info.name);
logAi->trace("buildInfo %s", info.toString());
int highestFort = 0;
for (auto twn : ai->cb->getTownsInfo())
{
highestFort = std::max(highestFort, (int)twn->fortLevel());
}
if(!town->hasBuilt(building))
{
auto canBuild = ai->cb->canBuildStructure(town, building);
@ -298,7 +295,15 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
prerequisite.baseCreatureID = info.baseCreatureID;
prerequisite.prerequisitesCount++;
prerequisite.armyCost = info.armyCost;
prerequisite.dailyIncome = info.dailyIncome;
bool haveSameOrBetterFort = false;
if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
haveSameOrBetterFort = true;
if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
haveSameOrBetterFort = true;
if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
haveSameOrBetterFort = true;
if(!haveSameOrBetterFort)
prerequisite.dailyIncome = info.dailyIncome;
return prerequisite;
}