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Merge pull request #471 from vcmi/BuildingManager

Building manager
This commit is contained in:
DjWarmonger 2018-08-04 21:07:40 +02:00 committed by GitHub
commit f2db64af94
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8 changed files with 416 additions and 259 deletions

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@ -11,12 +11,15 @@
#include "AIhelper.h" #include "AIhelper.h"
#include "ResourceManager.h" #include "ResourceManager.h"
#include "BuildingManager.h"
boost::thread_specific_ptr<AIhelper> ah; boost::thread_specific_ptr<AIhelper> ah;
AIhelper::AIhelper() AIhelper::AIhelper()
{ {
resourceManager.reset(new ResourceManager()); resourceManager.reset(new ResourceManager());
buildingManager.reset(new BuildingManager());
//TODO: push to vector
} }
AIhelper::~AIhelper() AIhelper::~AIhelper()
@ -30,12 +33,36 @@ bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
void AIhelper::setCB(CPlayerSpecificInfoCallback * CB) void AIhelper::setCB(CPlayerSpecificInfoCallback * CB)
{ {
//TODO: for
resourceManager->setCB(CB); resourceManager->setCB(CB);
buildingManager->setCB(CB);
} }
void AIhelper::setAI(VCAI * AI) void AIhelper::setAI(VCAI * AI)
{ {
//TODO: for loop
resourceManager->setAI(AI); resourceManager->setAI(AI);
buildingManager->setAI(AI);
}
bool AIhelper::getBuildingOptions(const CGTownInstance * t)
{
return buildingManager->getBuildingOptions(t);
}
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();
}
boost::optional<PotentialBuilding> AIhelper::expensiveBuilding() const
{
return buildingManager->expensiveBuilding();
}
boost::optional<BuildingID> AIhelper::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
return buildingManager->canBuildAnyStructure(t, buildList, maxDays);
} }
Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal) Goals::TSubgoal AIhelper::whatToDo(TResources & res, Goals::TSubgoal goal)

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@ -15,23 +15,28 @@
*/ */
#include "ResourceManager.h" #include "ResourceManager.h"
#include "BuildingManager.h"
class ResourceManager; class ResourceManager;
class BuildingManager;
//indirection interface for various modules //indirection interface for various modules
class DLL_EXPORT AIhelper : public IResourceManager class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager
{ {
friend class VCAI; friend class VCAI;
friend struct SetGlobalState; //mess? friend struct SetGlobalState; //mess?
//members are thread_specific. AIhelper is global //members are thread_specific. AIhelper is global
std::shared_ptr<ResourceManager> resourceManager; std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<BuildingManager> buildingManager;
//TODO: vector<IAbstractManager>
std::shared_ptr<VCAI> ai; std::shared_ptr<VCAI> ai;
public: public:
AIhelper(); AIhelper();
~AIhelper(); ~AIhelper();
//TODO: consider common interface with Resource Manager? //from ResourceManager
bool canAfford(const TResources & cost) const; bool canAfford(const TResources & cost) const;
TResources reservedResources() const override; TResources reservedResources() const override;
TResources freeResources() const override; TResources freeResources() const override;
@ -49,5 +54,12 @@ private:
void setCB(CPlayerSpecificInfoCallback * CB) override; void setCB(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override; void setAI(VCAI * AI) override;
//from BuildingManager
public:
bool getBuildingOptions(const CGTownInstance * t) override;
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;
}; };

244
AI/VCAI/BuildingManager.cpp Normal file
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@ -0,0 +1,244 @@
/*
* BuildingManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BuildingManager.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"
bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if (maxDays == 0)
{
logAi->warn("Request to build building %d in 0 days!", building.toEnum());
return false;
}
if (!vstd::contains(t->town->buildings, building))
return false; // no such building in town
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
const CBuilding * buildPtr = t->town->buildings.at(building);
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
{
return t->hasBuilt(buildID);
});
toBuild.push_back(building);
for (BuildingID buildID : toBuild)
{
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if (maxDays && toBuild.size() > maxDays)
return false;
//TODO: calculate if we have enough resources to build it in maxDays?
for (const auto & buildID : toBuild)
{
const CBuilding * b = t->town->buildings.at(buildID);
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::ALLOWED)
{
PotentialBuilding pb;
pb.bid = buildID;
pb.price = t->getBuildingCost(buildID);
immediateBuildings.push_back(pb); //these are checked again in try
return true;
}
else if (canBuild == EBuildingState::PREREQUIRES)
{
// can happen when dependencies have their own missing dependencies
if (tryBuildThisStructure(t, buildID, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::MISSING_BASE)
{
if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::NO_RESOURCES)
{
//we may need to gather resources for those
PotentialBuilding pb;
pb.bid = buildID;
pb.price = t->getBuildingCost(buildID);
expensiveBuildings.push_back(pb); //these are checked again in try
return false;
}
else
return false;
}
return false;
}
bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Can't build anything
}
boost::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
if (cb->canBuildStructure(t, building))
return boost::optional<BuildingID>(building);
}
return boost::optional<BuildingID>(); //Can't build anything
}
bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Nothing to build
}
void BuildingManager::setCB(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}
void BuildingManager::setAI(VCAI * AI)
{
ai = 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 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,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const BuildingID _spells[] = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
static const BuildingID extra[] = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
{
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
immediateBuildings.clear();
expensiveBuildings.clear();
//below algorithm focuses on economy growth at start of the game.
TResources currentRes = cb->getResourceAmount();
TResources currentIncome = t->dailyIncome();
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
return true;
//the more gold the better and less problems later
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return true;
//workaround for mantis #2696 - build fort and citadel - building castle will be 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;
}
}
//TODO: save money for capitol or city hall if capitol unavailable
//do not build other things (unless gold source buildings are disabled in map editor)
if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
{
if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return true;
}
// first in-game week or second half of any week: try build dwellings
if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
{
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
return true;
}
//try to upgrade dwelling
for (int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
{
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
{
if (tryBuildThisStructure(t, unitsUpgrade[i]))
return true;
}
}
//remaining tasks
if (tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
return true;
if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
return true;
//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
std::vector<BuildingID> extraBuildings;
for (auto buildingInfo : t->town->buildings)
{
if (buildingInfo.first > 43)
extraBuildings.push_back(buildingInfo.first);
}
if (tryBuildAnyStructure(t, extraBuildings))
return true;
return false;
}
boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
{
if (immediateBuildings.size())
return boost::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
else
return boost::optional<PotentialBuilding>();
}
boost::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
{
if (expensiveBuildings.size())
return boost::optional<PotentialBuilding>(expensiveBuildings.front());
else
return boost::optional<PotentialBuilding>();
}

74
AI/VCAI/BuildingManager.h Normal file
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@ -0,0 +1,74 @@
/*
* BuildingManager.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AIUtility.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CBuildingHandler.h"
#include "VCAI.h"
struct DLL_EXPORT PotentialBuilding
{
BuildingID bid;
TResources price;
//days to build?
};
class DLL_EXPORT IBuildingManager //: public: IAbstractManager
{ //info about town development
public:
virtual ~IBuildingManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual bool getBuildingOptions(const CGTownInstance * t) = 0;
virtual boost::optional<PotentialBuilding> immediateBuilding() const = 0;
virtual boost::optional<PotentialBuilding> expensiveBuilding() const = 0;
virtual boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const = 0;
};
class DLL_EXPORT BuildingManager : public IBuildingManager
{
friend class VCAI;
friend class AIhelper;
friend struct SetGlobalState;
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
public:
//try build anything in given town, and execute resulting Goal if any
bool getBuildingOptions(const CGTownInstance * t) override;
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;
protected:
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
//try build first unbuilt structure
bool tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays = 7);
//try build ANY unbuilt structure
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
private:
//TODO: remember current town?
std::vector<PotentialBuilding> immediateBuildings; //what we can build right now in current town
std::vector<PotentialBuilding> expensiveBuildings; //what we coudl build but can't afford
void setCB(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
};

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@ -11,6 +11,9 @@ set(VCAI_SRCS
AIUtility.cpp AIUtility.cpp
AIhelper.cpp AIhelper.cpp
ResourceManager.cpp ResourceManager.cpp
BuildingManager.cpp
MapObjectsEvaluator.cpp
BuildingManager.cpp
MapObjectsEvaluator.cpp MapObjectsEvaluator.cpp
Fuzzy.cpp Fuzzy.cpp
Goals.cpp Goals.cpp
@ -24,6 +27,9 @@ set(VCAI_HEADERS
AIUtility.h AIUtility.h
AIhelper.h AIhelper.h
ResourceManager.h ResourceManager.h
BuildingManager.h
MapObjectsEvaluator.h
BuildingManager.h
MapObjectsEvaluator.h MapObjectsEvaluator.h
Fuzzy.h Fuzzy.h
Goals.h Goals.h

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@ -12,6 +12,7 @@
#include "VCAI.h" #include "VCAI.h"
#include "Fuzzy.h" #include "Fuzzy.h"
#include "ResourceManager.h" #include "ResourceManager.h"
#include "BuildingManager.h"
#include "../../lib/mapping/CMap.h" //for victory conditions #include "../../lib/mapping/CMap.h" //for victory conditions
#include "../../lib/CPathfinder.h" #include "../../lib/CPathfinder.h"
#include "../../lib/StringConstants.h" #include "../../lib/StringConstants.h"
@ -1367,10 +1368,10 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
} }
} }
//build dwelling //build dwelling
auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)); auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
if (bid != BuildingID::NONE) if (bid.is_initialized())
{ {
auto goal = sptr(BuildThis(bid, t).setpriority(priority)); auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal); ret.push_back(goal);
} }

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@ -11,6 +11,7 @@
#include "VCAI.h" #include "VCAI.h"
#include "Fuzzy.h" #include "Fuzzy.h"
#include "ResourceManager.h" #include "ResourceManager.h"
#include "BuildingManager.h"
#include "../../lib/UnlockGuard.h" #include "../../lib/UnlockGuard.h"
#include "../../lib/mapObjects/MapObjects.h" #include "../../lib/mapObjects/MapObjects.h"
@ -1181,241 +1182,35 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
} }
} }
bool VCAI::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if(maxDays == 0)
{
logAi->warn("Request to build building %d in 0 days!", building.toEnum());
return false;
}
if(!vstd::contains(t->town->buildings, building))
return false; // no such building in town
if(t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
const CBuilding * buildPtr = t->town->buildings.at(building);
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
{
return t->hasBuilt(buildID);
});
toBuild.push_back(building);
for(BuildingID buildID : toBuild)
{
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if(canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if(maxDays && toBuild.size() > maxDays)
return false;
//TODO: calculate if we have enough resources to build it in maxDays?
for(const auto & buildID : toBuild)
{
const CBuilding * b = t->town->buildings.at(buildID);
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::ALLOWED)
{
buildStructure(t, buildID);
return true;
}
else if (canBuild == EBuildingState::PREREQUIRES)
{
// can happen when dependencies have their own missing dependencies
if (tryBuildThisStructure(t, buildID, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::MISSING_BASE)
{
if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::NO_RESOURCES)
{
//we may need to gather resources for those
PotentialBuilding pb;
pb.bid = buildID;
pb.price = t->getBuildingCost(buildID);
potentialBuildings.push_back(pb); //these are checked again in try
return false;
}
else
return false;
}
return false;
}
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Can't build anything
}
BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays) const
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
if(cb->canBuildStructure(t, building))
return building;
}
return BuildingID::NONE; //Can't build anything
}
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Nothing to build
}
void VCAI::buildStructure(const CGTownInstance * t, BuildingID building)
{
auto name = t->town->buildings.at(building)->Name();
logAi->debug("Player %d will build %s in town of %s at %s", playerID, name, t->name, t->pos.toString());
cb->buildBuilding(t, building); //just do this;
}
//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 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,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
static const BuildingID _spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
bool VCAI::tryBuildStructure(const CGTownInstance * t)
{
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//below algorithm focuses on economy growth at start of the game.
TResources currentRes = cb->getResourceAmount();
TResources currentIncome = t->dailyIncome();
if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
return true;
//the more gold the better and less problems later
if(tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return true;
//workaround for mantis #2696 - build fort and citadel - building castle will be 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;
}
}
//TODO: save money for capitol or city hall if capitol unavailable
//do not build other things (unless gold source buildings are disabled in map editor)
if(cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
{
if(tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return true;
}
// first in-game week or second half of any week: try build dwellings
if(cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
{
if(tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
return true;
}
//try to upgrade dwelling
for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
{
if(t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
{
if(tryBuildThisStructure(t, unitsUpgrade[i]))
return true;
}
}
//remaining tasks
if(tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
return true;
if(tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
return true;
//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
std::vector<BuildingID> extraBuildings;
for(auto buildingInfo : t->town->buildings)
{
if(buildingInfo.first > 43)
extraBuildings.push_back(buildingInfo.first);
}
if(tryBuildAnyStructure(t, extraBuildings))
return true;
return false;
}
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm) bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm)
{ {
const int3 pos = obj->visitablePos(); const int3 pos = obj->visitablePos();
const int3 targetPos = sm.firstTileToGet(h, pos); const int3 targetPos = sm.firstTileToGet(h, pos);
if(!targetPos.valid()) if (!targetPos.valid())
return false; return false;
if(!isTileNotReserved(h.get(), targetPos)) if (!isTileNotReserved(h.get(), targetPos))
return false; return false;
if(obj->wasVisited(playerID)) if (obj->wasVisited(playerID))
return false; return false;
if(cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj)) if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
return false; // Otherwise we flag or get weekly resources / creatures return false; // Otherwise we flag or get weekly resources / creatures
if(!isSafeToVisit(h, pos)) if (!isSafeToVisit(h, pos))
return false; return false;
if(!shouldVisit(h, obj)) if (!shouldVisit(h, obj))
return false; return false;
if(vstd::contains(alreadyVisited, obj)) if (vstd::contains(alreadyVisited, obj))
return false; return false;
if(vstd::contains(reservedObjs, obj)) if (vstd::contains(reservedObjs, obj))
return false; return false;
if(!isAccessibleForHero(targetPos, h)) if (!isAccessibleForHero(targetPos, h))
return false; return false;
const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands //we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES) if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
return false; return false;
else else
return true; //all of the following is met return true; //all of the following is met
} }
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
@ -2084,6 +1879,14 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
} }
return ret; return ret;
} }
void VCAI::buildStructure(const CGTownInstance * t, BuildingID building)
{
auto name = t->town->buildings.at(building)->Name();
logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->name, t->pos.toString());
cb->buildBuilding(t, building); //just do this;
}
void VCAI::tryRealize(Goals::Explore & g) void VCAI::tryRealize(Goals::Explore & g)
{ {
throw cannotFulfillGoalException("EXPLORE is not an elementar goal!"); throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
@ -2216,23 +2019,32 @@ void VCAI::tryRealize(Goals::Build & g)
for(const CGTownInstance * t : cb->getTownsInfo()) for(const CGTownInstance * t : cb->getTownsInfo())
{ {
logAi->debug("Looking into %s", t->name); logAi->debug("Looking into %s", t->name);
potentialBuildings.clear(); //start fresh with every town //start fresh with every town
if (tryBuildStructure(t)) ah->getBuildingOptions(t);
didWeBuildSomething = true; auto ib = ah->immediateBuilding();
else if (potentialBuildings.size()) if (ib.is_initialized())
{ {
auto pb = potentialBuildings.front(); //gather resources for any we can't afford buildStructure(t, ib.get().bid); //do it right now
auto goal = ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t))); didWeBuildSomething = true;
if (goal->goalType == Goals::BUILD_STRUCTURE) }
else
{
auto eb = ah->expensiveBuilding();
if (eb.is_initialized())
{ {
logAi->error("We were supposed to NOT afford any building"); auto pb = eb.get(); //gather resources for any we can't afford
buildStructure(t, pb.bid); //do it right now auto goal = ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t)));
didWeBuildSomething = true; if (goal->goalType == Goals::BUILD_STRUCTURE)
} {
else logAi->error("We were supposed to NOT afford any building");
{ buildStructure(t, pb.bid); //do it right now
//TODO: right now we do that for every town in order. Consider comparison of all potential goals. didWeBuildSomething = true;
striveToGoal(goal); //gather resources, or something else? }
else
{
//TODO: right now we do that for every town in order. Consider comparison of all potential goals.
striveToGoal(goal); //gather resources, or something else?
}
} }
} }
} }

View File

@ -129,30 +129,10 @@ struct SectorMap
class DLL_EXPORT VCAI : public CAdventureAI class DLL_EXPORT VCAI : public CAdventureAI
{ {
public: public:
//internal methods for town development
//TODO: refactor to separate class BuildManager
//try build anything in given town, and execute resulting Goal if any
bool tryBuildStructure(const CGTownInstance * t);
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
//try build first unbuilt structure
bool tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays = 7);
//try build ANY unbuilt structure
BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7) const;
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
void buildStructure(const CGTownInstance * t, BuildingID building); //actually execute build operation
struct PotentialBuilding
{
BuildingID bid;
TResources price;
//days to build?
};
std::vector<PotentialBuilding> potentialBuildings; //what we can build in current town
friend class FuzzyHelper; friend class FuzzyHelper;
friend class ResourceManager; friend class ResourceManager;
friend class BuildingManager;
std::map<TeleportChannelID, std::shared_ptr<TeleportChannel>> knownTeleportChannels; std::map<TeleportChannelID, std::shared_ptr<TeleportChannel>> knownTeleportChannels;
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates; std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
@ -289,6 +269,7 @@ public:
void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h); void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
bool moveHeroToTile(int3 dst, HeroPtr h); bool moveHeroToTile(int3 dst, HeroPtr h);
void buildStructure(const CGTownInstance * t, BuildingID building); //TODO: move to BuildingManager
void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on) void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
void waitTillFree(); void waitTillFree();