/* * BuildAnalyzer.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 "../Engine/Nullkiller.h" #include "../../../lib/mapping/CMap.h" //for victory conditions #include "../Engine/Nullkiller.h" void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo) { auto townInfo = developmentInfo.town->town; auto creatures = townInfo->creatures; auto buildings = townInfo->getAllBuildings(); std::map parentMap; for(auto &pair : townInfo->buildings) { if(pair.second->upgrade != -1) { parentMap[pair.second->upgrade] = pair.first; } } BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST}; for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++) { logAi->trace("Checking dwelling level %d", level); BuildingInfo nextToBuild = BuildingInfo(); for(BuildingID prefix : prefixes) { BuildingID building = BuildingID(prefix + level); if(!vstd::contains(buildings, building)) continue; // no such building in town auto info = getBuildingOrPrerequisite(developmentInfo.town, building); if(info.exists) { developmentInfo.addExistingDwelling(info); break; } nextToBuild = info; } if(nextToBuild.id != BuildingID::NONE) { developmentInfo.addBuildingToBuild(nextToBuild); } } } void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo) { logAi->trace("Checking other buildings"); std::vector> otherBuildings = { {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL} }; if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday) { otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE}); } for(auto & buildingSet : otherBuildings) { for(auto & buildingID : buildingSet) { if(!developmentInfo.town->hasBuilt(buildingID)) { developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID)); break; } } } } int32_t convertToGold(const TResources & res) { return res[Res::GOLD] + 75 * (res[Res::WOOD] + res[Res::ORE]) + 125 * (res[Res::GEMS] + res[Res::CRYSTAL] + res[Res::MERCURY] + res[Res::SULFUR]); } TResources BuildAnalyzer::getResourcesRequiredNow() const { auto resourcesAvailable = ai->getFreeResources(); auto result = requiredResources - resourcesAvailable; result.positive(); return result; } TResources BuildAnalyzer::getTotalResourcesRequired() const { auto resourcesAvailable = ai->getFreeResources(); auto result = totalDevelopmentCost - resourcesAvailable; result.positive(); return result; } void BuildAnalyzer::update() { logAi->trace("Start analysing build"); BuildingInfo bi; reset(); auto towns = ai->cb->getTownsInfo(); for(const CGTownInstance* town : towns) { logAi->trace("Checking town %s", town->name); developmentInfos.push_back(TownDevelopmentInfo(town)); TownDevelopmentInfo & developmentInfo = developmentInfos.back(); updateTownDwellings(developmentInfo); updateOtherBuildings(developmentInfo); requiredResources += developmentInfo.requiredResources; totalDevelopmentCost += developmentInfo.townDevelopmentCost; armyCost += developmentInfo.armyCost; for(auto bi : developmentInfo.toBuild) { logAi->trace("Building preferences %s", bi.toString()); } } std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool { auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost); auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost); return val1 > val2; }); updateDailyIncome(); if(ai->cb->getDate(Date::EDateType::DAY) == 1) { goldPreasure = 1; } else { goldPreasure = ai->getLockedResources()[Res::GOLD] / 10000.0f + (float)armyCost[Res::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[Res::GOLD] * 7.0f); } logAi->trace("Gold preasure: %f", goldPreasure); } void BuildAnalyzer::reset() { requiredResources = TResources(); totalDevelopmentCost = TResources(); armyCost = TResources(); developmentInfos.clear(); } BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite( const CGTownInstance * town, BuildingID toBuild, bool excludeDwellingDependencies) const { BuildingID building = toBuild; auto townInfo = town->town; const CBuilding * buildPtr = townInfo->buildings.at(building); const CCreature * creature = nullptr; CreatureID baseCreatureID; if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST) { int level = toBuild - BuildingID::DWELL_FIRST; auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN); auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN ? creatures.at(level / GameConstants::CREATURES_PER_TOWN) : creatures.front(); baseCreatureID = creatures.front(); creature = creatureID.toCreature(); } auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai); logAi->trace("checking %s", info.name); logAi->trace("buildInfo %s", info.toString()); buildPtr = nullptr; if(!town->hasBuilt(building)) { auto canBuild = ai->cb->canBuildStructure(town, building); if(canBuild == EBuildingState::ALLOWED) { info.canBuild = true; } else if(canBuild == EBuildingState::NO_RESOURCES) { logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString()); info.notEnoughRes = true; } else if(canBuild == EBuildingState::PREREQUIRES) { auto buildExpression = town->genBuildingRequirements(building, false); auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool { return town->hasBuilt(id); }); auto otherDwelling = [](const BuildingID & id) -> bool { return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST; }; if(vstd::contains_if(missingBuildings, otherDwelling)) { logAi->trace("cant build. Need other dwelling"); } else { buildPtr = townInfo->buildings.at(building); logAi->trace("cant build. Need %d", missingBuildings[0].num); BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies); prerequisite.buildCostWithPrerequisits += info.buildCost; prerequisite.creatureCost = info.creatureCost; prerequisite.creatureGrows = info.creatureGrows; prerequisite.creatureLevel = info.creatureLevel; prerequisite.creatureID = info.creatureID; prerequisite.baseCreatureID = info.baseCreatureID; prerequisite.prerequisitesCount++; prerequisite.armyCost = info.armyCost; prerequisite.dailyIncome = info.dailyIncome; return prerequisite; } } } else { logAi->trace("exists"); info.exists = true; } return info; } void BuildAnalyzer::updateDailyIncome() { auto objects = ai->cb->getMyObjects(); auto towns = ai->cb->getTownsInfo(); dailyIncome = TResources(); for(const CGObjectInstance* obj : objects) { const CGMine* mine = dynamic_cast(obj); if(mine) { dailyIncome[mine->producedResource] += mine->producedQuantity; } } for(const CGTownInstance* town : towns) { dailyIncome += town->dailyIncome(); } } bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const { for(auto tdi : developmentInfos) { if(tdi.town->alignment == alignment && tdi.town->hasBuilt(bid)) return true; } return false; } void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling) { existingDwellings.push_back(existingDwelling); armyCost += existingDwelling.armyCost; armyStrength += existingDwelling.armyStrength; } void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild) { townDevelopmentCost += nextToBuild.buildCostWithPrerequisits; if(nextToBuild.canBuild) { hasSomethingToBuild = true; toBuild.push_back(nextToBuild); } else if(nextToBuild.notEnoughRes) { requiredResources += nextToBuild.buildCost; hasSomethingToBuild = true; toBuild.push_back(nextToBuild); } } BuildingInfo::BuildingInfo() { id = BuildingID::NONE; creatureGrows = 0; creatureID = CreatureID::NONE; buildCost = 0; buildCostWithPrerequisits = 0; prerequisitesCount = 0; name = ""; armyStrength = 0; } BuildingInfo::BuildingInfo( const CBuilding * building, const CCreature * creature, CreatureID baseCreature, const CGTownInstance * town, Nullkiller * ai) { id = building->bid; buildCost = building->resources; buildCostWithPrerequisits = building->resources; dailyIncome = building->produce; exists = town->hasBuilt(id); prerequisitesCount = 1; name = building->Name(); if(creature) { creatureGrows = creature->growth; creatureID = creature->idNumber; creatureCost = creature->cost; creatureLevel = creature->level; baseCreatureID = baseCreature; if(exists) { creatureGrows = town->creatureGrowth(creatureLevel - 1); } else { creatureGrows = creature->growth; if(town->hasBuilt(BuildingID::CASTLE)) creatureGrows *= 2; else if(town->hasBuilt(BuildingID::CITADEL)) creatureGrows += creatureGrows / 2; } armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows); armyCost = creatureCost * creatureGrows; } else { creatureGrows = 0; creatureID = CreatureID::NONE; baseCreatureID = CreatureID::NONE; creatureCost = TResources(); armyCost = TResources(); creatureLevel = 0; armyStrength = 0; } } std::string BuildingInfo::toString() const { return name + ", cost: " + buildCost.toString() + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel) + " x " + creatureCost.toString() + ", daily: " + dailyIncome.toString(); }