/* * 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 "ArmyManager.h" #include "../Engine/Nullkiller.h" #include "../../../CCallback.h" #include "../../../lib/mapObjects/MapObjects.h" namespace NKAI { class StackUpgradeInfo { public: CreatureID initialCreature; CreatureID upgradedCreature; TResources cost; int count; uint64_t upgradeValue; StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count) :initialCreature(initial), upgradedCreature(upgraded), count(count) { cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count; upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count; } }; uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const { return howManyReinforcementsCanGet(hero, hero, source); } std::vector ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const { const CCreatureSet * armies[] = { target, source }; //we calculate total strength for each creature type available in armies std::map creToPower; std::vector resultingArmy; for(auto armyPtr : armies) { for(auto & i : armyPtr->Slots()) { auto cre = dynamic_cast(i.second->type); auto & slotInfp = creToPower[cre]; slotInfp.creature = cre; slotInfp.power += i.second->getPower(); slotInfp.count += i.second->count; } } for(auto & pair : creToPower) resultingArmy.push_back(pair.second); boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool { return left.power > right.power; }); return resultingArmy; } std::vector::iterator ArmyManager::getWeakestCreature(std::vector & army) const { auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool { if(left.creature->getLevel() != right.creature->getLevel()) return left.creature->getLevel() < right.creature->getLevel(); return left.creature->Speed() > right.creature->Speed(); }); return weakest; } class TemporaryArmy : public CArmedInstance { public: void armyChanged() override {} TemporaryArmy() :CArmedInstance(true) { } }; std::vector ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const { auto sortedSlots = getSortedSlots(target, source); std::map alignmentMap; for(auto & slot : sortedSlots) { alignmentMap[slot.creature->getFaction()] += slot.power; } std::set allowedFactions; std::vector resultingArmy; uint64_t armyValue = 0; TemporaryArmy newArmyInstance; auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(Bonus::MORALE)); for(auto bonus : *bonusModifiers) { // army bonuses will change and object bonuses are temporary if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT) { newArmyInstance.addNewBonus(std::make_shared(*bonus)); } } while(allowedFactions.size() < alignmentMap.size()) { auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair pair) -> uint64_t { return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second; }); allowedFactions.insert(strongestAlignment->first); std::vector newArmy; uint64_t newValue = 0; newArmyInstance.clear(); for(auto & slot : sortedSlots) { if(vstd::contains(allowedFactions, slot.creature->getFaction())) { auto slotID = newArmyInstance.getSlotFor(slot.creature); if(slotID.validSlot()) { newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count); newArmy.push_back(slot); } } } newArmyInstance.updateMoraleBonusFromArmy(); for(auto & slot : newArmyInstance.Slots()) { auto morale = slot.second->MoraleVal(); auto multiplier = 1.0f; const float BadMoraleChance = 0.083f; const float HighMoraleChance = 0.04f; if(morale < 0) { multiplier += morale * BadMoraleChance; } else if(morale > 0) { multiplier += morale * HighMoraleChance; } newValue += multiplier * slot.second->getPower(); } if(armyValue >= newValue) { break; } resultingArmy = newArmy; armyValue = newValue; } if(resultingArmy.size() <= GameConstants::ARMY_SIZE && allowedFactions.size() == alignmentMap.size() && source->needsLastStack()) { auto weakest = getWeakestCreature(resultingArmy); if(weakest->count == 1) { assert(resultingArmy.size() > 1); resultingArmy.erase(weakest); } else { weakest->power -= weakest->power / weakest->count; weakest->count--; } } return resultingArmy; } ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const { return howManyReinforcementsCanBuy(h, t, ai->getFreeResources()); } std::shared_ptr ArmyManager::getArmyAvailableToBuyAsCCreatureSet( const CGDwelling * dwelling, TResources availableRes) const { std::vector creaturesInDwellings; auto army = std::make_shared(); for(int i = dwelling->creatures.size() - 1; i >= 0; i--) { auto ci = infoFromDC(dwelling->creatures[i]); if(!ci.count || ci.creID == -1) continue; vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford if(!ci.count) continue; SlotID dst = army->getFreeSlot(); if(!dst.validSlot()) break; army->setCreature(dst, ci.creID, ci.count); availableRes -= ci.cre->getFullRecruitCost() * ci.count; } return army; } ui64 ArmyManager::howManyReinforcementsCanBuy( const CCreatureSet * targetArmy, const CGDwelling * dwelling, const TResources & availableResources) const { ui64 aivalue = 0; auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources); for(const creInfo & ci : army) { aivalue += ci.count * ci.cre->getAIValue(); } return aivalue; } std::vector ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const { return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources()); } std::vector ArmyManager::getArmyAvailableToBuy( const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const { std::vector creaturesInDwellings; int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount(); for(int i = dwelling->creatures.size() - 1; i >= 0; i--) { auto ci = infoFromDC(dwelling->creatures[i]); if(!ci.count || ci.creID == -1) continue; SlotID dst = hero->getSlotFor(ci.creID); if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack { if(!freeHeroSlots) //no more place for stacks continue; else freeHeroSlots--; //new slot will be occupied } vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford if(!ci.count) continue; ci.level = i; //this is important for Dungeon Summoning Portal creaturesInDwellings.push_back(ci); availableRes -= ci.cre->getFullRecruitCost() * ci.count; } return creaturesInDwellings; } ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const { auto bestArmy = getBestArmy(armyCarrier, target, source); uint64_t newArmy = 0; uint64_t oldArmy = target->getArmyStrength(); for(auto & slot : bestArmy) { newArmy += slot.power; } return newArmy > oldArmy ? newArmy - oldArmy : 0; } uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const { return creature->getAIValue() * count; } SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const { auto creatureInfo = totalArmy.find(creatureID); return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second; } void ArmyManager::update() { logAi->trace("Start analysing army"); std::vector total; auto heroes = cb->getHeroesInfo(); auto towns = cb->getTownsInfo(); std::copy(heroes.begin(), heroes.end(), std::back_inserter(total)); std::copy(towns.begin(), towns.end(), std::back_inserter(total)); totalArmy.clear(); for(auto army : total) { for(auto slot : army->Slots()) { totalArmy[slot.second->getCreatureID()].count += slot.second->count; } } for(auto army : totalArmy) { army.second.creature = army.first.toCreature(); army.second.power = evaluateStackPower(army.second.creature, army.second.count); } } std::vector ArmyManager::convertToSlots(const CCreatureSet * army) const { std::vector result; for(auto slot : army->Slots()) { SlotInfo slotInfo; slotInfo.creature = slot.second->getCreatureID().toCreature(); slotInfo.count = slot.second->count; slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count); result.push_back(slotInfo); } return result; } std::vector ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const { std::vector upgrades; for(auto creature : army->Slots()) { CreatureID initial = creature.second->getCreatureID(); auto possibleUpgrades = initial.toCreature()->upgrades; if(possibleUpgrades.empty()) continue; CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t { return cre.toCreature()->getAIValue(); }); StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count); if(initial.toCreature()->getLevel() == 1) upgrade.cost = TResources(); upgrades.push_back(upgrade); } return upgrades; } std::vector ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const { std::vector upgrades; for(auto creature : army->Slots()) { CreatureID initial = creature.second->getCreatureID(); auto possibleUpgrades = initial.toCreature()->upgrades; vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool { for(auto pair : dwelling->creatures) { if(vstd::contains(pair.second, creID)) return false; } return true; }); if(possibleUpgrades.empty()) continue; CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t { return cre.toCreature()->getAIValue(); }); StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count); upgrades.push_back(upgrade); } return upgrades; } std::vector ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const { std::vector upgrades; if(upgrader->ID == Obj::HILL_FORT) { upgrades = getHillFortUpgrades(army); } else { auto dwelling = dynamic_cast(upgrader); if(dwelling) { upgrades = getDwellingUpgrades(army, dwelling); } } return upgrades; } ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade( const CCreatureSet * army, const CGObjectInstance * upgrader, const TResources & availableResources) const { if(!upgrader) return ArmyUpgradeInfo(); std::vector upgrades = getPossibleUpgrades(army, upgrader); vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool { return !availableResources.canAfford(u.cost); }); if(upgrades.empty()) return ArmyUpgradeInfo(); std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool { return u1.upgradeValue > u2.upgradeValue; }); TResources resourcesLeft = availableResources; ArmyUpgradeInfo result; result.resultingArmy = convertToSlots(army); for(auto upgrade : upgrades) { if(resourcesLeft.canAfford(upgrade.cost)) { SlotInfo upgradedArmy; upgradedArmy.creature = upgrade.upgradedCreature.toCreature(); upgradedArmy.count = upgrade.count; upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count); auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool { return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature; }); resourcesLeft -= upgrade.cost; result.upgradeCost += upgrade.cost; result.upgradeValue += upgrade.upgradeValue; *slotToReplace = upgradedArmy; } } return result; } }