namespace Nullkiller { /* * Build.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 "Build.h" #include "BuildThis.h" #include "../AIGateway.h" #include "../AIUtility.h" #include "../AIhelper.h" #include "../FuzzyHelper.h" #include "../ResourceManager.h" #include "../BuildingManager.h" #include "../../../lib/mapping/CMap.h" //for victory conditions #include "../../../lib/CPathfinder.h" #include "../../../lib/StringConstants.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper * fh; using namespace Goals; TGoalVec Build::getAllPossibleSubgoals() { TGoalVec ret; for(const CGTownInstance * t : cb->getTownsInfo()) { //start fresh with every town ai->ah->getBuildingOptions(t); auto immediateBuilding = ai->ah->immediateBuilding(); auto expensiveBuilding = ai->ah->expensiveBuilding(); //handling for early town development to save money and focus on income if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.has_value()) { auto potentialBuilding = expensiveBuilding.value(); switch(expensiveBuilding.value().bid) { case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL: case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE: //If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now. auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25))); ret.push_back(goal); return ret; break; } } if(immediateBuilding.has_value()) { ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick } else //try build later { if(expensiveBuilding.has_value()) { auto potentialBuilding = expensiveBuilding.value(); //gather resources for any we can't afford auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5))); ret.push_back(goal); } } } if(ret.empty()) throw cannotFulfillGoalException("BUILD has been realized as much as possible."); else return ret; } TSubgoal Build::whatToDoToAchieve() { return fh->chooseSolution(getAllPossibleSubgoals()); } bool Build::fulfillsMe(TSubgoal goal) { if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE) return (!town || town == goal->town); //building anything will do, in this town if set else return false; } }