/* * 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 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 BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector & buildList, unsigned int maxDays) const { for (const auto & building : buildList) { if (t->hasBuilt(building)) continue; switch (cb->canBuildStructure(t, building)) { case EBuildingState::ALLOWED: case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter? return boost::optional(building); break; } } return boost::optional(); //Can't build anything } bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector 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::init(CPlayerSpecificInfoCallback * CB) { cb = CB; } void BuildingManager::setAI(VCAI * AI) { ai = AI; } //Set of buildings for different goals. Does not include any prerequisites. static const std::vector essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL }; static const std::vector basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL }; static const std::vector capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL }; static const std::vector 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 std::vector 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 std::vector unitGrowth = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR }; static const std::vector _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 }; static const std::vector 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) //TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal. immediateBuildings.clear(); expensiveBuildings.clear(); //below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal //changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings TResources currentRes = cb->getResourceAmount(); TResources currentIncome = t->dailyIncome(); if(tryBuildAnyStructure(t, essential)) return true; //the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor? if(tryBuildNextStructure(t, basicGoldSource)) return true; //workaround for mantis #2696 - build capitol with separate algorithm if it is available if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL) { if(tryBuildNextStructure(t, capitolAndRequirements)) return true; } if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain if(tryBuildThisStructure(t, BuildingID::FORT)) return true; if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth { if (tryBuildNextStructure(t, unitGrowth, 2)) return true; } //try building dwellings if (t->hasBuilt(BuildingID::FORT)) { if (tryBuildAnyStructure(t, unitsSource, 8 - cb->getDate(Date::DAY_OF_WEEK))) return true; } //try to upgrade dwelling for (int i = 0; i < unitsUpgrade.size(); i++) { if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT)) { if (tryBuildThisStructure(t, unitsUpgrade[i])) return true; } } //remaining tasks if (tryBuildNextStructure(t, _spells)) return true; if (tryBuildAnyStructure(t, 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 extraBuildings; for (auto buildingInfo : t->town->buildings) { if (buildingInfo.first > 43) extraBuildings.push_back(buildingInfo.first); } return tryBuildAnyStructure(t, extraBuildings); } BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t) { if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN) return BuildingID::CAPITOL; else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN) return BuildingID::CITY_HALL; else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN) return BuildingID::TOWN_HALL; else return BuildingID::VILLAGE_HALL; } boost::optional BuildingManager::immediateBuilding() const { if (immediateBuildings.size()) return boost::optional(immediateBuildings.front()); //back? whatever else return boost::optional(); } boost::optional BuildingManager::expensiveBuilding() const { if (expensiveBuildings.size()) return boost::optional(expensiveBuildings.front()); else return boost::optional(); }