/* * BuyArmyBehavior.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 "BuyArmyBehavior.h" #include "../AIGateway.h" #include "../AIUtility.h" #include "../Goals/BuyArmy.h" #include "../Engine/Nullkiller.h" #include "lib/mapping/CMap.h" //for victory conditions #include "lib/CPathfinder.h" namespace NKAI { extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; using namespace Goals; std::string BuyArmyBehavior::toString() const { return "Buy army"; } Goals::TGoalVec BuyArmyBehavior::decompose() const { Goals::TGoalVec tasks; if(cb->getDate(Date::DAY) == 1) return tasks; auto heroes = cb->getHeroesInfo(); if(heroes.empty()) { return tasks; } for(auto town : cb->getTownsInfo()) { auto townArmyAvailableToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuyAsCCreatureSet( town, ai->nullkiller->getFreeResources()); for(const CGHeroInstance * targetHero : heroes) { if(ai->nullkiller->buildAnalyzer->getGoldPreasure() > MAX_GOLD_PEASURE && !town->hasBuilt(BuildingID::CITY_HALL)) { continue; } if(ai->nullkiller->heroManager->getHeroRole(targetHero) == HeroRole::MAIN) { auto reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanGet( targetHero, targetHero, &*townArmyAvailableToBuy); if(reinforcement) vstd::amin(reinforcement, ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town)); if(reinforcement) { tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5))); } } } } return tasks; } }