/* * 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 "../../CCallback.h" #include "../../lib/mapObjects/MapObjects.h" void ArmyManager::init(CPlayerSpecificInfoCallback * CB) { cb = CB; } void ArmyManager::setAI(VCAI * AI) { ai = AI; } 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 & slotInfp = creToPower[i.second->type]; slotInfp.creature = i.second->type; 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->level != right.creature->level) return left.creature->level < right.creature->level; return left.creature->Speed() > right.creature->Speed(); }); return weakest; } std::vector ArmyManager::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const { auto resultingArmy = getSortedSlots(target, source); if(resultingArmy.size() > GameConstants::ARMY_SIZE) { resultingArmy.resize(GameConstants::ARMY_SIZE); } else if(source->needsLastStack()) { auto weakest = getWeakestCreature(resultingArmy); if(weakest->count == 1) { resultingArmy.erase(weakest); } else { weakest->power -= weakest->power / weakest->count; weakest->count--; } } return resultingArmy; } bool ArmyManager::canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const { //TODO: merge with pickBestCreatures //if (ai->primaryHero().h == source) if(target->tempOwner != source->tempOwner) { logAi->error("Why are we even considering exchange between heroes from different players?"); return false; } return 0 < howManyReinforcementsCanGet(target, source); } ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const { ui64 aivalue = 0; auto army = getArmyAvailableToBuy(h, t); for(const creInfo & ci : army) { aivalue += ci.count * ci.cre->AIValue; } return aivalue; } std::vector ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const { auto availableRes = cb->getResourceAmount(); 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->cost); //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->cost * ci.count; } return creaturesInDwellings; } ui64 ArmyManager::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const { auto bestArmy = getBestArmy(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->AIValue * 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); } } struct UpgradeInfo { const CCreature * initialCreature; const CCreature * upgradedCreature; TResources cost; int count; uint64_t upgradeValue; UpgradeInfo(CreatureID initial, CreatureID upgraded, int count) :initialCreature(initial.toCreature()), upgradedCreature(upgraded.toCreature()), count(count) { cost = (upgradedCreature->cost - initialCreature->cost) * count; upgradeValue = (upgradedCreature->AIValue - initialCreature->AIValue) * 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()->AIValue; }); UpgradeInfo upgrade = UpgradeInfo(initial, strongestUpgrade, creature.second->count); if(initial.toCreature()->level == 1) upgrade.cost = TResources(); upgrades.push_back(upgrade); } return upgrades; } std::vector ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const { std::vector upgrades; 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::calculateCreateresUpgrade( const CCreatureSet * army, const CGObjectInstance * upgrader, const TResources & availableResources) const { std::vector upgrades = getPossibleUpgrades(army, upgrader); vstd::erase_if(upgrades, [&](const UpgradeInfo & u) -> bool { return !availableResources.canAfford(u.cost); }); if(upgrades.empty()) return ArmyUpgradeInfo(); std::sort(upgrades.begin(), upgrades.end(), [](const UpgradeInfo & u1, const UpgradeInfo & 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; 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 == upgrade.initialCreature; }); resourcesLeft -= upgrade.cost; result.upgradeCost += upgrade.cost; result.upgradeValue += upgrade.upgradeValue; *slotToReplace = upgradedArmy; } } return result; }