/* * BuildAnalyzer.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 "../Engine/Nullkiller.h" #include "../Engine/Nullkiller.h" #include "../../../lib/entities/building/CBuilding.h" namespace NKAI { void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo) { auto townInfo = developmentInfo.town->getTown(); auto creatures = townInfo->creatures; auto buildings = townInfo->getAllBuildings(); std::map parentMap; for(auto &pair : townInfo->buildings) { if(pair.second->upgrade != BuildingID::NONE) { parentMap[pair.second->upgrade] = pair.first; } } for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++) { logAi->trace("Checking dwelling level %d", level); BuildingInfo nextToBuild = BuildingInfo(); for(int upgradeIndex : {1, 0}) { BuildingID building = BuildingID(BuildingID::getDwellingFromLevel(level, upgradeIndex)); if(!vstd::contains(buildings, building)) continue; // no such building in town auto info = getBuildingOrPrerequisite(developmentInfo.town, building); if(info.exists) { developmentInfo.addExistingDwelling(info); break; } nextToBuild = info; } if(nextToBuild.id != BuildingID::NONE) { developmentInfo.addBuildingToBuild(nextToBuild); } } } void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo) { logAi->trace("Checking other buildings"); std::vector> otherBuildings = { {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}, {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5} }; if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday) { otherBuildings.push_back({BuildingID::HORDE_1}); otherBuildings.push_back({BuildingID::HORDE_2}); } otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE }); otherBuildings.push_back({ BuildingID::RESOURCE_SILO }); otherBuildings.push_back({ BuildingID::SPECIAL_1 }); otherBuildings.push_back({ BuildingID::SPECIAL_2 }); otherBuildings.push_back({ BuildingID::SPECIAL_3 }); otherBuildings.push_back({ BuildingID::SPECIAL_4 }); otherBuildings.push_back({ BuildingID::MARKETPLACE }); for(auto & buildingSet : otherBuildings) { for(auto & buildingID : buildingSet) { if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID)) { developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID)); break; } } } } int32_t convertToGold(const TResources & res) { return res[EGameResID::GOLD] + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE]) + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]); } TResources withoutGold(TResources other) { other[GameResID::GOLD] = 0; return other; } TResources BuildAnalyzer::getResourcesRequiredNow() const { auto resourcesAvailable = ai->getFreeResources(); auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable; result.positive(); return result; } TResources BuildAnalyzer::getTotalResourcesRequired() const { auto resourcesAvailable = ai->getFreeResources(); auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable; result.positive(); return result; } bool BuildAnalyzer::isGoldPressureHigh() const { return goldPressure > ai->settings->getMaxGoldPressure(); } void BuildAnalyzer::update() { logAi->trace("Start analysing build"); BuildingInfo bi; reset(); auto towns = ai->cb->getTownsInfo(); float economyDevelopmentCost = 0; for(const CGTownInstance* town : towns) { logAi->trace("Checking town %s", town->getNameTranslated()); developmentInfos.push_back(TownDevelopmentInfo(town)); TownDevelopmentInfo & developmentInfo = developmentInfos.back(); updateTownDwellings(developmentInfo); updateOtherBuildings(developmentInfo); requiredResources += developmentInfo.requiredResources; totalDevelopmentCost += developmentInfo.townDevelopmentCost; for(auto building : developmentInfo.toBuild) { if (building.dailyIncome[EGameResID::GOLD] > 0) economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD]; } armyCost += developmentInfo.armyCost; for(auto bi : developmentInfo.toBuild) { logAi->trace("Building preferences %s", bi.toString()); } } std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool { auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost); auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost); return val1 > val2; }); updateDailyIncome(); goldPressure = (ai->getLockedResources()[EGameResID::GOLD] + (float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f); logAi->trace("Gold pressure: %f", goldPressure); } void BuildAnalyzer::reset() { requiredResources = TResources(); totalDevelopmentCost = TResources(); armyCost = TResources(); developmentInfos.clear(); } BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite( const CGTownInstance * town, BuildingID toBuild, bool excludeDwellingDependencies) const { BuildingID building = toBuild; auto townInfo = town->getTown(); const CBuilding * buildPtr = townInfo->buildings.at(building); const CCreature * creature = nullptr; CreatureID baseCreatureID; int creatureLevel = -1; int creatureUpgrade = 0; if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST) { creatureLevel = BuildingID::getLevelFromDwelling(toBuild); creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild); } else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR) { creatureLevel = townInfo->hordeLvl.at(0); } else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR) { creatureLevel = townInfo->hordeLvl.at(1); } if(creatureLevel >= 0) { auto creatures = townInfo->creatures.at(creatureLevel); auto creatureID = creatures.size() > creatureUpgrade ? creatures.at(creatureUpgrade) : creatures.front(); baseCreatureID = creatures.front(); creature = creatureID.toCreature(); } auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai); logAi->trace("checking %s", info.name); logAi->trace("buildInfo %s", info.toString()); int highestFort = 0; for (auto twn : ai->cb->getTownsInfo()) { highestFort = std::max(highestFort, (int)twn->fortLevel()); } if(!town->hasBuilt(building)) { auto canBuild = ai->cb->canBuildStructure(town, building); if(canBuild == EBuildingState::ALLOWED) { info.canBuild = true; } else if(canBuild == EBuildingState::NO_RESOURCES) { logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString()); info.notEnoughRes = true; } else if(canBuild == EBuildingState::PREREQUIRES) { auto buildExpression = town->genBuildingRequirements(building, false); auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool { return town->hasBuilt(id); }); auto otherDwelling = [](const BuildingID & id) -> bool { return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST; }; if(vstd::contains_if(missingBuildings, otherDwelling)) { logAi->trace("cant build. Need other dwelling"); } else if(missingBuildings[0] != toBuild) { logAi->trace("cant build. Need %d", missingBuildings[0].num); BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies); prerequisite.buildCostWithPrerequisites += info.buildCost; prerequisite.creatureCost = info.creatureCost; prerequisite.creatureGrows = info.creatureGrows; prerequisite.creatureLevel = info.creatureLevel; prerequisite.creatureID = info.creatureID; prerequisite.baseCreatureID = info.baseCreatureID; prerequisite.prerequisitesCount++; prerequisite.armyCost = info.armyCost; bool haveSameOrBetterFort = false; if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT) haveSameOrBetterFort = true; if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL) haveSameOrBetterFort = true; if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE) haveSameOrBetterFort = true; if(!haveSameOrBetterFort) prerequisite.dailyIncome = info.dailyIncome; return prerequisite; } else { logAi->trace("Cant build. The building requires itself as prerequisite"); return info; } } } else { logAi->trace("exists"); info.exists = true; } return info; } void BuildAnalyzer::updateDailyIncome() { auto objects = ai->cb->getMyObjects(); auto towns = ai->cb->getTownsInfo(); dailyIncome = TResources(); for(const CGObjectInstance* obj : objects) { const CGMine* mine = dynamic_cast(obj); if(mine) dailyIncome += mine->dailyIncome(); } for(const CGTownInstance* town : towns) { dailyIncome += town->dailyIncome(); } } bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const { for(auto tdi : developmentInfos) { if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid)) return true; } return false; } void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling) { existingDwellings.push_back(existingDwelling); armyCost += existingDwelling.armyCost; armyStrength += existingDwelling.armyStrength; } void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild) { townDevelopmentCost += nextToBuild.buildCostWithPrerequisites; townDevelopmentCost += withoutGold(nextToBuild.armyCost); if(nextToBuild.canBuild) { hasSomethingToBuild = true; toBuild.push_back(nextToBuild); } else if(nextToBuild.notEnoughRes) { requiredResources += nextToBuild.buildCost; hasSomethingToBuild = true; toBuild.push_back(nextToBuild); } } BuildingInfo::BuildingInfo() { id = BuildingID::NONE; creatureGrows = 0; creatureID = CreatureID::NONE; buildCost = 0; buildCostWithPrerequisites = 0; prerequisitesCount = 0; name.clear(); armyStrength = 0; } BuildingInfo::BuildingInfo( const CBuilding * building, const CCreature * creature, CreatureID baseCreature, const CGTownInstance * town, Nullkiller * ai) { id = building->bid; buildCost = building->resources; buildCostWithPrerequisites = building->resources; dailyIncome = building->produce; exists = town->hasBuilt(id); prerequisitesCount = 1; name = building->getNameTranslated(); if(creature) { creatureGrows = creature->getGrowth(); creatureID = creature->getId(); creatureCost = creature->getFullRecruitCost(); creatureLevel = creature->getLevel(); baseCreatureID = baseCreature; if(exists) { creatureGrows = town->creatureGrowth(creatureLevel - 1); } else { if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST) { creatureGrows = creature->getGrowth(); if(town->hasBuilt(BuildingID::CASTLE)) creatureGrows *= 2; else if(town->hasBuilt(BuildingID::CITADEL)) creatureGrows += creatureGrows / 2; } else { creatureGrows = creature->getHorde(); } } armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows); armyCost = creatureCost * creatureGrows; } else { creatureGrows = 0; creatureID = CreatureID::NONE; baseCreatureID = CreatureID::NONE; creatureCost = TResources(); armyCost = TResources(); creatureLevel = 0; armyStrength = 0; } } std::string BuildingInfo::toString() const { return name + ", cost: " + buildCost.toString() + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel) + " x " + creatureCost.toString() + ", daily: " + dailyIncome.toString(); } }