/* * 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" namespace NKAI { using namespace Goals; std::string BuyArmyBehavior::toString() const { return "Buy army"; } Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const { Goals::TGoalVec tasks; auto heroes = cb->getHeroesInfo(); if(heroes.empty()) { return tasks; } ai->dangerHitMap->updateHitMap(); for(auto town : cb->getTownsInfo()) { uint8_t closestThreat = ai->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn; if (closestThreat >=2 && ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL) && cb->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN) { return tasks; } auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet( town, ai->getFreeResources()); for(const CGHeroInstance * targetHero : heroes) { if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN) { auto reinforcement = ai->armyManager->howManyReinforcementsCanGet( targetHero, targetHero, &*townArmyAvailableToBuy); if(reinforcement) vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town)); if(reinforcement) { tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(reinforcement))); } } } } return tasks; } }