/* * 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 "BuildingBehavior.h" #include "../AIGateway.h" #include "../AIUtility.h" #include "../Goals/BuyArmy.h" #include "../Goals/Composition.h" #include "../Goals/BuildThis.h" #include "../Goals/SaveResources.h" #include "../Engine/Nullkiller.h" namespace NKAI { using namespace Goals; std::string BuildingBehavior::toString() const { return "Build"; } Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * ai) const { Goals::TGoalVec tasks; TResources resourcesRequired = ai->buildAnalyzer->getResourcesRequiredNow(); TResources totalDevelopmentCost = ai->buildAnalyzer->getTotalResourcesRequired(); TResources availableResources = ai->getFreeResources(); TResources dailyIncome = ai->buildAnalyzer->getDailyIncome(); logAi->trace("Free resources amount: %s", availableResources.toString()); resourcesRequired -= availableResources; resourcesRequired.positive(); logAi->trace("daily income: %s", dailyIncome.toString()); logAi->trace("resources required to develop towns now: %s, total: %s", resourcesRequired.toString(), totalDevelopmentCost.toString()); auto & developmentInfos = ai->buildAnalyzer->getDevelopmentInfo(); auto isGoldPressureLow = !ai->buildAnalyzer->isGoldPressureHigh(); for(auto & developmentInfo : developmentInfos) { for(auto & buildingInfo : developmentInfo.toBuild) { if(isGoldPressureLow || buildingInfo.dailyIncome[EGameResID::GOLD] > 0) { if(buildingInfo.notEnoughRes) { if(ai->getLockedResources().canAfford(buildingInfo.buildCost)) continue; Composition composition; composition.addNext(BuildThis(buildingInfo, developmentInfo)); composition.addNext(SaveResources(buildingInfo.buildCost)); tasks.push_back(sptr(composition)); } else tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo))); } } } return tasks; } }