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https://github.com/vcmi/vcmi.git
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462 lines
12 KiB
C++
462 lines
12 KiB
C++
/*
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* BuildAnalyzer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "../StdInc.h"
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#include "../Engine/Nullkiller.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../lib/entities/building/CBuilding.h"
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namespace NKAI
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{
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void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
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{
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auto townInfo = developmentInfo.town->getTown();
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auto creatures = townInfo->creatures;
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auto buildings = townInfo->getAllBuildings();
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std::map<BuildingID, BuildingID> parentMap;
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for(auto &pair : townInfo->buildings)
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{
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if(pair.second->upgrade != BuildingID::NONE)
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{
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parentMap[pair.second->upgrade] = pair.first;
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}
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}
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for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
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{
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logAi->trace("Checking dwelling level %d", level);
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BuildingInfo nextToBuild = BuildingInfo();
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for(int upgradeIndex : {1, 0})
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{
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BuildingID building = BuildingID(BuildingID::getDwellingFromLevel(level, upgradeIndex));
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if(!vstd::contains(buildings, building))
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continue; // no such building in town
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auto info = getBuildingOrPrerequisite(developmentInfo.town, building);
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if(info.exists)
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{
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developmentInfo.addExistingDwelling(info);
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break;
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}
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nextToBuild = info;
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}
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if(nextToBuild.id != BuildingID::NONE)
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{
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developmentInfo.addBuildingToBuild(nextToBuild);
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}
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}
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}
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void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
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{
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logAi->trace("Checking other buildings");
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std::vector<std::vector<BuildingID>> otherBuildings = {
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{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
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{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
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};
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if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
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{
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otherBuildings.push_back({BuildingID::HORDE_1});
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otherBuildings.push_back({BuildingID::HORDE_2});
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}
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otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
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otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
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otherBuildings.push_back({ BuildingID::SPECIAL_1 });
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otherBuildings.push_back({ BuildingID::SPECIAL_2 });
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otherBuildings.push_back({ BuildingID::SPECIAL_3 });
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otherBuildings.push_back({ BuildingID::SPECIAL_4 });
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otherBuildings.push_back({ BuildingID::MARKETPLACE });
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for(auto & buildingSet : otherBuildings)
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{
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for(auto & buildingID : buildingSet)
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{
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if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
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{
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developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
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break;
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}
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}
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}
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}
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int32_t convertToGold(const TResources & res)
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{
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return res[EGameResID::GOLD]
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+ 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
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+ 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
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}
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TResources withoutGold(TResources other)
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{
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other[GameResID::GOLD] = 0;
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return other;
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}
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TResources BuildAnalyzer::getResourcesRequiredNow() const
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{
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auto resourcesAvailable = ai->getFreeResources();
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auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
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result.positive();
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return result;
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}
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TResources BuildAnalyzer::getTotalResourcesRequired() const
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{
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auto resourcesAvailable = ai->getFreeResources();
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auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
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result.positive();
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return result;
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}
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bool BuildAnalyzer::isGoldPressureHigh() const
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{
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return goldPressure > ai->settings->getMaxGoldPressure();
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}
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void BuildAnalyzer::update()
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{
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logAi->trace("Start analysing build");
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BuildingInfo bi;
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reset();
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auto towns = ai->cb->getTownsInfo();
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float economyDevelopmentCost = 0;
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for(const CGTownInstance* town : towns)
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{
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logAi->trace("Checking town %s", town->getNameTranslated());
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developmentInfos.push_back(TownDevelopmentInfo(town));
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TownDevelopmentInfo & developmentInfo = developmentInfos.back();
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updateTownDwellings(developmentInfo);
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updateOtherBuildings(developmentInfo);
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requiredResources += developmentInfo.requiredResources;
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totalDevelopmentCost += developmentInfo.townDevelopmentCost;
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for(auto building : developmentInfo.toBuild)
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{
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if (building.dailyIncome[EGameResID::GOLD] > 0)
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economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
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}
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armyCost += developmentInfo.armyCost;
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for(auto bi : developmentInfo.toBuild)
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{
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logAi->trace("Building preferences %s", bi.toString());
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}
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}
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std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
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{
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auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
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auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
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return val1 > val2;
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});
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updateDailyIncome();
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goldPressure = (ai->getLockedResources()[EGameResID::GOLD] + (float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
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logAi->trace("Gold pressure: %f", goldPressure);
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}
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void BuildAnalyzer::reset()
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{
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requiredResources = TResources();
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totalDevelopmentCost = TResources();
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armyCost = TResources();
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developmentInfos.clear();
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}
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BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
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const CGTownInstance * town,
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BuildingID toBuild,
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bool excludeDwellingDependencies) const
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{
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BuildingID building = toBuild;
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auto townInfo = town->getTown();
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const CBuilding * buildPtr = townInfo->buildings.at(building);
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const CCreature * creature = nullptr;
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CreatureID baseCreatureID;
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int creatureLevel = -1;
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int creatureUpgrade = 0;
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if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
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{
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creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
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creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
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}
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else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
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{
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creatureLevel = townInfo->hordeLvl.at(0);
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}
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else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
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{
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creatureLevel = townInfo->hordeLvl.at(1);
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}
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if(creatureLevel >= 0)
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{
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auto creatures = townInfo->creatures.at(creatureLevel);
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auto creatureID = creatures.size() > creatureUpgrade
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? creatures.at(creatureUpgrade)
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: creatures.front();
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baseCreatureID = creatures.front();
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creature = creatureID.toCreature();
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}
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auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
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logAi->trace("checking %s", info.name);
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logAi->trace("buildInfo %s", info.toString());
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int highestFort = 0;
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for (auto twn : ai->cb->getTownsInfo())
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{
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highestFort = std::max(highestFort, (int)twn->fortLevel());
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}
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if(!town->hasBuilt(building))
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{
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auto canBuild = ai->cb->canBuildStructure(town, building);
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if(canBuild == EBuildingState::ALLOWED)
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{
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info.canBuild = true;
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}
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else if(canBuild == EBuildingState::NO_RESOURCES)
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{
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logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
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info.notEnoughRes = true;
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}
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else if(canBuild == EBuildingState::PREREQUIRES)
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{
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auto buildExpression = town->genBuildingRequirements(building, false);
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auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
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{
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return town->hasBuilt(id);
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});
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auto otherDwelling = [](const BuildingID & id) -> bool
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{
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return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
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};
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if(vstd::contains_if(missingBuildings, otherDwelling))
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{
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logAi->trace("cant build. Need other dwelling");
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}
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else if(missingBuildings[0] != toBuild)
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{
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logAi->trace("cant build. Need %d", missingBuildings[0].num);
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BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
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prerequisite.buildCostWithPrerequisites += info.buildCost;
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prerequisite.creatureCost = info.creatureCost;
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prerequisite.creatureGrows = info.creatureGrows;
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prerequisite.creatureLevel = info.creatureLevel;
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prerequisite.creatureID = info.creatureID;
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prerequisite.baseCreatureID = info.baseCreatureID;
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prerequisite.prerequisitesCount++;
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prerequisite.armyCost = info.armyCost;
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bool haveSameOrBetterFort = false;
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if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
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haveSameOrBetterFort = true;
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if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
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haveSameOrBetterFort = true;
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if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
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haveSameOrBetterFort = true;
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if(!haveSameOrBetterFort)
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prerequisite.dailyIncome = info.dailyIncome;
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return prerequisite;
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}
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else
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{
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logAi->trace("Cant build. The building requires itself as prerequisite");
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return info;
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}
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}
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}
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else
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{
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logAi->trace("exists");
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info.exists = true;
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}
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return info;
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}
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void BuildAnalyzer::updateDailyIncome()
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{
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auto objects = ai->cb->getMyObjects();
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auto towns = ai->cb->getTownsInfo();
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dailyIncome = TResources();
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for(const CGObjectInstance* obj : objects)
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{
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const CGMine* mine = dynamic_cast<const CGMine*>(obj);
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if(mine)
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dailyIncome += mine->dailyIncome();
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}
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for(const CGTownInstance* town : towns)
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{
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dailyIncome += town->dailyIncome();
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}
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}
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bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
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{
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for(auto tdi : developmentInfos)
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{
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if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
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return true;
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}
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return false;
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}
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void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
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{
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existingDwellings.push_back(existingDwelling);
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armyCost += existingDwelling.armyCost;
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armyStrength += existingDwelling.armyStrength;
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}
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void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
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{
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townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
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townDevelopmentCost += withoutGold(nextToBuild.armyCost);
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if(nextToBuild.canBuild)
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{
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hasSomethingToBuild = true;
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toBuild.push_back(nextToBuild);
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}
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else if(nextToBuild.notEnoughRes)
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{
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requiredResources += nextToBuild.buildCost;
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hasSomethingToBuild = true;
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toBuild.push_back(nextToBuild);
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}
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}
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BuildingInfo::BuildingInfo()
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{
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id = BuildingID::NONE;
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creatureGrows = 0;
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creatureID = CreatureID::NONE;
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buildCost = 0;
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buildCostWithPrerequisites = 0;
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prerequisitesCount = 0;
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name.clear();
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armyStrength = 0;
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}
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BuildingInfo::BuildingInfo(
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const CBuilding * building,
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const CCreature * creature,
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CreatureID baseCreature,
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const CGTownInstance * town,
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Nullkiller * ai)
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{
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id = building->bid;
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buildCost = building->resources;
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buildCostWithPrerequisites = building->resources;
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dailyIncome = building->produce;
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exists = town->hasBuilt(id);
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prerequisitesCount = 1;
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name = building->getNameTranslated();
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if(creature)
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{
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creatureGrows = creature->getGrowth();
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creatureID = creature->getId();
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creatureCost = creature->getFullRecruitCost();
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creatureLevel = creature->getLevel();
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baseCreatureID = baseCreature;
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if(exists)
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{
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creatureGrows = town->creatureGrowth(creatureLevel - 1);
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}
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else
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{
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if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
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{
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creatureGrows = creature->getGrowth();
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if(town->hasBuilt(BuildingID::CASTLE))
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creatureGrows *= 2;
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else if(town->hasBuilt(BuildingID::CITADEL))
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creatureGrows += creatureGrows / 2;
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}
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else
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{
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creatureGrows = creature->getHorde();
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}
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}
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armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
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armyCost = creatureCost * creatureGrows;
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}
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else
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{
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creatureGrows = 0;
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creatureID = CreatureID::NONE;
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baseCreatureID = CreatureID::NONE;
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creatureCost = TResources();
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armyCost = TResources();
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creatureLevel = 0;
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armyStrength = 0;
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}
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}
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std::string BuildingInfo::toString() const
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{
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return name + ", cost: " + buildCost.toString()
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+ ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
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+ " x " + creatureCost.toString()
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+ ", daily: " + dailyIncome.toString();
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}
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}
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