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106 lines
2.9 KiB
C++
106 lines
2.9 KiB
C++
/*
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* BuyArmyBehavior.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 "BuildingBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/Composition.h"
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#include "../Goals/BuildThis.h"
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#include "../Goals/SaveResources.h"
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#include "../Engine/Nullkiller.h"
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namespace NK2AI
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{
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using namespace Goals;
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std::string BuildingBehavior::toString() const
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{
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return "Build";
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}
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Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * aiNk) const
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{
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Goals::TGoalVec tasks;
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TResources resourcesRequired = aiNk->buildAnalyzer->getMissingResourcesNow();
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TResources totalDevelopmentCost = aiNk->buildAnalyzer->getMissingResourcesInTotal();
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TResources availableResources = aiNk->getFreeResources();
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TResources dailyIncome = aiNk->buildAnalyzer->getDailyIncome();
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logAi->trace("Free resources amount: %s", availableResources.toString());
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resourcesRequired -= availableResources;
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resourcesRequired.positive();
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logAi->trace("daily income: %s", dailyIncome.toString());
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logAi->trace("resources required to develop towns now: %s, total: %s",
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resourcesRequired.toString(),
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totalDevelopmentCost.toString());
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auto & developmentInfos = aiNk->buildAnalyzer->getDevelopmentInfo();
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auto isGoldPressureLow = !aiNk->buildAnalyzer->isGoldPressureOverMax();
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// Simplification: Moved this call before getting into the decomposer
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// aiNk->dangerHitMap->updateHitMap();
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for(auto & developmentInfo : developmentInfos)
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{
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bool emergencyDefense = false;
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uint8_t closestThreat = std::numeric_limits<uint8_t>::max();
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for (auto threat : aiNk->dangerHitMap->getTownThreats(developmentInfo.town))
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{
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closestThreat = std::min(closestThreat, threat.turn);
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}
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if (closestThreat <= 1 && developmentInfo.town->fortLevel() < CGTownInstance::EFortLevel::CASTLE)
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{
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for (auto& buildingInfo : developmentInfo.toBuild)
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{
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if ( !buildingInfo.isMissingResources && (buildingInfo.id == BuildingID::CITADEL || buildingInfo.id == BuildingID::CASTLE))
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{
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tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo)));
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emergencyDefense = true;
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}
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}
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}
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if (!emergencyDefense)
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{
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for (auto& buildingInfo : developmentInfo.toBuild)
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{
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if (isGoldPressureLow || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
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{
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if (buildingInfo.isMissingResources)
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{
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if (aiNk->getLockedResources().canAfford(buildingInfo.buildCost))
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continue;
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Composition composition;
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composition.addNext(BuildThis(buildingInfo, developmentInfo));
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composition.addNext(SaveResources(buildingInfo.buildCost));
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tasks.push_back(sptr(composition));
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}
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else
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{
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tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo)));
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}
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}
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}
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}
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}
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return tasks;
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}
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}
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