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https://github.com/vcmi/vcmi.git
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fedf7d377c
This is a huge change and will break save compatibility
507 lines
12 KiB
C++
507 lines
12 KiB
C++
/*
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* BuildingManager.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 "ArmyManager.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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namespace NKAI
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{
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class StackUpgradeInfo
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{
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public:
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CreatureID initialCreature;
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CreatureID upgradedCreature;
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TResources cost;
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int count;
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uint64_t upgradeValue;
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StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
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:initialCreature(initial), upgradedCreature(upgraded), count(count)
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{
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cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
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upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
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}
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};
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uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
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{
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return howManyReinforcementsCanGet(hero, hero, source);
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}
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std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
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{
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const CCreatureSet * armies[] = { target, source };
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//we calculate total strength for each creature type available in armies
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std::map<const CCreature *, SlotInfo> creToPower;
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std::vector<SlotInfo> resultingArmy;
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for(auto armyPtr : armies)
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{
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for(auto & i : armyPtr->Slots())
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{
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auto cre = dynamic_cast<const CCreature*>(i.second->type);
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auto & slotInfp = creToPower[cre];
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slotInfp.creature = cre;
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slotInfp.power += i.second->getPower();
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slotInfp.count += i.second->count;
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}
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}
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for(auto & pair : creToPower)
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resultingArmy.push_back(pair.second);
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boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
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{
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return left.power > right.power;
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});
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return resultingArmy;
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}
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std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
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{
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auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
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{
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if(left.creature->getLevel() != right.creature->getLevel())
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return left.creature->getLevel() < right.creature->getLevel();
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return left.creature->Speed() > right.creature->Speed();
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});
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return weakest;
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}
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class TemporaryArmy : public CArmedInstance
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{
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public:
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void armyChanged() override {}
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TemporaryArmy()
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:CArmedInstance(true)
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{
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}
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};
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std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
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{
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auto sortedSlots = getSortedSlots(target, source);
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std::map<FactionID, uint64_t> alignmentMap;
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for(auto & slot : sortedSlots)
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{
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alignmentMap[slot.creature->getFaction()] += slot.power;
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}
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std::set<FactionID> allowedFactions;
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std::vector<SlotInfo> resultingArmy;
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uint64_t armyValue = 0;
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TemporaryArmy newArmyInstance;
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auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(Bonus::MORALE));
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for(auto bonus : *bonusModifiers)
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{
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// army bonuses will change and object bonuses are temporary
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if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT)
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{
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newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
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}
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}
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while(allowedFactions.size() < alignmentMap.size())
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{
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auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair<FactionID, uint64_t> pair) -> uint64_t
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{
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return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second;
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});
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allowedFactions.insert(strongestAlignment->first);
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std::vector<SlotInfo> newArmy;
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uint64_t newValue = 0;
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newArmyInstance.clear();
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for(auto & slot : sortedSlots)
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{
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if(vstd::contains(allowedFactions, slot.creature->getFaction()))
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{
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auto slotID = newArmyInstance.getSlotFor(slot.creature);
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if(slotID.validSlot())
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{
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newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
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newArmy.push_back(slot);
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}
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}
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}
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newArmyInstance.updateMoraleBonusFromArmy();
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for(auto & slot : newArmyInstance.Slots())
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{
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auto morale = slot.second->MoraleVal();
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auto multiplier = 1.0f;
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const float BadMoraleChance = 0.083f;
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const float HighMoraleChance = 0.04f;
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if(morale < 0)
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{
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multiplier += morale * BadMoraleChance;
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}
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else if(morale > 0)
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{
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multiplier += morale * HighMoraleChance;
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}
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newValue += multiplier * slot.second->getPower();
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}
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if(armyValue >= newValue)
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{
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break;
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}
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resultingArmy = newArmy;
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armyValue = newValue;
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}
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if(resultingArmy.size() <= GameConstants::ARMY_SIZE
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&& allowedFactions.size() == alignmentMap.size()
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&& source->needsLastStack())
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{
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auto weakest = getWeakestCreature(resultingArmy);
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if(weakest->count == 1)
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{
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assert(resultingArmy.size() > 1);
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resultingArmy.erase(weakest);
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}
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else
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{
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weakest->power -= weakest->power / weakest->count;
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weakest->count--;
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}
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}
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return resultingArmy;
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}
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ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
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{
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return howManyReinforcementsCanBuy(h, t, ai->getFreeResources());
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}
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std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
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const CGDwelling * dwelling,
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TResources availableRes) const
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{
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std::vector<creInfo> creaturesInDwellings;
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auto army = std::make_shared<TemporaryArmy>();
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for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
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{
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auto ci = infoFromDC(dwelling->creatures[i]);
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if(!ci.count || ci.creID == -1)
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continue;
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vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
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if(!ci.count)
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continue;
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SlotID dst = army->getFreeSlot();
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if(!dst.validSlot())
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break;
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army->setCreature(dst, ci.creID, ci.count);
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availableRes -= ci.cre->getFullRecruitCost() * ci.count;
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}
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return army;
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}
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ui64 ArmyManager::howManyReinforcementsCanBuy(
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const CCreatureSet * targetArmy,
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const CGDwelling * dwelling,
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const TResources & availableResources) const
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{
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ui64 aivalue = 0;
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auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
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for(const creInfo & ci : army)
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{
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aivalue += ci.count * ci.cre->getAIValue();
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}
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return aivalue;
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}
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std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
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{
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return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources());
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}
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std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
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const CCreatureSet * hero,
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const CGDwelling * dwelling,
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TResources availableRes) const
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{
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std::vector<creInfo> creaturesInDwellings;
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int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
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for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
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{
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auto ci = infoFromDC(dwelling->creatures[i]);
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if(!ci.count || ci.creID == -1)
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continue;
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SlotID dst = hero->getSlotFor(ci.creID);
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if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
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{
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if(!freeHeroSlots) //no more place for stacks
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continue;
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else
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freeHeroSlots--; //new slot will be occupied
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}
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vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
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if(!ci.count)
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continue;
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ci.level = i; //this is important for Dungeon Summoning Portal
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creaturesInDwellings.push_back(ci);
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availableRes -= ci.cre->getFullRecruitCost() * ci.count;
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}
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return creaturesInDwellings;
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}
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ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
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{
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auto bestArmy = getBestArmy(armyCarrier, target, source);
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uint64_t newArmy = 0;
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uint64_t oldArmy = target->getArmyStrength();
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for(auto & slot : bestArmy)
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{
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newArmy += slot.power;
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}
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return newArmy > oldArmy ? newArmy - oldArmy : 0;
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}
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uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
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{
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return creature->getAIValue() * count;
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}
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SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
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{
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auto creatureInfo = totalArmy.find(creatureID);
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return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second;
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}
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void ArmyManager::update()
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{
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logAi->trace("Start analysing army");
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std::vector<const CCreatureSet *> total;
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auto heroes = cb->getHeroesInfo();
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auto towns = cb->getTownsInfo();
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std::copy(heroes.begin(), heroes.end(), std::back_inserter(total));
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std::copy(towns.begin(), towns.end(), std::back_inserter(total));
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totalArmy.clear();
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for(auto army : total)
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{
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for(auto slot : army->Slots())
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{
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totalArmy[slot.second->getCreatureID()].count += slot.second->count;
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}
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}
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for(auto army : totalArmy)
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{
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army.second.creature = army.first.toCreature();
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army.second.power = evaluateStackPower(army.second.creature, army.second.count);
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}
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}
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std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) const
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{
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std::vector<SlotInfo> result;
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for(auto slot : army->Slots())
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{
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SlotInfo slotInfo;
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slotInfo.creature = slot.second->getCreatureID().toCreature();
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slotInfo.count = slot.second->count;
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slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count);
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result.push_back(slotInfo);
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}
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return result;
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}
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std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const
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{
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std::vector<StackUpgradeInfo> upgrades;
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for(auto creature : army->Slots())
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{
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CreatureID initial = creature.second->getCreatureID();
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auto possibleUpgrades = initial.toCreature()->upgrades;
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if(possibleUpgrades.empty())
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continue;
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CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
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{
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return cre.toCreature()->getAIValue();
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});
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StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
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if(initial.toCreature()->getLevel() == 1)
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upgrade.cost = TResources();
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upgrades.push_back(upgrade);
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}
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return upgrades;
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}
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std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const
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{
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std::vector<StackUpgradeInfo> upgrades;
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for(auto creature : army->Slots())
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{
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CreatureID initial = creature.second->getCreatureID();
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auto possibleUpgrades = initial.toCreature()->upgrades;
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vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool
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{
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for(auto pair : dwelling->creatures)
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{
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if(vstd::contains(pair.second, creID))
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return false;
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}
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return true;
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});
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if(possibleUpgrades.empty())
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continue;
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CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
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{
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return cre.toCreature()->getAIValue();
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});
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StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
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upgrades.push_back(upgrade);
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}
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return upgrades;
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}
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std::vector<StackUpgradeInfo> ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const
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{
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std::vector<StackUpgradeInfo> upgrades;
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if(upgrader->ID == Obj::HILL_FORT)
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{
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upgrades = getHillFortUpgrades(army);
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}
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else
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(upgrader);
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if(dwelling)
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{
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upgrades = getDwellingUpgrades(army, dwelling);
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}
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}
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return upgrades;
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}
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ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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const TResources & availableResources) const
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{
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if(!upgrader)
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return ArmyUpgradeInfo();
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std::vector<StackUpgradeInfo> upgrades = getPossibleUpgrades(army, upgrader);
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vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool
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{
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return !availableResources.canAfford(u.cost);
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});
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if(upgrades.empty())
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return ArmyUpgradeInfo();
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std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool
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{
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return u1.upgradeValue > u2.upgradeValue;
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});
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TResources resourcesLeft = availableResources;
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ArmyUpgradeInfo result;
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result.resultingArmy = convertToSlots(army);
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for(auto upgrade : upgrades)
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{
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if(resourcesLeft.canAfford(upgrade.cost))
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{
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SlotInfo upgradedArmy;
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upgradedArmy.creature = upgrade.upgradedCreature.toCreature();
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upgradedArmy.count = upgrade.count;
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upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
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auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
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return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
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});
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resourcesLeft -= upgrade.cost;
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result.upgradeCost += upgrade.cost;
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result.upgradeValue += upgrade.upgradeValue;
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*slotToReplace = upgradedArmy;
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}
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}
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return result;
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}
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}
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