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210 lines
5.1 KiB
C++
210 lines
5.1 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 "../../CCallback.h"
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#include "../../lib/mapObjects/MapObjects.h"
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void ArmyManager::init(CPlayerSpecificInfoCallback * CB)
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{
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cb = CB;
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}
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void ArmyManager::setAI(VCAI * AI)
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{
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ai = AI;
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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 & slotInfp = creToPower[i.second->type];
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slotInfp.creature = i.second->type;
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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->level != right.creature->level)
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return left.creature->level < right.creature->level;
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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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std::vector<SlotInfo> ArmyManager::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
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{
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auto resultingArmy = getSortedSlots(target, source);
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if(resultingArmy.size() > GameConstants::ARMY_SIZE)
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{
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resultingArmy.resize(GameConstants::ARMY_SIZE);
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}
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else if(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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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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bool ArmyManager::canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const
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{
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//TODO: merge with pickBestCreatures
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//if (ai->primaryHero().h == source)
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if(target->tempOwner != source->tempOwner)
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{
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logAi->error("Why are we even considering exchange between heroes from different players?");
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return false;
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}
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return 0 < howManyReinforcementsCanGet(target, source);
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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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ui64 aivalue = 0;
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auto army = getArmyAvailableToBuy(h, t);
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for(const creInfo & ci : army)
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{
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aivalue += ci.count * ci.cre->AIValue;
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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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auto availableRes = cb->getResourceAmount();
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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->cost); //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->cost * ci.count;
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}
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return creaturesInDwellings;
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}
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ui64 ArmyManager::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
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{
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auto bestArmy = getBestArmy(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->AIValue * 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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} |