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02e429e973
Changes were reviewed manually
78 lines
1.6 KiB
C++
78 lines
1.6 KiB
C++
/*
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* BuyArmy.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 "BuyArmy.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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using namespace Goals;
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bool BuyArmy::operator==(const BuyArmy & other) const
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{
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return town == other.town && objid == other.objid;
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}
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std::string BuyArmy::toString() const
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{
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return "Buy army at " + town->getNameTranslated();
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}
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void BuyArmy::accept(AIGateway * ai)
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{
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ui64 valueBought = 0;
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//buy the stacks with largest AI value
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auto upgradeSuccessful = ai->makePossibleUpgrades(town);
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auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
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if(armyToBuy.empty())
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{
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if(upgradeSuccessful)
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return;
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
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{
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auto res = cb->getResourceAmount();
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auto & ci = armyToBuy[i];
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if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
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continue;
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vstd::amin(ci.count, res / ci.creID.toCreature()->getFullRecruitCost());
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if(ci.count)
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{
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cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
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valueBought += ci.count * ci.creID.toCreature()->getAIValue();
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}
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}
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if(!valueBought)
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{
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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if(town->visitingHero && !town->garrisonHero)
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{
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ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
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}
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}
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}
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