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vcmi/AI/Nullkiller/Behaviors/BuildingBehavior.cpp
Xilmi 751f3b0e7d Update BuildingBehavior.cpp
Fixed an issue that prevented generating more building-tasks when there already were tasks.
2024-09-01 13:46:44 +02:00

106 lines
3.0 KiB
C++

/*
* BuyArmyBehavior.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BuildingBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/Composition.h"
#include "../Goals/BuildThis.h"
#include "../Goals/SaveResources.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string BuildingBehavior::toString() const
{
return "Build";
}
Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
TResources resourcesRequired = ai->buildAnalyzer->getResourcesRequiredNow();
TResources totalDevelopmentCost = ai->buildAnalyzer->getTotalResourcesRequired();
TResources availableResources = ai->getFreeResources();
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
logAi->trace("Free resources amount: %s", availableResources.toString());
resourcesRequired -= availableResources;
resourcesRequired.positive();
logAi->trace("daily income: %s", dailyIncome.toString());
logAi->trace("resources required to develop towns now: %s, total: %s",
resourcesRequired.toString(),
totalDevelopmentCost.toString());
auto & developmentInfos = ai->buildAnalyzer->getDevelopmentInfo();
auto isGoldPressureLow = !ai->buildAnalyzer->isGoldPressureHigh();
ai->dangerHitMap->updateHitMap();
for(auto & developmentInfo : developmentInfos)
{
bool emergencyDefense = false;
uint8_t closestThreat = UINT8_MAX;
for (auto threat : ai->dangerHitMap->getTownThreats(developmentInfo.town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
for (auto& buildingInfo : developmentInfo.toBuild)
{
if (closestThreat <= 1 && developmentInfo.town->fortLevel() < CGTownInstance::EFortLevel::CASTLE && !buildingInfo.notEnoughRes)
{
if (buildingInfo.id == BuildingID::FORT || buildingInfo.id == BuildingID::CITADEL || buildingInfo.id == BuildingID::CASTLE)
{
tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo)));
emergencyDefense = true;
}
}
}
if (!emergencyDefense)
{
for (auto& buildingInfo : developmentInfo.toBuild)
{
logAi->trace("Looking at %s", buildingInfo.toString());
if (isGoldPressureLow || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
{
if (buildingInfo.notEnoughRes)
{
if (ai->getLockedResources().canAfford(buildingInfo.buildCost))
continue;
Composition composition;
composition.addNext(BuildThis(buildingInfo, developmentInfo));
composition.addNext(SaveResources(buildingInfo.buildCost));
logAi->trace("Generate task to build: %s", buildingInfo.toString());
tasks.push_back(sptr(composition));
}
else
{
tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo)));
logAi->trace("Generate task to build: %s", buildingInfo.toString());
}
}
}
}
}
return tasks;
}
}