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vcmi/AI/Nullkiller/Behaviors/BuyArmyBehavior.cpp
Xilmi 65b8576687 Update BuyArmyBehavior.cpp
Allow building army in threatened town even when it wants to save for a building.
2024-08-18 09:49:02 +02:00

92 lines
2.1 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 "BuyArmyBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string BuyArmyBehavior::toString() const
{
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
if(heroes.empty())
{
return tasks;
}
ai->dangerHitMap->updateHitMap();
for(auto town : cb->getTownsInfo())
{
//If we can recruit a hero that comes with more army than he costs, we are better off spending our gold on them
if (ai->heroManager->canRecruitHero(town))
{
auto availableHeroes = ai->cb->getAvailableHeroes(town);
for (auto hero : availableHeroes)
{
if (hero->getArmyCost() > GameConstants::HERO_GOLD_COST)
return tasks;
}
}
uint8_t closestThreat = UINT8_MAX;
for (auto threat : ai->dangerHitMap->getTownThreats(town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
if (closestThreat >=2 && ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL) && cb->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
{
return tasks;
}
auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet(
town,
ai->getFreeResources());
for(const CGHeroInstance * targetHero : heroes)
{
if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
{
auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
targetHero,
targetHero,
&*townArmyAvailableToBuy);
if(reinforcement)
vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
if(reinforcement)
{
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
}
}
}
}
return tasks;
}
}