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160 lines
3.9 KiB
C++
160 lines
3.9 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 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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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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TResources availableRes = cb->getResourceAmount();
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int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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for(auto const & dc : t->creatures)
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{
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creInfo ci = infoFromDC(dc);
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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 && ci.creID != -1) //valid creature at this level
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{
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//can be merged with another stack?
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SlotID dst = h->getSlotFor(ci.creID);
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if(!h->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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//we found matching occupied or free slot
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aivalue += ci.count * ci.cre->getAIValue();
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availableRes -= ci.cre->getFullRecruitCost() * ci.count;
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}
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}
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return aivalue;
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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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