1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/AI/VCAI/ResourceManager.cpp
2018-07-28 16:02:59 +02:00

325 lines
8.7 KiB
C++

/*
* ResourceManager.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 "ResourceManager.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"
#define GOLD_RESERVE (10000); //at least we'll be able to reach capitol
ResourceObjective::ResourceObjective(const TResources & Res, Goals::TSubgoal Goal)
: resources(Res), goal(Goal)
{
}
bool ResourceObjective::operator<(const ResourceObjective & ro) const
{
return goal->priority < ro.goal->priority;
}
ResourceManager::ResourceManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
: ai(AI), cb(CB)
{
}
void ResourceManager::setCB(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}
void ResourceManager::setAI(VCAI * AI)
{
ai = AI;
}
bool ResourceManager::canAfford(const TResources & cost) const
{
return freeResources().canAfford(cost);
}
TResources ResourceManager::estimateIncome() const
{
TResources ret;
for (const CGTownInstance * t : cb->getTownsInfo())
{
ret += t->dailyIncome();
}
for (const CGObjectInstance * obj : ai->getFlaggedObjects())
{
if (obj->ID == Obj::MINE)
{
switch (obj->subID)
{
case Res::WOOD:
case Res::ORE:
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
break;
case Res::GOLD:
case 7: //abandoned mine -> also gold
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
break;
default:
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
break;
}
}
}
return ret;
}
void ResourceManager::reserveResoures(const TResources & res, Goals::TSubgoal goal)
{
if (!goal->invalid())
tryPush(ResourceObjective(res, goal));
else
logAi->warn("Attempt to reserve resources for Invalid goal");
}
Goals::TSubgoal ResourceManager::collectResourcesForOurGoal(ResourceObjective &o) const
{
auto allResources = cb->getResourceAmount();
auto income = estimateIncome();
Res::ERes resourceType = Res::INVALID;
TResource amountToCollect = 0;
typedef std::pair<Res::ERes, TResource> resPair;
std::map<Res::ERes, TResource> missingResources;
//TODO: unit test for complex resource sets
//sum missing resources of given type for ALL reserved objectives
for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{
//choose specific resources we need for this goal (not 0)
for (auto r = Res::ResourceSet::nziterator(o.resources); r.valid(); r++)
missingResources[r->resType] += it->resources[r->resType]; //goal it costs r units of resType
}
for (auto it = Res::ResourceSet::nziterator(o.resources); it.valid(); it++)
{
missingResources[it->resType] -= allResources[it->resType]; //missing = (what we need) - (what we have)
vstd::amax(missingResources[it->resType], 0); // if we have more resources than reserved, we don't need them
}
vstd::erase_if(missingResources, [=](const resPair & p) -> bool
{
return !(p.second); //in case evaluated to 0 or less
});
if (missingResources.empty()) //FIXME: should be unit-tested out
{
logAi->error("We don't need to collect resources %s for goal %s", o.resources.toString(), o.goal->name());
return o.goal;
}
float goalPriority = 10; //arbitrary, will be divided
for (const resPair & p : missingResources)
{
if (!income[p.first]) //prioritize resources with 0 income
{
resourceType = p.first;
amountToCollect = p.second;
goalPriority /= amountToCollect; //need more resources -> lower priority
break;
}
}
if (resourceType == Res::INVALID) //no needed resources has 0 income,
{
//find the one which takes longest to collect
typedef std::pair<Res::ERes, float> timePair;
std::map<Res::ERes, float> daysToEarn;
for (auto it : missingResources)
daysToEarn[it.first] = (float)missingResources[it.first] / income[it.first];
auto incomeComparer = [&income](const timePair & lhs, const timePair & rhs) -> bool
{
//theoretically income can be negative, but that falls into this comparison
return lhs.second < rhs.second;
};
resourceType = boost::max_element(daysToEarn, incomeComparer)->first;
amountToCollect = missingResources[resourceType];
goalPriority /= daysToEarn[resourceType]; //more days - lower priority
}
if (resourceType == Res::GOLD)
goalPriority *= 1000;
//this is abstract goal and might take soem time to complete
return Goals::sptr(Goals::CollectRes(resourceType, amountToCollect).setisAbstract(true));
}
Goals::TSubgoal ResourceManager::whatToDo() const //suggest any goal
{
if (queue.size())
{
auto o = queue.top();
auto allResources = cb->getResourceAmount(); //we don't consider savings, it's out top-priority goal
if (allResources.canAfford(o.resources))
return o.goal;
else //we can't afford even top-priority goal, need to collect resources
return collectResourcesForOurGoal(o);
}
else
return Goals::sptr(Goals::Invalid()); //nothing else to do
}
Goals::TSubgoal ResourceManager::whatToDo(TResources &res, Goals::TSubgoal goal)
{
TResources accumulatedResources;
auto allResources = cb->getResourceAmount();
ResourceObjective ro(res, goal);
tryPush(ro);
//check if we can afford all the objectives with higher priority first
for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{
accumulatedResources += it->resources;
if (!accumulatedResources.canBeAfforded(allResources)) //can't afford
return collectResourcesForOurGoal(ro);
else //can afford all goals up to this point
{
if (it->goal == goal)
return goal; //can afford immediately
}
}
return collectResourcesForOurGoal(ro); //fallback, ever needed?
}
bool ResourceManager::containsObjective(Goals::TSubgoal goal) const
{
//TODO: unit tests for once
for (auto objective : queue)
{
if (objective.goal == goal)
return true;
}
return false;
}
bool ResourceManager::notifyGoalCompleted(Goals::TSubgoal goal)
{
if (goal->invalid())
logAi->warn("Attempt to complete Invalid goal");
bool removedGoal = false;
while (true)
{ //unfortunatelly we can't use remove_if on heap
auto it = boost::find_if(queue, [goal](const ResourceObjective & ro) -> bool
{
return ro.goal == goal || ro.goal->fulfillsMe (goal);
});
if (it != queue.end()) //removed at least one
{
queue.erase(queue.s_handle_from_iterator(it));
logAi->debug("Removed goal %s from ResourceManager.", it->goal->name());
removedGoal = true;
}
else //found nothing more to remove
return removedGoal;
}
return removedGoal;
}
bool ResourceManager::updateGoal(Goals::TSubgoal goal)
{
//we update priority of goal if it is easier or more difficult to complete
if (goal->invalid())
logAi->warn("Attempt to update Invalid goal");
auto it = boost::find_if(queue, [goal](const ResourceObjective & ro) -> bool
{
return ro.goal == goal;
});
if (it != queue.end())
{
it->goal->setpriority(goal->priority);
auto handle = queue.s_handle_from_iterator(it);
queue.update(handle); //restore order
return true;
}
else
return false;
}
bool ResourceManager::tryPush(const ResourceObjective & o)
{
auto goal = o.goal;
auto it = boost::find_if(queue, [goal](const ResourceObjective & ro) -> bool
{
return ro.goal == goal;
});
if (it != queue.end())
{
auto handle = queue.s_handle_from_iterator(it);
vstd::amax(goal->priority, it->goal->priority); //increase priority if case
//update resources with new value
queue.update(handle, ResourceObjective(o.resources, goal)); //restore order
return false;
}
else
{
queue.push(o); //add new objective
logAi->debug("Reserved resources (%s) for %s", o.resources.toString(), goal->name());
return true;
}
}
bool ResourceManager::hasTasksLeft() const
{
return !queue.empty();
}
TResources ResourceManager::reservedResources() const
{
TResources res;
for (auto it : queue) //substract the value of reserved goals
res += it.resources;
return res;
}
TResources ResourceManager::freeResources() const
{
TResources myRes = cb->getResourceAmount();
auto towns = cb->getTownsInfo();
if (towns.size()) //we don't save for Capitol if there are no towns
{
if (std::none_of(towns.begin(), towns.end(), [](const CGTownInstance * x) -> bool
{
return x->builtBuildings.find(BuildingID::CAPITOL) != x->builtBuildings.end();
}))
{
myRes[Res::GOLD] -= GOLD_RESERVE;
//what if capitol is blocked from building in all possessed towns (set in map editor)?
}
}
myRes -= reservedResources(); //substract the value of reserved goals
for (auto & val : myRes)
vstd::amax(val, 0); //never negative
return myRes;
}
TResource ResourceManager::freeGold() const
{
return freeResources()[Res::GOLD];
}
TResources ResourceManager::allResources() const
{
return cb->getResourceAmount();
}
TResource ResourceManager::allGold() const
{
return cb->getResourceAmount()[Res::GOLD];
}