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80 lines
2.1 KiB
C++
80 lines
2.1 KiB
C++
/*
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* BuyArmyBehavior.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 "BuildingBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/Composition.h"
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#include "../Goals/BuildThis.h"
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#include "../Goals/SaveResources.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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std::string BuildingBehavior::toString() const
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{
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return "Build";
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}
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Goals::TGoalVec BuildingBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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TResources resourcesRequired = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
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TResources totalDevelopmentCost = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
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TResources availableResources = ai->nullkiller->getFreeResources();
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TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
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logAi->trace("Free resources amount: %s", availableResources.toString());
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resourcesRequired -= availableResources;
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resourcesRequired.positive();
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logAi->trace("daily income: %s", dailyIncome.toString());
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logAi->trace("resources required to develop towns now: %s, total: %s",
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resourcesRequired.toString(),
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totalDevelopmentCost.toString());
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auto & developmentInfos = ai->nullkiller->buildAnalyzer->getDevelopmentInfo();
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auto goldPreasure = ai->nullkiller->buildAnalyzer->getGoldPreasure();
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for(auto & developmentInfo : developmentInfos)
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{
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for(auto & buildingInfo : developmentInfo.toBuild)
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{
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if(goldPreasure < MAX_GOLD_PEASURE || buildingInfo.dailyIncome[EGameResID::GOLD] > 0)
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{
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if(buildingInfo.notEnoughRes)
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{
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if(ai->nullkiller->getLockedResources().canAfford(buildingInfo.buildCost))
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continue;
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Composition composition;
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composition.addNext(BuildThis(buildingInfo, developmentInfo));
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composition.addNext(SaveResources(buildingInfo.buildCost));
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tasks.push_back(sptr(composition));
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}
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else
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tasks.push_back(sptr(BuildThis(buildingInfo, developmentInfo)));
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}
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}
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}
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return tasks;
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}
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}
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