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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
258 lines
8.9 KiB
C++
258 lines
8.9 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 "BuildingManager.h"
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#include "../../CCallback.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/entities/building/CBuilding.h"
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bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
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{
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if (maxDays == 0)
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{
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logAi->warn("Request to build building %d in 0 days!", building.toEnum());
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return false;
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}
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if (!vstd::contains(t->getTown()->buildings, building))
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return false; // no such building in town
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if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
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return true;
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const CBuilding * buildPtr = t->getTown()->buildings.at(building);
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auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
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{
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return t->hasBuilt(buildID);
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});
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toBuild.push_back(building);
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for (BuildingID buildID : toBuild)
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{
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EBuildingState canBuild = cb->canBuildStructure(t, buildID);
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if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
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return false; //we won't be able to build this
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}
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if (maxDays && toBuild.size() > maxDays)
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return false;
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//TODO: calculate if we have enough resources to build it in maxDays?
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for (const auto & buildID : toBuild)
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{
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const CBuilding * b = t->getTown()->buildings.at(buildID);
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EBuildingState canBuild = cb->canBuildStructure(t, buildID);
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if (canBuild == EBuildingState::ALLOWED)
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{
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PotentialBuilding pb;
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pb.bid = buildID;
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pb.price = t->getBuildingCost(buildID);
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immediateBuildings.push_back(pb); //these are checked again in try
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return true;
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}
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else if (canBuild == EBuildingState::PREREQUIRES)
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{
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// can happen when dependencies have their own missing dependencies
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if (tryBuildThisStructure(t, buildID, maxDays - 1))
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return true;
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}
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else if (canBuild == EBuildingState::MISSING_BASE)
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{
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if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
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return true;
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}
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else if (canBuild == EBuildingState::NO_RESOURCES)
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{
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//we may need to gather resources for those
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PotentialBuilding pb;
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pb.bid = buildID;
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pb.price = t->getBuildingCost(buildID);
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expensiveBuildings.push_back(pb); //these are checked again in try
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return false;
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}
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else
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return false;
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}
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return false;
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}
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bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
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{
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for (const auto & building : buildList)
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{
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if (t->hasBuilt(building))
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continue;
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return tryBuildThisStructure(t, building, maxDays);
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}
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return false; //Can't build anything
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}
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std::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
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{
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for (const auto & building : buildList)
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{
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if (t->hasBuilt(building))
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continue;
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switch (cb->canBuildStructure(t, building))
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{
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case EBuildingState::ALLOWED:
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case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
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return std::optional<BuildingID>(building);
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break;
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}
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}
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return std::optional<BuildingID>(); //Can't build anything
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}
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bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
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{
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for (const auto & building : buildList)
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{
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if (t->hasBuilt(building))
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continue;
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return tryBuildThisStructure(t, building, maxDays);
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}
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return false; //Nothing to build
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}
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void BuildingManager::init(CPlayerSpecificInfoCallback * CB)
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{
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cb = CB;
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}
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void BuildingManager::setAI(VCAI * AI)
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{
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ai = AI;
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}
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//Set of buildings for different goals. Does not include any prerequisites.
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static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
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static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
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static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
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static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
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static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
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static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
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static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
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static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
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static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,
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BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
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bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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{
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//TODO make *real* town development system
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//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
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//TODO: build resource silo, defences when needed
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//Possible - allow "locking" on specific building (build prerequisites and then building itself)
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//TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal.
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immediateBuildings.clear();
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expensiveBuildings.clear();
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//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
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//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
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// TResources currentRes = cb->getResourceAmount();
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// TResources currentIncome = t->dailyIncome();
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if(tryBuildAnyStructure(t, essential))
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return true;
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if (cb->getDate(Date::DAY_OF_WEEK) < 5) // first 4 days of week - try to focus on dwellings
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{
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if (tryBuildNextStructure(t, unitsSource, 4))
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return true;
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}
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if (cb->getDate(Date::DAY_OF_WEEK) > 4) // last 3 days of week - try to focus on growth by building Fort/Citadel/Castle
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{
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if (tryBuildNextStructure(t, defence, 3))
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return true;
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}
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if (t->hasBuilt(BuildingID::CASTLE))
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{
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if (tryBuildAnyStructure(t, unitGrowth))
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return true;
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}
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//try to make City Hall
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if (tryBuildNextStructure(t, basicGoldSource))
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return true;
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//workaround for mantis #2696 - build capitol with separate algorithm if it is available
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if(t->hasBuilt(BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
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{
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if(tryBuildNextStructure(t, capitolAndRequirements))
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return true;
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}
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//try to upgrade dwelling
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for (int i = 0; i < unitsUpgrade.size(); i++)
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{
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if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
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{
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if (tryBuildThisStructure(t, unitsUpgrade[i]))
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return true;
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}
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}
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//remaining tasks
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if (tryBuildNextStructure(t, _spells))
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return true;
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if (tryBuildAnyStructure(t, extra))
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return true;
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//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
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std::vector<BuildingID> extraBuildings;
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for (auto buildingInfo : t->getTown()->buildings)
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{
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if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST)
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extraBuildings.push_back(buildingInfo.first);
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}
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return tryBuildAnyStructure(t, extraBuildings);
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}
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BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
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{
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if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
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return BuildingID::CAPITOL;
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else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
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return BuildingID::CITY_HALL;
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else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
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return BuildingID::TOWN_HALL;
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else
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return BuildingID::VILLAGE_HALL;
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}
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std::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
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{
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if (immediateBuildings.size())
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return std::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
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else
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return std::optional<PotentialBuilding>();
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}
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std::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
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{
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if (expensiveBuildings.size())
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return std::optional<PotentialBuilding>(expensiveBuildings.front());
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else
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return std::optional<PotentialBuilding>();
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}
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