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vcmi/AI/Nullkiller2/Behaviors/BuyArmyBehavior.cpp
2025-08-16 00:22:18 +02:00

78 lines
1.8 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 NK2AI
{
using namespace Goals;
std::string BuyArmyBehavior::toString() const
{
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
{
Goals::TGoalVec tasks;
auto heroes = cbcTl->getHeroesInfo();
if(heroes.empty())
{
return tasks;
}
aiNk->dangerHitMap->updateHitMap();
for(auto town : cbcTl->getTownsInfo())
{
uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && cbcTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
{
return tasks;
}
auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(
town,
aiNk->getFreeResources());
for(const CGHeroInstance * targetHero : heroes)
{
if(aiNk->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
{
auto reinforcement = aiNk->armyManager->howManyReinforcementsCanGet(
targetHero,
targetHero,
&*townArmyAvailableToBuy,
TerrainId::NONE);
if(reinforcement)
vstd::amin(reinforcement, aiNk->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
if(reinforcement)
{
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(reinforcement)));
}
}
}
}
return tasks;
}
}