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vcmi/AI/Nullkiller/Goals/BuyArmy.cpp
Xilmi 5ff834aac2 Remove debug-outputs
Debug-outputs removed
2024-12-13 22:13:27 +01:00

107 lines
2.7 KiB
C++

/*
* BuyArmy.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 "BuyArmy.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
bool BuyArmy::operator==(const BuyArmy & other) const
{
return town == other.town && objid == other.objid;
}
std::string BuyArmy::toString() const
{
return "Buy army at " + town->getNameTranslated();
}
void BuyArmy::accept(AIGateway * ai)
{
ui64 valueBought = 0;
//buy the stacks with largest AI value
auto upgradeSuccessful = ai->makePossibleUpgrades(town);
auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
if(armyToBuy.empty())
{
if(upgradeSuccessful)
return;
throw cannotFulfillGoalException("No creatures to buy.");
}
for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
{
auto res = cb->getResourceAmount();
auto & ci = armyToBuy[i];
if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
continue;
vstd::amin(ci.count, res / ci.creID.toCreature()->getFullRecruitCost());
if(ci.count)
{
if (town->getUpperArmy()->stacksCount() == GameConstants::ARMY_SIZE)
{
SlotID lowestValueSlot;
int lowestValue = std::numeric_limits<int>::max();
for (auto slot : town->getUpperArmy()->Slots())
{
if (slot.second->getCreatureID() != CreatureID::NONE)
{
int currentStackMarketValue =
slot.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * slot.second->getCount();
if (slot.second->getCreatureID().toCreature()->getFactionID() == town->getFactionID())
continue;
if (currentStackMarketValue < lowestValue)
{
lowestValue = currentStackMarketValue;
lowestValueSlot = slot.first;
}
}
}
if (lowestValueSlot.validSlot())
{
cb->dismissCreature(town->getUpperArmy(), lowestValueSlot);
}
}
if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction
{
cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
}
valueBought += ci.count * ci.creID.toCreature()->getAIValue();
}
}
if(!valueBought)
{
throw cannotFulfillGoalException("No creatures to buy.");
}
if(town->visitingHero && !town->garrisonHero)
{
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
}
}
}