mirror of
https://github.com/vcmi/vcmi.git
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5ff834aac2
Debug-outputs removed
107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
/*
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* BuyArmy.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 "BuyArmy.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../AIGateway.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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bool BuyArmy::operator==(const BuyArmy & other) const
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{
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return town == other.town && objid == other.objid;
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}
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std::string BuyArmy::toString() const
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{
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return "Buy army at " + town->getNameTranslated();
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}
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void BuyArmy::accept(AIGateway * ai)
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{
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ui64 valueBought = 0;
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//buy the stacks with largest AI value
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auto upgradeSuccessful = ai->makePossibleUpgrades(town);
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auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
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if(armyToBuy.empty())
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{
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if(upgradeSuccessful)
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return;
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
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{
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auto res = cb->getResourceAmount();
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auto & ci = armyToBuy[i];
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if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
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continue;
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vstd::amin(ci.count, res / ci.creID.toCreature()->getFullRecruitCost());
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if(ci.count)
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{
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if (town->getUpperArmy()->stacksCount() == GameConstants::ARMY_SIZE)
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{
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SlotID lowestValueSlot;
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int lowestValue = std::numeric_limits<int>::max();
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for (auto slot : town->getUpperArmy()->Slots())
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{
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if (slot.second->getCreatureID() != CreatureID::NONE)
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{
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int currentStackMarketValue =
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slot.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * slot.second->getCount();
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if (slot.second->getCreatureID().toCreature()->getFactionID() == town->getFactionID())
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continue;
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if (currentStackMarketValue < lowestValue)
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{
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lowestValue = currentStackMarketValue;
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lowestValueSlot = slot.first;
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}
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}
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}
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if (lowestValueSlot.validSlot())
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{
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cb->dismissCreature(town->getUpperArmy(), lowestValueSlot);
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}
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}
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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
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{
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cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
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}
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valueBought += ci.count * ci.creID.toCreature()->getAIValue();
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}
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}
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if(!valueBought)
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{
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throw cannotFulfillGoalException("No creatures to buy.");
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}
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if(town->visitingHero && !town->garrisonHero)
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{
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ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
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}
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}
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}
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