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vcmi/AI/Nullkiller/Goals/Build.cpp
2024-03-29 07:48:52 +02:00

98 lines
2.7 KiB
C++

/*
* Build.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 "Build.h"
#include "BuildThis.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
namespace Nullkiller
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
extern FuzzyHelper * fh;
using namespace Goals;
TGoalVec Build::getAllPossibleSubgoals()
{
TGoalVec ret;
for(const CGTownInstance * t : cb->getTownsInfo())
{
//start fresh with every town
ai->ah->getBuildingOptions(t);
auto immediateBuilding = ai->ah->immediateBuilding();
auto expensiveBuilding = ai->ah->expensiveBuilding();
//handling for early town development to save money and focus on income
if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.has_value())
{
auto potentialBuilding = expensiveBuilding.value();
switch(expensiveBuilding.value().bid)
{
case BuildingID::TOWN_HALL:
case BuildingID::CITY_HALL:
case BuildingID::CAPITOL:
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
ret.push_back(goal);
return ret;
break;
}
}
if(immediateBuilding.has_value())
{
ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
if(expensiveBuilding.has_value())
{
auto potentialBuilding = expensiveBuilding.value(); //gather resources for any we can't afford
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
ret.push_back(goal);
}
}
}
if(ret.empty())
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
else
return ret;
}
TSubgoal Build::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
bool Build::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE)
return (!town || town == goal->town); //building anything will do, in this town if set
else
return false;
}
}