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88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
/*
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* Build.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 "Build.h"
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#include "BuildThis.h"
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#include "../VCAI.h"
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#include "../AIUtility.h"
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#include "../AIhelper.h"
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#include "../FuzzyHelper.h"
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#include "../ResourceManager.h"
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#include "../BuildingManager.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../../../lib/constants/StringConstants.h"
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using namespace Goals;
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TGoalVec Build::getAllPossibleSubgoals()
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{
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TGoalVec ret;
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for(const CGTownInstance * t : cb->getTownsInfo())
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{
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//start fresh with every town
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ai->ah->getBuildingOptions(t);
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auto immediateBuilding = ai->ah->immediateBuilding();
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auto expensiveBuilding = ai->ah->expensiveBuilding();
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//handling for early town development to save money and focus on income
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if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.has_value())
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{
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auto potentialBuilding = expensiveBuilding.value();
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switch(expensiveBuilding.value().bid)
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{
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case BuildingID::TOWN_HALL:
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case BuildingID::CITY_HALL:
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case BuildingID::CAPITOL:
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case BuildingID::FORT:
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case BuildingID::CITADEL:
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case BuildingID::CASTLE:
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//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.
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auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
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ret.push_back(goal);
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return ret;
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break;
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}
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}
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if(immediateBuilding.has_value())
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{
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ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick
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}
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else //try build later
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{
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if(expensiveBuilding.has_value())
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{
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auto potentialBuilding = expensiveBuilding.value(); //gather resources for any we can't afford
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auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
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ret.push_back(goal);
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}
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}
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}
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if(ret.empty())
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throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
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else
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return ret;
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}
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TSubgoal Build::whatToDoToAchieve()
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{
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return fh->chooseSolution(getAllPossibleSubgoals());
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}
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bool Build::fulfillsMe(TSubgoal goal)
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{
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if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE)
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return (!town || town == goal->town); //building anything will do, in this town if set
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else
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return false;
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}
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