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/*
* BuildingManager.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 "ArmyManager.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"
void ArmyManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}
void ArmyManager::setAI(VCAI * AI)
{
ai = AI;
}
std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
const CCreatureSet * armies[] = { target, source };
//we calculate total strength for each creature type available in armies
std::map<const CCreature *, SlotInfo> creToPower;
std::vector<SlotInfo> resultingArmy;
for(auto armyPtr : armies)
{
for(auto & i : armyPtr->Slots())
{
auto cre = dynamic_cast<const CCreature*>(i.second->getType());
auto & slotInfp = creToPower[cre];
slotInfp.creature = cre;
slotInfp.power += i.second->getPower();
slotInfp.count += i.second->count;
}
}
for(auto pair : creToPower)
resultingArmy.push_back(pair.second);
boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
return left.power > right.power;
});
return resultingArmy;
}
std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
{
auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{
if(left.creature->getLevel() != right.creature->getLevel())
return left.creature->getLevel() < right.creature->getLevel();
return left.creature->getMovementRange() > right.creature->getMovementRange();
});
return weakest;
}
std::vector<SlotInfo> ArmyManager::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
{
auto resultingArmy = getSortedSlots(target, source);
if(resultingArmy.size() > GameConstants::ARMY_SIZE)
{
resultingArmy.resize(GameConstants::ARMY_SIZE);
}
else if(source->needsLastStack())
{
auto weakest = getWeakestCreature(resultingArmy);
if(weakest->count == 1)
{
resultingArmy.erase(weakest);
}
else
{
weakest->power -= weakest->power / weakest->count;
weakest->count--;
}
}
return resultingArmy;
}
bool ArmyManager::canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const
{
//TODO: merge with pickBestCreatures
//if (ai->primaryHero().h == source)
if(target->tempOwner != source->tempOwner)
{
logAi->error("Why are we even considering exchange between heroes from different players?");
return false;
}
return 0 < howManyReinforcementsCanGet(target, source);
}
ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
{
ui64 aivalue = 0;
TResources availableRes = cb->getResourceAmount();
int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
for(auto const & dc : t->creatures)
{
creInfo ci = infoFromDC(dc);
if(!ci.count || ci.creID == CreatureID::NONE)
continue;
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(ci.count && ci.creID != CreatureID::NONE) //valid creature at this level
{
//can be merged with another stack?
SlotID dst = h->getSlotFor(ci.creID);
if(!h->hasStackAtSlot(dst)) //need another new slot for this stack
{
if(!freeHeroSlots) //no more place for stacks
continue;
else
freeHeroSlots--; //new slot will be occupied
}
//we found matching occupied or free slot
aivalue += ci.count * ci.cre->getAIValue();
availableRes -= ci.cre->getFullRecruitCost() * ci.count;
}
}
return aivalue;
}
ui64 ArmyManager::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
{
auto bestArmy = getBestArmy(target, source);
uint64_t newArmy = 0;
uint64_t oldArmy = target->getArmyStrength();
for(auto & slot : bestArmy)
{
newArmy += slot.power;
}
return newArmy > oldArmy ? newArmy - oldArmy : 0;
}
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