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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 "BuildingManager.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/entities/building/CBuilding.h"
bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if (maxDays == 0)
{
logAi->warn("Request to build building %d in 0 days!", building.toEnum());
return false;
}
if (!vstd::contains(t->getTown()->buildings, building))
return false; // no such building in town
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
const CBuilding * buildPtr = t->getTown()->buildings.at(building);
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
{
return t->hasBuilt(buildID);
});
toBuild.push_back(building);
for (BuildingID buildID : toBuild)
{
EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if (maxDays && toBuild.size() > maxDays)
return false;
//TODO: calculate if we have enough resources to build it in maxDays?
for (const auto & buildID : toBuild)
{
const CBuilding * b = t->getTown()->buildings.at(buildID);
EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::ALLOWED)
{
PotentialBuilding pb;
pb.bid = buildID;
pb.price = t->getBuildingCost(buildID);
immediateBuildings.push_back(pb); //these are checked again in try
return true;
}
else if (canBuild == EBuildingState::PREREQUIRES)
{
// can happen when dependencies have their own missing dependencies
if (tryBuildThisStructure(t, buildID, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::MISSING_BASE)
{
if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::NO_RESOURCES)
{
//we may need to gather resources for those
PotentialBuilding pb;
pb.bid = buildID;
pb.price = t->getBuildingCost(buildID);
expensiveBuildings.push_back(pb); //these are checked again in try
return false;
}
else
return false;
}
return false;
}
bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Can't build anything
}
std::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
switch (cb->canBuildStructure(t, building))
{
case EBuildingState::ALLOWED:
case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
return std::optional<BuildingID>(building);
break;
}
}
return std::optional<BuildingID>(); //Can't build anything
}
bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for (const auto & building : buildList)
{
if (t->hasBuilt(building))
continue;
return tryBuildThisStructure(t, building, maxDays);
}
return false; //Nothing to build
}
void BuildingManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}
void BuildingManager::setAI(VCAI * AI)
{
ai = AI;
}
//Set of buildings for different goals. Does not include any prerequisites.
static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,
BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
{
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal.
immediateBuildings.clear();
expensiveBuildings.clear();
//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
// TResources currentRes = cb->getResourceAmount();
// TResources currentIncome = t->dailyIncome();
if(tryBuildAnyStructure(t, essential))
return true;
if (cb->getDate(Date::DAY_OF_WEEK) < 5) // first 4 days of week - try to focus on dwellings
{
if (tryBuildNextStructure(t, unitsSource, 4))
return true;
}
if (cb->getDate(Date::DAY_OF_WEEK) > 4) // last 3 days of week - try to focus on growth by building Fort/Citadel/Castle
{
if (tryBuildNextStructure(t, defence, 3))
return true;
}
if (t->hasBuilt(BuildingID::CASTLE))
{
if (tryBuildAnyStructure(t, unitGrowth))
return true;
}
//try to make City Hall
if (tryBuildNextStructure(t, basicGoldSource))
return true;
//workaround for mantis #2696 - build capitol with separate algorithm if it is available
if(t->hasBuilt(BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
{
if(tryBuildNextStructure(t, capitolAndRequirements))
return true;
}
//try to upgrade dwelling
for (int i = 0; i < unitsUpgrade.size(); i++)
{
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
{
if (tryBuildThisStructure(t, unitsUpgrade[i]))
return true;
}
}
//remaining tasks
if (tryBuildNextStructure(t, _spells))
return true;
if (tryBuildAnyStructure(t, extra))
return true;
//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
std::vector<BuildingID> extraBuildings;
for (auto buildingInfo : t->getTown()->buildings)
{
if (buildingInfo.first.IsDwelling() && BuildingID::getUpgradedFromDwelling(buildingInfo.first) > 1)
extraBuildings.push_back(buildingInfo.first);
}
return tryBuildAnyStructure(t, extraBuildings);
}
BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
return BuildingID::CAPITOL;
else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
return BuildingID::CITY_HALL;
else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
return BuildingID::TOWN_HALL;
else
return BuildingID::VILLAGE_HALL;
}
std::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
{
if (immediateBuildings.size())
return std::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
else
return std::optional<PotentialBuilding>();
}
std::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
{
if (expensiveBuildings.size())
return std::optional<PotentialBuilding>(expensiveBuildings.front());
else
return std::optional<PotentialBuilding>();
}
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