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@@ -18,7 +18,7 @@
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ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
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- baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1)
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+ baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost()
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{
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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@@ -31,7 +31,7 @@ ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
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baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
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- actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount)
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+ actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost)
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{
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armyValue = heroArmy->getArmyStrength();
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}
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@@ -39,7 +39,7 @@ ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, con
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ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
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:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
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- heroFightingStrength(0), actorExchangeCount(1)
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+ heroFightingStrength(0), actorExchangeCount(1), armyCost()
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{
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initialPosition = obj->visitablePos();
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layer = EPathfindingLayer::LAND;
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@@ -81,6 +81,7 @@ void ChainActor::setBaseActor(HeroActor * base)
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creatureSet = base->creatureSet;
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isMovable = base->isMovable;
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heroFightingStrength = base->heroFightingStrength;
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+ armyCost = base->armyCost;
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}
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void HeroActor::setupSpecialActors()
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@@ -145,6 +146,17 @@ bool HeroExchangeMap::canExchange(const ChainActor * other)
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if(result)
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{
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+ if(other->armyCost.nonZero())
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+ {
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+ TResources resources = ai->myCb->getResourceAmount();
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+
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+ if(!resources.canAfford(actor->armyCost + other->armyCost))
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+ {
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+ result = false;
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+ return;
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+ }
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+ }
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+
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uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
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result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
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@@ -208,6 +220,10 @@ DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bo
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getInitialTurn(waitForGrowth, dayOfWeek)),
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dwelling(dwelling)
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{
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+ for(auto & slot : creatureSet->Slots())
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+ {
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+ armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
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+ }
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}
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DwellingActor::~DwellingActor()
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