BuildAnalyzer.cpp 12 KB

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  1. /*
  2. * BuildAnalyzer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "../Engine/Nullkiller.h"
  12. #include "../Engine/Nullkiller.h"
  13. #include "../../../lib/entities/building/CBuilding.h"
  14. namespace NKAI
  15. {
  16. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  17. {
  18. auto townInfo = developmentInfo.town->town;
  19. auto creatures = townInfo->creatures;
  20. auto buildings = townInfo->getAllBuildings();
  21. std::map<BuildingID, BuildingID> parentMap;
  22. for(auto &pair : townInfo->buildings)
  23. {
  24. if(pair.second->upgrade != BuildingID::NONE)
  25. {
  26. parentMap[pair.second->upgrade] = pair.first;
  27. }
  28. }
  29. for(int level = 0; level < developmentInfo.town->town->creatures.size(); level++)
  30. {
  31. logAi->trace("Checking dwelling level %d", level);
  32. BuildingInfo nextToBuild = BuildingInfo();
  33. for(int upgradeIndex : {1, 0})
  34. {
  35. BuildingID building = BuildingID(BuildingID::getDwellingFromLevel(level, upgradeIndex));
  36. if(!vstd::contains(buildings, building))
  37. continue; // no such building in town
  38. auto info = getBuildingOrPrerequisite(developmentInfo.town, building);
  39. if(info.exists)
  40. {
  41. developmentInfo.addExistingDwelling(info);
  42. break;
  43. }
  44. nextToBuild = info;
  45. }
  46. if(nextToBuild.id != BuildingID::NONE)
  47. {
  48. developmentInfo.addBuildingToBuild(nextToBuild);
  49. }
  50. }
  51. }
  52. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  53. {
  54. logAi->trace("Checking other buildings");
  55. std::vector<std::vector<BuildingID>> otherBuildings = {
  56. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
  57. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  58. };
  59. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  60. {
  61. otherBuildings.push_back({BuildingID::HORDE_1});
  62. otherBuildings.push_back({BuildingID::HORDE_2});
  63. }
  64. otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
  65. otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
  66. otherBuildings.push_back({ BuildingID::SPECIAL_1 });
  67. otherBuildings.push_back({ BuildingID::SPECIAL_2 });
  68. otherBuildings.push_back({ BuildingID::SPECIAL_3 });
  69. otherBuildings.push_back({ BuildingID::SPECIAL_4 });
  70. otherBuildings.push_back({ BuildingID::MARKETPLACE });
  71. for(auto & buildingSet : otherBuildings)
  72. {
  73. for(auto & buildingID : buildingSet)
  74. {
  75. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
  76. {
  77. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  78. break;
  79. }
  80. }
  81. }
  82. }
  83. int32_t convertToGold(const TResources & res)
  84. {
  85. return res[EGameResID::GOLD]
  86. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  87. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  88. }
  89. TResources withoutGold(TResources other)
  90. {
  91. other[GameResID::GOLD] = 0;
  92. return other;
  93. }
  94. TResources BuildAnalyzer::getResourcesRequiredNow() const
  95. {
  96. auto resourcesAvailable = ai->getFreeResources();
  97. auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
  98. result.positive();
  99. return result;
  100. }
  101. TResources BuildAnalyzer::getTotalResourcesRequired() const
  102. {
  103. auto resourcesAvailable = ai->getFreeResources();
  104. auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
  105. result.positive();
  106. return result;
  107. }
  108. bool BuildAnalyzer::isGoldPressureHigh() const
  109. {
  110. return goldPressure > ai->settings->getMaxGoldPressure();
  111. }
  112. void BuildAnalyzer::update()
  113. {
  114. logAi->trace("Start analysing build");
  115. BuildingInfo bi;
  116. reset();
  117. auto towns = ai->cb->getTownsInfo();
  118. float economyDevelopmentCost = 0;
  119. for(const CGTownInstance* town : towns)
  120. {
  121. logAi->trace("Checking town %s", town->getNameTranslated());
  122. developmentInfos.push_back(TownDevelopmentInfo(town));
  123. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  124. updateTownDwellings(developmentInfo);
  125. updateOtherBuildings(developmentInfo);
  126. requiredResources += developmentInfo.requiredResources;
  127. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  128. for(auto building : developmentInfo.toBuild)
  129. {
  130. if (building.dailyIncome[EGameResID::GOLD] > 0)
  131. economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
  132. }
  133. armyCost += developmentInfo.armyCost;
  134. for(auto bi : developmentInfo.toBuild)
  135. {
  136. logAi->trace("Building preferences %s", bi.toString());
  137. }
  138. }
  139. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  140. {
  141. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  142. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  143. return val1 > val2;
  144. });
  145. updateDailyIncome();
  146. goldPressure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
  147. + ((float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  148. logAi->trace("Gold pressure: %f", goldPressure);
  149. }
  150. void BuildAnalyzer::reset()
  151. {
  152. requiredResources = TResources();
  153. totalDevelopmentCost = TResources();
  154. armyCost = TResources();
  155. developmentInfos.clear();
  156. }
  157. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  158. const CGTownInstance * town,
  159. BuildingID toBuild,
  160. bool excludeDwellingDependencies) const
  161. {
  162. BuildingID building = toBuild;
  163. auto townInfo = town->town;
  164. const CBuilding * buildPtr = townInfo->buildings.at(building);
  165. const CCreature * creature = nullptr;
  166. CreatureID baseCreatureID;
  167. int creatureLevel = -1;
  168. int creatureUpgrade = 0;
  169. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  170. {
  171. creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
  172. creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
  173. }
  174. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  175. {
  176. creatureLevel = townInfo->hordeLvl.at(0);
  177. }
  178. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  179. {
  180. creatureLevel = townInfo->hordeLvl.at(1);
  181. }
  182. if(creatureLevel >= 0)
  183. {
  184. auto creatures = townInfo->creatures.at(creatureLevel);
  185. auto creatureID = creatures.size() > creatureUpgrade
  186. ? creatures.at(creatureUpgrade)
  187. : creatures.front();
  188. baseCreatureID = creatures.front();
  189. creature = creatureID.toCreature();
  190. }
  191. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  192. logAi->trace("checking %s", info.name);
  193. logAi->trace("buildInfo %s", info.toString());
  194. int highestFort = 0;
  195. for (auto twn : ai->cb->getTownsInfo())
  196. {
  197. highestFort = std::max(highestFort, (int)twn->fortLevel());
  198. }
  199. if(!town->hasBuilt(building))
  200. {
  201. auto canBuild = ai->cb->canBuildStructure(town, building);
  202. if(canBuild == EBuildingState::ALLOWED)
  203. {
  204. info.canBuild = true;
  205. }
  206. else if(canBuild == EBuildingState::NO_RESOURCES)
  207. {
  208. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  209. info.notEnoughRes = true;
  210. }
  211. else if(canBuild == EBuildingState::PREREQUIRES)
  212. {
  213. auto buildExpression = town->genBuildingRequirements(building, false);
  214. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  215. {
  216. return town->hasBuilt(id);
  217. });
  218. auto otherDwelling = [](const BuildingID & id) -> bool
  219. {
  220. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  221. };
  222. if(vstd::contains_if(missingBuildings, otherDwelling))
  223. {
  224. logAi->trace("cant build. Need other dwelling");
  225. }
  226. else if(missingBuildings[0] != toBuild)
  227. {
  228. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  229. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  230. prerequisite.buildCostWithPrerequisites += info.buildCost;
  231. prerequisite.creatureCost = info.creatureCost;
  232. prerequisite.creatureGrows = info.creatureGrows;
  233. prerequisite.creatureLevel = info.creatureLevel;
  234. prerequisite.creatureID = info.creatureID;
  235. prerequisite.baseCreatureID = info.baseCreatureID;
  236. prerequisite.prerequisitesCount++;
  237. prerequisite.armyCost = info.armyCost;
  238. bool haveSameOrBetterFort = false;
  239. if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
  240. haveSameOrBetterFort = true;
  241. if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
  242. haveSameOrBetterFort = true;
  243. if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
  244. haveSameOrBetterFort = true;
  245. if(!haveSameOrBetterFort)
  246. prerequisite.dailyIncome = info.dailyIncome;
  247. return prerequisite;
  248. }
  249. else
  250. {
  251. logAi->trace("Cant build. The building requires itself as prerequisite");
  252. return info;
  253. }
  254. }
  255. }
  256. else
  257. {
  258. logAi->trace("exists");
  259. info.exists = true;
  260. }
  261. return info;
  262. }
  263. void BuildAnalyzer::updateDailyIncome()
  264. {
  265. auto objects = ai->cb->getMyObjects();
  266. auto towns = ai->cb->getTownsInfo();
  267. dailyIncome = TResources();
  268. for(const CGObjectInstance* obj : objects)
  269. {
  270. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  271. if(mine)
  272. dailyIncome += mine->dailyIncome();
  273. }
  274. for(const CGTownInstance* town : towns)
  275. {
  276. dailyIncome += town->dailyIncome();
  277. }
  278. }
  279. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  280. {
  281. for(auto tdi : developmentInfos)
  282. {
  283. if(tdi.town->getFaction() == alignment && tdi.town->hasBuilt(bid))
  284. return true;
  285. }
  286. return false;
  287. }
  288. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  289. {
  290. existingDwellings.push_back(existingDwelling);
  291. armyCost += existingDwelling.armyCost;
  292. armyStrength += existingDwelling.armyStrength;
  293. }
  294. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  295. {
  296. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  297. townDevelopmentCost += withoutGold(nextToBuild.armyCost);
  298. if(nextToBuild.canBuild)
  299. {
  300. hasSomethingToBuild = true;
  301. toBuild.push_back(nextToBuild);
  302. }
  303. else if(nextToBuild.notEnoughRes)
  304. {
  305. requiredResources += nextToBuild.buildCost;
  306. hasSomethingToBuild = true;
  307. toBuild.push_back(nextToBuild);
  308. }
  309. }
  310. BuildingInfo::BuildingInfo()
  311. {
  312. id = BuildingID::NONE;
  313. creatureGrows = 0;
  314. creatureID = CreatureID::NONE;
  315. buildCost = 0;
  316. buildCostWithPrerequisites = 0;
  317. prerequisitesCount = 0;
  318. name.clear();
  319. armyStrength = 0;
  320. }
  321. BuildingInfo::BuildingInfo(
  322. const CBuilding * building,
  323. const CCreature * creature,
  324. CreatureID baseCreature,
  325. const CGTownInstance * town,
  326. Nullkiller * ai)
  327. {
  328. id = building->bid;
  329. buildCost = building->resources;
  330. buildCostWithPrerequisites = building->resources;
  331. dailyIncome = building->produce;
  332. exists = town->hasBuilt(id);
  333. prerequisitesCount = 1;
  334. name = building->getNameTranslated();
  335. if(creature)
  336. {
  337. creatureGrows = creature->getGrowth();
  338. creatureID = creature->getId();
  339. creatureCost = creature->getFullRecruitCost();
  340. creatureLevel = creature->getLevel();
  341. baseCreatureID = baseCreature;
  342. if(exists)
  343. {
  344. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  345. }
  346. else
  347. {
  348. if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
  349. {
  350. creatureGrows = creature->getGrowth();
  351. if(town->hasBuilt(BuildingID::CASTLE))
  352. creatureGrows *= 2;
  353. else if(town->hasBuilt(BuildingID::CITADEL))
  354. creatureGrows += creatureGrows / 2;
  355. }
  356. else
  357. {
  358. creatureGrows = creature->getHorde();
  359. }
  360. }
  361. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  362. armyCost = creatureCost * creatureGrows;
  363. }
  364. else
  365. {
  366. creatureGrows = 0;
  367. creatureID = CreatureID::NONE;
  368. baseCreatureID = CreatureID::NONE;
  369. creatureCost = TResources();
  370. armyCost = TResources();
  371. creatureLevel = 0;
  372. armyStrength = 0;
  373. }
  374. }
  375. std::string BuildingInfo::toString() const
  376. {
  377. return name + ", cost: " + buildCost.toString()
  378. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  379. + " x " + creatureCost.toString()
  380. + ", daily: " + dailyIncome.toString();
  381. }
  382. }