BuildAnalyzer.cpp 9.9 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 "../../../lib/mapping/CMap.h" //for victory conditions
  13. #include "../Engine/Nullkiller.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 != -1)
  25. {
  26. parentMap[pair.second->upgrade] = pair.first;
  27. }
  28. }
  29. BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST};
  30. for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
  31. {
  32. logAi->trace("Checking dwelling level %d", level);
  33. BuildingInfo nextToBuild = BuildingInfo();
  34. for(BuildingID prefix : prefixes)
  35. {
  36. BuildingID building = BuildingID(prefix + level);
  37. if(!vstd::contains(buildings, building))
  38. continue; // no such building in town
  39. auto info = getBuildingOrPrerequisite(developmentInfo.town, building);
  40. if(info.exists)
  41. {
  42. developmentInfo.addExistingDwelling(info);
  43. break;
  44. }
  45. nextToBuild = info;
  46. }
  47. if(nextToBuild.id != BuildingID::NONE)
  48. {
  49. developmentInfo.addBuildingToBuild(nextToBuild);
  50. }
  51. }
  52. }
  53. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  54. {
  55. logAi->trace("Checking other buildings");
  56. std::vector<std::vector<BuildingID>> otherBuildings = {
  57. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
  58. };
  59. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  60. {
  61. otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
  62. }
  63. for(auto & buildingSet : otherBuildings)
  64. {
  65. for(auto & buildingID : buildingSet)
  66. {
  67. if(!developmentInfo.town->hasBuilt(buildingID))
  68. {
  69. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  70. break;
  71. }
  72. }
  73. }
  74. }
  75. int32_t convertToGold(const TResources & res)
  76. {
  77. return res[EGameResID::GOLD]
  78. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  79. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  80. }
  81. TResources BuildAnalyzer::getResourcesRequiredNow() const
  82. {
  83. auto resourcesAvailable = ai->getFreeResources();
  84. auto result = requiredResources - resourcesAvailable;
  85. result.positive();
  86. return result;
  87. }
  88. TResources BuildAnalyzer::getTotalResourcesRequired() const
  89. {
  90. auto resourcesAvailable = ai->getFreeResources();
  91. auto result = totalDevelopmentCost - resourcesAvailable;
  92. result.positive();
  93. return result;
  94. }
  95. void BuildAnalyzer::update()
  96. {
  97. logAi->trace("Start analysing build");
  98. BuildingInfo bi;
  99. reset();
  100. auto towns = ai->cb->getTownsInfo();
  101. for(const CGTownInstance* town : towns)
  102. {
  103. logAi->trace("Checking town %s", town->getNameTranslated());
  104. developmentInfos.push_back(TownDevelopmentInfo(town));
  105. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  106. updateTownDwellings(developmentInfo);
  107. updateOtherBuildings(developmentInfo);
  108. requiredResources += developmentInfo.requiredResources;
  109. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  110. armyCost += developmentInfo.armyCost;
  111. for(auto bi : developmentInfo.toBuild)
  112. {
  113. logAi->trace("Building preferences %s", bi.toString());
  114. }
  115. }
  116. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  117. {
  118. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  119. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  120. return val1 > val2;
  121. });
  122. updateDailyIncome();
  123. if(ai->cb->getDate(Date::EDateType::DAY) == 1)
  124. {
  125. goldPreasure = 1;
  126. }
  127. else
  128. {
  129. goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
  130. + (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  131. }
  132. logAi->trace("Gold preasure: %f", goldPreasure);
  133. }
  134. void BuildAnalyzer::reset()
  135. {
  136. requiredResources = TResources();
  137. totalDevelopmentCost = TResources();
  138. armyCost = TResources();
  139. developmentInfos.clear();
  140. }
  141. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  142. const CGTownInstance * town,
  143. BuildingID toBuild,
  144. bool excludeDwellingDependencies) const
  145. {
  146. BuildingID building = toBuild;
  147. auto townInfo = town->town;
  148. const CBuilding * buildPtr = townInfo->buildings.at(building);
  149. const CCreature * creature = nullptr;
  150. CreatureID baseCreatureID;
  151. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  152. {
  153. int level = toBuild - BuildingID::DWELL_FIRST;
  154. auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
  155. auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
  156. ? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
  157. : creatures.front();
  158. baseCreatureID = creatures.front();
  159. creature = creatureID.toCreature();
  160. }
  161. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  162. logAi->trace("checking %s", info.name);
  163. logAi->trace("buildInfo %s", info.toString());
  164. if(!town->hasBuilt(building))
  165. {
  166. auto canBuild = ai->cb->canBuildStructure(town, building);
  167. if(canBuild == EBuildingState::ALLOWED)
  168. {
  169. info.canBuild = true;
  170. }
  171. else if(canBuild == EBuildingState::NO_RESOURCES)
  172. {
  173. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  174. info.notEnoughRes = true;
  175. }
  176. else if(canBuild == EBuildingState::PREREQUIRES)
  177. {
  178. auto buildExpression = town->genBuildingRequirements(building, false);
  179. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  180. {
  181. return town->hasBuilt(id);
  182. });
  183. auto otherDwelling = [](const BuildingID & id) -> bool
  184. {
  185. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  186. };
  187. if(vstd::contains_if(missingBuildings, otherDwelling))
  188. {
  189. logAi->trace("cant build. Need other dwelling");
  190. }
  191. else
  192. {
  193. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  194. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  195. prerequisite.buildCostWithPrerequisits += info.buildCost;
  196. prerequisite.creatureCost = info.creatureCost;
  197. prerequisite.creatureGrows = info.creatureGrows;
  198. prerequisite.creatureLevel = info.creatureLevel;
  199. prerequisite.creatureID = info.creatureID;
  200. prerequisite.baseCreatureID = info.baseCreatureID;
  201. prerequisite.prerequisitesCount++;
  202. prerequisite.armyCost = info.armyCost;
  203. prerequisite.dailyIncome = info.dailyIncome;
  204. return prerequisite;
  205. }
  206. }
  207. }
  208. else
  209. {
  210. logAi->trace("exists");
  211. info.exists = true;
  212. }
  213. return info;
  214. }
  215. void BuildAnalyzer::updateDailyIncome()
  216. {
  217. auto objects = ai->cb->getMyObjects();
  218. auto towns = ai->cb->getTownsInfo();
  219. dailyIncome = TResources();
  220. for(const CGObjectInstance* obj : objects)
  221. {
  222. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  223. if(mine)
  224. {
  225. dailyIncome[mine->producedResource.getNum()] += mine->producedQuantity;
  226. }
  227. }
  228. for(const CGTownInstance* town : towns)
  229. {
  230. dailyIncome += town->dailyIncome();
  231. }
  232. }
  233. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  234. {
  235. for(auto tdi : developmentInfos)
  236. {
  237. if(tdi.town->alignment == alignment && tdi.town->hasBuilt(bid))
  238. return true;
  239. }
  240. return false;
  241. }
  242. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  243. {
  244. existingDwellings.push_back(existingDwelling);
  245. armyCost += existingDwelling.armyCost;
  246. armyStrength += existingDwelling.armyStrength;
  247. }
  248. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  249. {
  250. townDevelopmentCost += nextToBuild.buildCostWithPrerequisits;
  251. if(nextToBuild.canBuild)
  252. {
  253. hasSomethingToBuild = true;
  254. toBuild.push_back(nextToBuild);
  255. }
  256. else if(nextToBuild.notEnoughRes)
  257. {
  258. requiredResources += nextToBuild.buildCost;
  259. hasSomethingToBuild = true;
  260. toBuild.push_back(nextToBuild);
  261. }
  262. }
  263. BuildingInfo::BuildingInfo()
  264. {
  265. id = BuildingID::NONE;
  266. creatureGrows = 0;
  267. creatureID = CreatureID::NONE;
  268. buildCost = 0;
  269. buildCostWithPrerequisits = 0;
  270. prerequisitesCount = 0;
  271. name.clear();
  272. armyStrength = 0;
  273. }
  274. BuildingInfo::BuildingInfo(
  275. const CBuilding * building,
  276. const CCreature * creature,
  277. CreatureID baseCreature,
  278. const CGTownInstance * town,
  279. Nullkiller * ai)
  280. {
  281. id = building->bid;
  282. buildCost = building->resources;
  283. buildCostWithPrerequisits = building->resources;
  284. dailyIncome = building->produce;
  285. exists = town->hasBuilt(id);
  286. prerequisitesCount = 1;
  287. name = building->getNameTranslated();
  288. if(creature)
  289. {
  290. creatureGrows = creature->getGrowth();
  291. creatureID = creature->getId();
  292. creatureCost = creature->getFullRecruitCost();
  293. creatureLevel = creature->getLevel();
  294. baseCreatureID = baseCreature;
  295. if(exists)
  296. {
  297. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  298. }
  299. else
  300. {
  301. creatureGrows = creature->getGrowth();
  302. if(town->hasBuilt(BuildingID::CASTLE))
  303. creatureGrows *= 2;
  304. else if(town->hasBuilt(BuildingID::CITADEL))
  305. creatureGrows += creatureGrows / 2;
  306. }
  307. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  308. armyCost = creatureCost * creatureGrows;
  309. }
  310. else
  311. {
  312. creatureGrows = 0;
  313. creatureID = CreatureID::NONE;
  314. baseCreatureID = CreatureID::NONE;
  315. creatureCost = TResources();
  316. armyCost = TResources();
  317. creatureLevel = 0;
  318. armyStrength = 0;
  319. }
  320. }
  321. std::string BuildingInfo::toString() const
  322. {
  323. return name + ", cost: " + buildCost.toString()
  324. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  325. + " x " + creatureCost.toString()
  326. + ", daily: " + dailyIncome.toString();
  327. }
  328. }