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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 "../Engine/Nullkiller.h"
 
- #include "../../../CCallback.h"
 
- #include "../../../lib/mapObjects/MapObjects.h"
 
- class StackUpgradeInfo
 
- {
 
- public:
 
- 	CreatureID initialCreature;
 
- 	CreatureID upgradedCreature;
 
- 	TResources cost;
 
- 	int count;
 
- 	uint64_t upgradeValue;
 
- 	StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
 
- 		:initialCreature(initial), upgradedCreature(upgraded), count(count)
 
- 	{
 
- 		cost = (upgradedCreature.toCreature()->cost - initialCreature.toCreature()->cost) * count;
 
- 		upgradeValue = (upgradedCreature.toCreature()->AIValue - initialCreature.toCreature()->AIValue) * count;
 
- 	}
 
- };
 
- uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
 
- {
 
- 	return howManyReinforcementsCanGet(hero, hero, source);
 
- }
 
- 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 & slotInfp = creToPower[i.second->type];
 
- 			slotInfp.creature = i.second->type;
 
- 			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->level != right.creature->level)
 
- 			return left.creature->level < right.creature->level;
 
- 		
 
- 		return left.creature->Speed() > right.creature->Speed();
 
- 	});
 
- 	return weakest;
 
- }
 
- class TemporaryArmy : public CArmedInstance
 
- {
 
- public:
 
- 	void armyChanged() override {}
 
- 	TemporaryArmy()
 
- 		:CArmedInstance(true)
 
- 	{
 
- 	}
 
- };
 
- std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	auto sortedSlots = getSortedSlots(target, source);
 
- 	std::map<TFaction, uint64_t> alignmentMap;
 
- 	for(auto & slot : sortedSlots)
 
- 	{
 
- 		alignmentMap[slot.creature->faction] += slot.power;
 
- 	}
 
- 	std::set<TFaction> allowedFactions;
 
- 	std::vector<SlotInfo> resultingArmy;
 
- 	uint64_t armyValue = 0;
 
- 	TemporaryArmy newArmyInstance;
 
- 	auto bonusModifiers = armyCarrier->getBonuses(Selector::type()(Bonus::MORALE));
 
- 	for(auto bonus : *bonusModifiers)
 
- 	{
 
- 		// army bonuses will change and object bonuses are temporary
 
- 		if(bonus->source != Bonus::ARMY || bonus->source != Bonus::OBJECT)
 
- 		{
 
- 			newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
 
- 		}
 
- 	}
 
- 	while(allowedFactions.size() < alignmentMap.size())
 
- 	{
 
- 		auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair<TFaction, uint64_t> pair) -> uint64_t
 
- 		{
 
- 			return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second;
 
- 		});
 
- 		allowedFactions.insert(strongestAlignment->first);
 
- 		std::vector<SlotInfo> newArmy;
 
- 		uint64_t newValue = 0;
 
- 		newArmyInstance.clear();
 
- 		for(auto & slot : sortedSlots)
 
- 		{
 
- 			if(vstd::contains(allowedFactions, slot.creature->faction))
 
- 			{
 
- 				auto slotID = newArmyInstance.getSlotFor(slot.creature);
 
- 				if(slotID.validSlot())
 
- 				{
 
- 					newArmyInstance.setCreature(slotID, slot.creature->idNumber, slot.count);
 
- 					newArmy.push_back(slot);
 
- 				}
 
- 			}
 
- 		}
 
- 		newArmyInstance.updateMoraleBonusFromArmy();
 
- 		for(auto & slot : newArmyInstance.Slots())
 
- 		{
 
- 			auto morale = slot.second->MoraleVal();
 
- 			auto multiplier = 1.0f;
 
- 			const float BadMoraleChance = 0.083f;
 
- 			const float HighMoraleChance = 0.04f;
 
- 			if(morale < 0)
 
- 			{
 
- 				multiplier += morale * BadMoraleChance;
 
- 			}
 
- 			else if(morale > 0)
 
- 			{
 
- 				multiplier += morale * HighMoraleChance;
 
- 			}
 
- 			newValue += multiplier * slot.second->getPower();
 
- 		}
 
- 		if(armyValue >= newValue)
 
- 		{
 
- 			break;
 
- 		}
 
- 		resultingArmy = newArmy;
 
- 		armyValue = newValue;
 
- 	}
 
- 	if(resultingArmy.size() <= GameConstants::ARMY_SIZE
 
- 		&& allowedFactions.size() == alignmentMap.size()
 
- 		&& source->needsLastStack())
 
- 	{
 
- 		auto weakest = getWeakestCreature(resultingArmy);
 
- 		if(weakest->count == 1)
 
- 		{
 
- 			resultingArmy.erase(weakest);
 
- 		}
 
- 		else
 
- 		{
 
- 			weakest->power -= weakest->power / weakest->count;
 
- 			weakest->count--;
 
- 		}
 
- 	}
 
- 	return resultingArmy;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
 
- {
 
- 	return howManyReinforcementsCanBuy(h, t, ai->getFreeResources());
 
- }
 
- std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 
- 	const CGDwelling * dwelling,
 
- 	TResources availableRes) const
 
- {
 
- 	std::vector<creInfo> creaturesInDwellings;
 
- 	auto army = std::make_shared<TemporaryArmy>();
 
- 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 
- 	{
 
- 		auto ci = infoFromDC(dwelling->creatures[i]);
 
- 		if(!ci.count || ci.creID == -1)
 
- 			continue;
 
- 		vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
 
- 		if(!ci.count)
 
- 			continue;
 
- 		SlotID dst = army->getFreeSlot();
 
- 		if(!dst.validSlot())
 
- 			break;
 
- 		army->setCreature(dst, ci.creID, ci.count);
 
- 		availableRes -= ci.cre->cost * ci.count;
 
- 	}
 
- 	return army;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanBuy(
 
- 	const CCreatureSet * targetArmy,
 
- 	const CGDwelling * dwelling,
 
- 	const TResources & availableResources) const
 
- {
 
- 	ui64 aivalue = 0;
 
- 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
 
- 	for(const creInfo & ci : army)
 
- 	{
 
- 		aivalue += ci.count * ci.cre->AIValue;
 
- 	}
 
- 	return aivalue;
 
- }
 
- std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
 
- {
 
- 	return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources());
 
- }
 
- std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 
- 	const CCreatureSet * hero,
 
- 	const CGDwelling * dwelling,
 
- 	TResources availableRes) const
 
- {
 
- 	std::vector<creInfo> creaturesInDwellings;
 
- 	int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
 
- 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 
- 	{
 
- 		auto ci = infoFromDC(dwelling->creatures[i]);
 
- 		if(!ci.count || ci.creID == -1)
 
- 			continue;
 
- 		SlotID dst = hero->getSlotFor(ci.creID);
 
- 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
 
- 		{
 
- 			if(!freeHeroSlots) //no more place for stacks
 
- 				continue;
 
- 			else
 
- 				freeHeroSlots--; //new slot will be occupied
 
- 		}
 
- 		vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
 
- 		if(!ci.count)
 
- 			continue;
 
- 		ci.level = i; //this is important for Dungeon Summoning Portal
 
- 		creaturesInDwellings.push_back(ci);
 
- 		availableRes -= ci.cre->cost * ci.count;
 
- 	}
 
- 	return creaturesInDwellings;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	auto bestArmy = getBestArmy(armyCarrier, target, source);
 
- 	uint64_t newArmy = 0;
 
- 	uint64_t oldArmy = target->getArmyStrength();
 
- 	for(auto & slot : bestArmy)
 
- 	{
 
- 		newArmy += slot.power;
 
- 	}
 
- 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 
- }
 
- uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
 
- {
 
- 	return creature->AIValue * count;
 
- }
 
- SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
 
- {
 
- 	auto creatureInfo = totalArmy.find(creatureID);
 
- 	return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second;
 
- }
 
- void ArmyManager::update()
 
- {
 
- 	logAi->trace("Start analysing army");
 
- 	std::vector<const CCreatureSet *> total;
 
- 	auto heroes = cb->getHeroesInfo();
 
- 	auto towns = cb->getTownsInfo();
 
- 	std::copy(heroes.begin(), heroes.end(), std::back_inserter(total));
 
- 	std::copy(towns.begin(), towns.end(), std::back_inserter(total));
 
- 	totalArmy.clear();
 
- 	for(auto army : total)
 
- 	{
 
- 		for(auto slot : army->Slots())
 
- 		{
 
- 			totalArmy[slot.second->getCreatureID()].count += slot.second->count;
 
- 		}
 
- 	}
 
- 	for(auto army : totalArmy)
 
- 	{
 
- 		army.second.creature = army.first.toCreature();
 
- 		army.second.power = evaluateStackPower(army.second.creature, army.second.count);
 
- 	}
 
- }
 
- std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) const
 
- {
 
- 	std::vector<SlotInfo> result;
 
- 	for(auto slot : army->Slots())
 
- 	{
 
- 		SlotInfo slotInfo;
 
- 		slotInfo.creature = slot.second->getCreatureID().toCreature();
 
- 		slotInfo.count = slot.second->count;
 
- 		slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count);
 
- 		result.push_back(slotInfo);
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	for(auto creature : army->Slots())
 
- 	{
 
- 		CreatureID initial = creature.second->getCreatureID();
 
- 		auto possibleUpgrades = initial.toCreature()->upgrades;
 
- 		if(possibleUpgrades.empty())
 
- 			continue;
 
- 		CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
 
- 		{
 
- 			return cre.toCreature()->AIValue;
 
- 		});
 
- 		StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
 
- 		if(initial.toCreature()->level == 1)
 
- 			upgrade.cost = TResources();
 
- 		upgrades.push_back(upgrade);
 
- 	}
 
- 	return upgrades;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	for(auto creature : army->Slots())
 
- 	{
 
- 		CreatureID initial = creature.second->getCreatureID();
 
- 		auto possibleUpgrades = initial.toCreature()->upgrades;
 
- 		vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool
 
- 		{
 
- 			for(auto pair : dwelling->creatures)
 
- 			{
 
- 				if(vstd::contains(pair.second, creID))
 
- 					return false;
 
- 			}
 
- 			return true;
 
- 		});
 
- 		if(possibleUpgrades.empty())
 
- 			continue;
 
- 		CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
 
- 		{
 
- 			return cre.toCreature()->AIValue;
 
- 		});
 
- 		StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->count);
 
- 		upgrades.push_back(upgrade);
 
- 	}
 
- 	return upgrades;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	if(upgrader->ID == Obj::HILL_FORT)
 
- 	{
 
- 		upgrades = getHillFortUpgrades(army);
 
- 	}
 
- 	else
 
- 	{
 
- 		auto dwelling = dynamic_cast<const CGDwelling *>(upgrader);
 
- 		if(dwelling)
 
- 		{
 
- 			upgrades = getDwellingUpgrades(army, dwelling);
 
- 		}
 
- 	}
 
- 	return upgrades;
 
- }
 
- ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
 
- 	const CCreatureSet * army,
 
- 	const CGObjectInstance * upgrader,
 
- 	const TResources & availableResources) const
 
- {
 
- 	if(!upgrader)
 
- 		return ArmyUpgradeInfo();
 
- 	std::vector<StackUpgradeInfo> upgrades = getPossibleUpgrades(army, upgrader);
 
- 	vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool
 
- 	{
 
- 		return !availableResources.canAfford(u.cost);
 
- 	});
 
- 	if(upgrades.empty())
 
- 		return ArmyUpgradeInfo();
 
- 	std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool
 
- 	{
 
- 		return u1.upgradeValue > u2.upgradeValue;
 
- 	});
 
- 	TResources resourcesLeft = availableResources;
 
- 	ArmyUpgradeInfo result;
 
- 	
 
- 	result.resultingArmy = convertToSlots(army);
 
- 	for(auto upgrade : upgrades)
 
- 	{
 
- 		if(resourcesLeft.canAfford(upgrade.cost))
 
- 		{
 
- 			SlotInfo upgradedArmy;
 
- 			upgradedArmy.creature = upgrade.upgradedCreature.toCreature();
 
- 			upgradedArmy.count = upgrade.count;
 
- 			upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
 
- 			auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
 
- 				return slot.count == upgradedArmy.count && slot.creature->idNumber == upgrade.initialCreature;
 
- 			});
 
- 			resourcesLeft -= upgrade.cost;
 
- 			result.upgradeCost += upgrade.cost;
 
- 			result.upgradeValue += upgrade.upgradeValue;
 
- 			*slotToReplace = upgradedArmy;
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
 
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