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- /*
- * Build.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 "Build.h"
- #include "BuildThis.h"
- #include "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../AIhelper.h"
- #include "../FuzzyHelper.h"
- #include "../ResourceManager.h"
- #include "../BuildingManager.h"
- #include "../../../lib/mapping/CMap.h" //for victory conditions
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/StringConstants.h"
- namespace Nullkiller
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- extern FuzzyHelper * fh;
- using namespace Goals;
- TGoalVec Build::getAllPossibleSubgoals()
- {
- TGoalVec ret;
- for(const CGTownInstance * t : cb->getTownsInfo())
- {
- //start fresh with every town
- ai->ah->getBuildingOptions(t);
- auto immediateBuilding = ai->ah->immediateBuilding();
- auto expensiveBuilding = ai->ah->expensiveBuilding();
- //handling for early town development to save money and focus on income
- if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.has_value())
- {
- auto potentialBuilding = expensiveBuilding.value();
- switch(expensiveBuilding.value().bid)
- {
- case BuildingID::TOWN_HALL:
- case BuildingID::CITY_HALL:
- case BuildingID::CAPITOL:
- case BuildingID::FORT:
- case BuildingID::CITADEL:
- case BuildingID::CASTLE:
- //If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
- auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
- ret.push_back(goal);
- return ret;
- break;
- }
- }
- if(immediateBuilding.has_value())
- {
- ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick
- }
- else //try build later
- {
- if(expensiveBuilding.has_value())
- {
- auto potentialBuilding = expensiveBuilding.value(); //gather resources for any we can't afford
- auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
- ret.push_back(goal);
- }
- }
- }
- if(ret.empty())
- throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
- else
- return ret;
- }
- TSubgoal Build::whatToDoToAchieve()
- {
- return fh->chooseSolution(getAllPossibleSubgoals());
- }
- bool Build::fulfillsMe(TSubgoal goal)
- {
- if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE)
- return (!town || town == goal->town); //building anything will do, in this town if set
- else
- return false;
- }
- }
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