BuildAnalyzer.cpp 11 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. 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. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  59. };
  60. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  61. {
  62. otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
  63. otherBuildings.push_back({BuildingID::HORDE_1});
  64. otherBuildings.push_back({BuildingID::HORDE_2});
  65. }
  66. for(auto & buildingSet : otherBuildings)
  67. {
  68. for(auto & buildingID : buildingSet)
  69. {
  70. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
  71. {
  72. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  73. break;
  74. }
  75. }
  76. }
  77. }
  78. int32_t convertToGold(const TResources & res)
  79. {
  80. return res[EGameResID::GOLD]
  81. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  82. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  83. }
  84. TResources withoutGold(TResources other)
  85. {
  86. other[GameResID::GOLD] = 0;
  87. return other;
  88. }
  89. TResources BuildAnalyzer::getResourcesRequiredNow() const
  90. {
  91. auto resourcesAvailable = ai->getFreeResources();
  92. auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
  93. result.positive();
  94. return result;
  95. }
  96. TResources BuildAnalyzer::getTotalResourcesRequired() const
  97. {
  98. auto resourcesAvailable = ai->getFreeResources();
  99. auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
  100. result.positive();
  101. return result;
  102. }
  103. bool BuildAnalyzer::isGoldPressureHigh() const
  104. {
  105. return goldPressure > ai->settings->getMaxGoldPressure();
  106. }
  107. void BuildAnalyzer::update()
  108. {
  109. logAi->trace("Start analysing build");
  110. BuildingInfo bi;
  111. reset();
  112. auto towns = ai->cb->getTownsInfo();
  113. for(const CGTownInstance* town : towns)
  114. {
  115. logAi->trace("Checking town %s", town->getNameTranslated());
  116. developmentInfos.push_back(TownDevelopmentInfo(town));
  117. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  118. updateTownDwellings(developmentInfo);
  119. updateOtherBuildings(developmentInfo);
  120. requiredResources += developmentInfo.requiredResources;
  121. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  122. armyCost += developmentInfo.armyCost;
  123. for(auto bi : developmentInfo.toBuild)
  124. {
  125. logAi->trace("Building preferences %s", bi.toString());
  126. }
  127. }
  128. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  129. {
  130. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  131. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  132. return val1 > val2;
  133. });
  134. updateDailyIncome();
  135. if(ai->cb->getDate(Date::DAY) == 1)
  136. {
  137. goldPressure = 1;
  138. }
  139. else
  140. {
  141. goldPressure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
  142. + (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  143. }
  144. logAi->trace("Gold pressure: %f", goldPressure);
  145. }
  146. void BuildAnalyzer::reset()
  147. {
  148. requiredResources = TResources();
  149. totalDevelopmentCost = TResources();
  150. armyCost = TResources();
  151. developmentInfos.clear();
  152. }
  153. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  154. const CGTownInstance * town,
  155. BuildingID toBuild,
  156. bool excludeDwellingDependencies) const
  157. {
  158. BuildingID building = toBuild;
  159. auto townInfo = town->town;
  160. const CBuilding * buildPtr = townInfo->buildings.at(building);
  161. const CCreature * creature = nullptr;
  162. CreatureID baseCreatureID;
  163. int creatureLevel = -1;
  164. int creatureUpgrade = 0;
  165. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  166. {
  167. creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  168. creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  169. }
  170. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  171. {
  172. creatureLevel = townInfo->hordeLvl.at(0);
  173. }
  174. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  175. {
  176. creatureLevel = townInfo->hordeLvl.at(1);
  177. }
  178. if(creatureLevel >= 0)
  179. {
  180. auto creatures = townInfo->creatures.at(creatureLevel);
  181. auto creatureID = creatures.size() > creatureUpgrade
  182. ? creatures.at(creatureUpgrade)
  183. : creatures.front();
  184. baseCreatureID = creatures.front();
  185. creature = creatureID.toCreature();
  186. }
  187. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  188. logAi->trace("checking %s", info.name);
  189. logAi->trace("buildInfo %s", info.toString());
  190. if(!town->hasBuilt(building))
  191. {
  192. auto canBuild = ai->cb->canBuildStructure(town, building);
  193. if(canBuild == EBuildingState::ALLOWED)
  194. {
  195. info.canBuild = true;
  196. }
  197. else if(canBuild == EBuildingState::NO_RESOURCES)
  198. {
  199. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  200. info.notEnoughRes = true;
  201. }
  202. else if(canBuild == EBuildingState::PREREQUIRES)
  203. {
  204. auto buildExpression = town->genBuildingRequirements(building, false);
  205. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  206. {
  207. return town->hasBuilt(id);
  208. });
  209. auto otherDwelling = [](const BuildingID & id) -> bool
  210. {
  211. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  212. };
  213. if(vstd::contains_if(missingBuildings, otherDwelling))
  214. {
  215. logAi->trace("cant build. Need other dwelling");
  216. }
  217. else if(missingBuildings[0] != toBuild)
  218. {
  219. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  220. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  221. prerequisite.buildCostWithPrerequisites += info.buildCost;
  222. prerequisite.creatureCost = info.creatureCost;
  223. prerequisite.creatureGrows = info.creatureGrows;
  224. prerequisite.creatureLevel = info.creatureLevel;
  225. prerequisite.creatureID = info.creatureID;
  226. prerequisite.baseCreatureID = info.baseCreatureID;
  227. prerequisite.prerequisitesCount++;
  228. prerequisite.armyCost = info.armyCost;
  229. prerequisite.dailyIncome = info.dailyIncome;
  230. return prerequisite;
  231. }
  232. else
  233. {
  234. logAi->trace("Cant build. The building requires itself as prerequisite");
  235. return info;
  236. }
  237. }
  238. }
  239. else
  240. {
  241. logAi->trace("exists");
  242. info.exists = true;
  243. }
  244. return info;
  245. }
  246. void BuildAnalyzer::updateDailyIncome()
  247. {
  248. auto objects = ai->cb->getMyObjects();
  249. auto towns = ai->cb->getTownsInfo();
  250. dailyIncome = TResources();
  251. for(const CGObjectInstance* obj : objects)
  252. {
  253. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  254. if(mine)
  255. {
  256. dailyIncome[mine->producedResource.getNum()] += mine->getProducedQuantity();
  257. }
  258. }
  259. for(const CGTownInstance* town : towns)
  260. {
  261. dailyIncome += town->dailyIncome();
  262. }
  263. }
  264. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  265. {
  266. for(auto tdi : developmentInfos)
  267. {
  268. if(tdi.town->getFaction() == alignment && tdi.town->hasBuilt(bid))
  269. return true;
  270. }
  271. return false;
  272. }
  273. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  274. {
  275. existingDwellings.push_back(existingDwelling);
  276. armyCost += existingDwelling.armyCost;
  277. armyStrength += existingDwelling.armyStrength;
  278. }
  279. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  280. {
  281. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  282. townDevelopmentCost += withoutGold(nextToBuild.armyCost);
  283. if(nextToBuild.canBuild)
  284. {
  285. hasSomethingToBuild = true;
  286. toBuild.push_back(nextToBuild);
  287. }
  288. else if(nextToBuild.notEnoughRes)
  289. {
  290. requiredResources += nextToBuild.buildCost;
  291. hasSomethingToBuild = true;
  292. toBuild.push_back(nextToBuild);
  293. }
  294. }
  295. BuildingInfo::BuildingInfo()
  296. {
  297. id = BuildingID::NONE;
  298. creatureGrows = 0;
  299. creatureID = CreatureID::NONE;
  300. buildCost = 0;
  301. buildCostWithPrerequisites = 0;
  302. prerequisitesCount = 0;
  303. name.clear();
  304. armyStrength = 0;
  305. }
  306. BuildingInfo::BuildingInfo(
  307. const CBuilding * building,
  308. const CCreature * creature,
  309. CreatureID baseCreature,
  310. const CGTownInstance * town,
  311. Nullkiller * ai)
  312. {
  313. id = building->bid;
  314. buildCost = building->resources;
  315. buildCostWithPrerequisites = building->resources;
  316. dailyIncome = building->produce;
  317. exists = town->hasBuilt(id);
  318. prerequisitesCount = 1;
  319. name = building->getNameTranslated();
  320. if(creature)
  321. {
  322. creatureGrows = creature->getGrowth();
  323. creatureID = creature->getId();
  324. creatureCost = creature->getFullRecruitCost();
  325. creatureLevel = creature->getLevel();
  326. baseCreatureID = baseCreature;
  327. if(exists)
  328. {
  329. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  330. }
  331. else
  332. {
  333. if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
  334. {
  335. creatureGrows = creature->getGrowth();
  336. if(town->hasBuilt(BuildingID::CASTLE))
  337. creatureGrows *= 2;
  338. else if(town->hasBuilt(BuildingID::CITADEL))
  339. creatureGrows += creatureGrows / 2;
  340. }
  341. else
  342. {
  343. creatureGrows = creature->getHorde();
  344. }
  345. }
  346. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  347. armyCost = creatureCost * creatureGrows;
  348. }
  349. else
  350. {
  351. creatureGrows = 0;
  352. creatureID = CreatureID::NONE;
  353. baseCreatureID = CreatureID::NONE;
  354. creatureCost = TResources();
  355. armyCost = TResources();
  356. creatureLevel = 0;
  357. armyStrength = 0;
  358. }
  359. }
  360. std::string BuildingInfo::toString() const
  361. {
  362. return name + ", cost: " + buildCost.toString()
  363. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  364. + " x " + creatureCost.toString()
  365. + ", daily: " + dailyIncome.toString();
  366. }
  367. }