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- /*
- * BuyArmy.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 "BuyArmy.h"
- #include "../../../lib/mapObjects/CGTownInstance.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- using namespace Goals;
- bool BuyArmy::operator==(const BuyArmy & other) const
- {
- return town == other.town && objid == other.objid;
- }
- std::string BuyArmy::toString() const
- {
- return "Buy army at " + town->name;
- }
- void BuyArmy::accept(AIGateway * ai)
- {
- ui64 valueBought = 0;
- //buy the stacks with largest AI value
- auto upgradeSuccessfull = ai->makePossibleUpgrades(town);
- auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
- if(armyToBuy.empty())
- {
- if(upgradeSuccessfull)
- return;
- throw cannotFulfillGoalException("No creatures to buy.");
- }
- for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
- {
- auto res = cb->getResourceAmount();
- auto & ci = armyToBuy[i];
- if(objid != -1 && ci.creID != objid)
- continue;
- vstd::amin(ci.count, res / ci.cre->cost);
- if(ci.count)
- {
- cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
- valueBought += ci.count * ci.cre->AIValue;
- }
- }
- if(!valueBought)
- {
- throw cannotFulfillGoalException("No creatures to buy.");
- }
- if(town->visitingHero)
- {
- ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
- }
- }
- }
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