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. namespace NKAI
  14. {
  15. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  16. {
  17. auto townInfo = developmentInfo.town->town;
  18. auto creatures = townInfo->creatures;
  19. auto buildings = townInfo->getAllBuildings();
  20. std::map<BuildingID, BuildingID> parentMap;
  21. for(auto &pair : townInfo->buildings)
  22. {
  23. if(pair.second->upgrade != BuildingID::NONE)
  24. {
  25. parentMap[pair.second->upgrade] = pair.first;
  26. }
  27. }
  28. BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST};
  29. for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
  30. {
  31. logAi->trace("Checking dwelling level %d", level);
  32. BuildingInfo nextToBuild = BuildingInfo();
  33. for(BuildingID prefix : prefixes)
  34. {
  35. BuildingID building = BuildingID(prefix + level);
  36. if(!vstd::contains(buildings, building))
  37. continue; // no such building in town
  38. auto info = getBuildingOrPrerequisite(developmentInfo.town, building);
  39. if(info.exists)
  40. {
  41. developmentInfo.addExistingDwelling(info);
  42. break;
  43. }
  44. nextToBuild = info;
  45. }
  46. if(nextToBuild.id != BuildingID::NONE)
  47. {
  48. developmentInfo.addBuildingToBuild(nextToBuild);
  49. }
  50. }
  51. }
  52. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  53. {
  54. logAi->trace("Checking other buildings");
  55. std::vector<std::vector<BuildingID>> otherBuildings = {
  56. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
  57. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  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. otherBuildings.push_back({BuildingID::HORDE_1});
  63. otherBuildings.push_back({BuildingID::HORDE_2});
  64. }
  65. for(auto & buildingSet : otherBuildings)
  66. {
  67. for(auto & buildingID : buildingSet)
  68. {
  69. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
  70. {
  71. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  72. break;
  73. }
  74. }
  75. }
  76. }
  77. int32_t convertToGold(const TResources & res)
  78. {
  79. return res[EGameResID::GOLD]
  80. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  81. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  82. }
  83. TResources BuildAnalyzer::getResourcesRequiredNow() const
  84. {
  85. auto resourcesAvailable = ai->getFreeResources();
  86. auto result = requiredResources - resourcesAvailable;
  87. result.positive();
  88. return result;
  89. }
  90. TResources BuildAnalyzer::getTotalResourcesRequired() const
  91. {
  92. auto resourcesAvailable = ai->getFreeResources();
  93. auto result = totalDevelopmentCost - resourcesAvailable;
  94. result.positive();
  95. return result;
  96. }
  97. bool BuildAnalyzer::isGoldPressureHigh() const
  98. {
  99. return goldPressure > ai->settings->getMaxGoldPressure();
  100. }
  101. void BuildAnalyzer::update()
  102. {
  103. logAi->trace("Start analysing build");
  104. BuildingInfo bi;
  105. reset();
  106. auto towns = ai->cb->getTownsInfo();
  107. for(const CGTownInstance* town : towns)
  108. {
  109. logAi->trace("Checking town %s", town->getNameTranslated());
  110. developmentInfos.push_back(TownDevelopmentInfo(town));
  111. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  112. updateTownDwellings(developmentInfo);
  113. updateOtherBuildings(developmentInfo);
  114. requiredResources += developmentInfo.requiredResources;
  115. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  116. armyCost += developmentInfo.armyCost;
  117. for(auto bi : developmentInfo.toBuild)
  118. {
  119. logAi->trace("Building preferences %s", bi.toString());
  120. }
  121. }
  122. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  123. {
  124. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  125. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  126. return val1 > val2;
  127. });
  128. updateDailyIncome();
  129. goldPressure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
  130. + (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  131. logAi->trace("Gold pressure: %f", goldPressure);
  132. }
  133. void BuildAnalyzer::reset()
  134. {
  135. requiredResources = TResources();
  136. totalDevelopmentCost = TResources();
  137. armyCost = TResources();
  138. developmentInfos.clear();
  139. }
  140. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  141. const CGTownInstance * town,
  142. BuildingID toBuild,
  143. bool excludeDwellingDependencies) const
  144. {
  145. BuildingID building = toBuild;
  146. auto townInfo = town->town;
  147. const CBuilding * buildPtr = townInfo->buildings.at(building);
  148. const CCreature * creature = nullptr;
  149. CreatureID baseCreatureID;
  150. int creatureLevel = -1;
  151. int creatureUpgrade = 0;
  152. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  153. {
  154. creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  155. creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  156. }
  157. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  158. {
  159. creatureLevel = townInfo->hordeLvl.at(0);
  160. }
  161. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  162. {
  163. creatureLevel = townInfo->hordeLvl.at(1);
  164. }
  165. if(creatureLevel >= 0)
  166. {
  167. auto creatures = townInfo->creatures.at(creatureLevel);
  168. auto creatureID = creatures.size() > creatureUpgrade
  169. ? creatures.at(creatureUpgrade)
  170. : creatures.front();
  171. baseCreatureID = creatures.front();
  172. creature = creatureID.toCreature();
  173. }
  174. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  175. logAi->trace("checking %s", info.name);
  176. logAi->trace("buildInfo %s", info.toString());
  177. if(!town->hasBuilt(building))
  178. {
  179. auto canBuild = ai->cb->canBuildStructure(town, building);
  180. if(canBuild == EBuildingState::ALLOWED)
  181. {
  182. info.canBuild = true;
  183. }
  184. else if(canBuild == EBuildingState::NO_RESOURCES)
  185. {
  186. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  187. info.notEnoughRes = true;
  188. }
  189. else if(canBuild == EBuildingState::PREREQUIRES)
  190. {
  191. auto buildExpression = town->genBuildingRequirements(building, false);
  192. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  193. {
  194. return town->hasBuilt(id);
  195. });
  196. auto otherDwelling = [](const BuildingID & id) -> bool
  197. {
  198. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  199. };
  200. if(vstd::contains_if(missingBuildings, otherDwelling))
  201. {
  202. logAi->trace("cant build. Need other dwelling");
  203. }
  204. else if(missingBuildings[0] != toBuild)
  205. {
  206. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  207. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  208. prerequisite.buildCostWithPrerequisites += info.buildCost;
  209. prerequisite.creatureCost = info.creatureCost;
  210. prerequisite.creatureGrows = info.creatureGrows;
  211. prerequisite.creatureLevel = info.creatureLevel;
  212. prerequisite.creatureID = info.creatureID;
  213. prerequisite.baseCreatureID = info.baseCreatureID;
  214. prerequisite.prerequisitesCount++;
  215. prerequisite.armyCost = info.armyCost;
  216. prerequisite.dailyIncome = info.dailyIncome;
  217. return prerequisite;
  218. }
  219. else
  220. {
  221. logAi->trace("Cant build. The building requires itself as prerequisite");
  222. return info;
  223. }
  224. }
  225. }
  226. else
  227. {
  228. logAi->trace("exists");
  229. info.exists = true;
  230. }
  231. return info;
  232. }
  233. void BuildAnalyzer::updateDailyIncome()
  234. {
  235. auto objects = ai->cb->getMyObjects();
  236. auto towns = ai->cb->getTownsInfo();
  237. dailyIncome = TResources();
  238. for(const CGObjectInstance* obj : objects)
  239. {
  240. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  241. if(mine)
  242. {
  243. dailyIncome[mine->producedResource.getNum()] += mine->producedQuantity;
  244. }
  245. }
  246. for(const CGTownInstance* town : towns)
  247. {
  248. dailyIncome += town->dailyIncome();
  249. }
  250. }
  251. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  252. {
  253. for(auto tdi : developmentInfos)
  254. {
  255. if(tdi.town->getFaction() == alignment && tdi.town->hasBuilt(bid))
  256. return true;
  257. }
  258. return false;
  259. }
  260. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  261. {
  262. existingDwellings.push_back(existingDwelling);
  263. armyCost += existingDwelling.armyCost;
  264. armyStrength += existingDwelling.armyStrength;
  265. }
  266. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  267. {
  268. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  269. if(nextToBuild.canBuild)
  270. {
  271. hasSomethingToBuild = true;
  272. toBuild.push_back(nextToBuild);
  273. }
  274. else if(nextToBuild.notEnoughRes)
  275. {
  276. requiredResources += nextToBuild.buildCost;
  277. hasSomethingToBuild = true;
  278. toBuild.push_back(nextToBuild);
  279. }
  280. }
  281. BuildingInfo::BuildingInfo()
  282. {
  283. id = BuildingID::NONE;
  284. creatureGrows = 0;
  285. creatureID = CreatureID::NONE;
  286. buildCost = 0;
  287. buildCostWithPrerequisites = 0;
  288. prerequisitesCount = 0;
  289. name.clear();
  290. armyStrength = 0;
  291. }
  292. BuildingInfo::BuildingInfo(
  293. const CBuilding * building,
  294. const CCreature * creature,
  295. CreatureID baseCreature,
  296. const CGTownInstance * town,
  297. Nullkiller * ai)
  298. {
  299. id = building->bid;
  300. buildCost = building->resources;
  301. buildCostWithPrerequisites = building->resources;
  302. dailyIncome = building->produce;
  303. exists = town->hasBuilt(id);
  304. prerequisitesCount = 1;
  305. name = building->getNameTranslated();
  306. if(creature)
  307. {
  308. creatureGrows = creature->getGrowth();
  309. creatureID = creature->getId();
  310. creatureCost = creature->getFullRecruitCost();
  311. creatureLevel = creature->getLevel();
  312. baseCreatureID = baseCreature;
  313. if(exists)
  314. {
  315. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  316. }
  317. else
  318. {
  319. if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
  320. {
  321. creatureGrows = creature->getGrowth();
  322. if(town->hasBuilt(BuildingID::CASTLE))
  323. creatureGrows *= 2;
  324. else if(town->hasBuilt(BuildingID::CITADEL))
  325. creatureGrows += creatureGrows / 2;
  326. }
  327. else
  328. {
  329. creatureGrows = creature->getHorde();
  330. }
  331. }
  332. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  333. armyCost = creatureCost * creatureGrows;
  334. }
  335. else
  336. {
  337. creatureGrows = 0;
  338. creatureID = CreatureID::NONE;
  339. baseCreatureID = CreatureID::NONE;
  340. creatureCost = TResources();
  341. armyCost = TResources();
  342. creatureLevel = 0;
  343. armyStrength = 0;
  344. }
  345. }
  346. std::string BuildingInfo::toString() const
  347. {
  348. return name + ", cost: " + buildCost.toString()
  349. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  350. + " x " + creatureCost.toString()
  351. + ", daily: " + dailyIncome.toString();
  352. }
  353. }