BuildAnalyzer.cpp 8.6 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 "BuildAnalyzer.h"
  12. #include "lib/mapping/CMap.h" //for victory conditions
  13. extern boost::thread_specific_ptr<CCallback> cb;
  14. extern boost::thread_specific_ptr<VCAI> ai;
  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 != -1)
  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. };
  58. if(developmentInfo.existingDwellings.size() >= 2 && cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  59. {
  60. otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
  61. }
  62. for(auto & buildingSet : otherBuildings)
  63. {
  64. for(auto & buildingID : buildingSet)
  65. {
  66. if(!developmentInfo.town->hasBuilt(buildingID))
  67. {
  68. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  69. break;
  70. }
  71. }
  72. }
  73. }
  74. int32_t convertToGold(const TResources & res)
  75. {
  76. return res[Res::GOLD]
  77. + 75 * (res[Res::WOOD] + res[Res::ORE])
  78. + 125 * (res[Res::GEMS] + res[Res::CRYSTAL] + res[Res::MERCURY] + res[Res::SULFUR]);
  79. }
  80. TResources BuildAnalyzer::getResourcesRequiredNow() const
  81. {
  82. auto resourcesAvailable = cb->getResourceAmount();
  83. auto result = requiredResources - resourcesAvailable;
  84. result.positive();
  85. return result;
  86. }
  87. TResources BuildAnalyzer::getTotalResourcesRequired() const
  88. {
  89. auto resourcesAvailable = cb->getResourceAmount();
  90. auto result = totalDevelopmentCost - resourcesAvailable;
  91. result.positive();
  92. return result;
  93. }
  94. void BuildAnalyzer::update()
  95. {
  96. logAi->trace("Start analysing build");
  97. BuildingInfo bi;
  98. reset();
  99. auto towns = cb->getTownsInfo();
  100. for(const CGTownInstance* town : towns)
  101. {
  102. logAi->trace("Checking town %s", town->name);
  103. auto townInfo = town->town;
  104. developmentInfos.push_back(TownDevelopmentInfo(town));
  105. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  106. updateTownDwellings(developmentInfo);
  107. updateOtherBuildings(developmentInfo);
  108. requiredResources += developmentInfo.requiredResources;
  109. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  110. armyCost += developmentInfo.armyCost;
  111. for(auto bi : developmentInfo.toBuild)
  112. {
  113. logAi->trace("Building preferences %s", bi.toString());
  114. }
  115. }
  116. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  117. {
  118. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  119. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  120. return val1 > val2;
  121. });
  122. }
  123. void BuildAnalyzer::reset()
  124. {
  125. requiredResources = TResources();
  126. totalDevelopmentCost = TResources();
  127. armyCost = TResources();
  128. developmentInfos.clear();
  129. }
  130. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  131. const CGTownInstance* town,
  132. BuildingID toBuild,
  133. bool excludeDwellingDependencies) const
  134. {
  135. BuildingID building = toBuild;
  136. auto townInfo = town->town;
  137. const CBuilding * buildPtr = townInfo->buildings.at(building);
  138. const CCreature * creature = nullptr;
  139. CreatureID baseCreatureID;
  140. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  141. {
  142. int level = toBuild - BuildingID::DWELL_FIRST;
  143. auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
  144. auto creatureID = creatures.at(level / GameConstants::CREATURES_PER_TOWN);
  145. baseCreatureID = creatures.front();
  146. creature = creatureID.toCreature();
  147. }
  148. auto info = BuildingInfo(buildPtr, creature, baseCreatureID);
  149. logAi->trace("checking %s", buildPtr->Name());
  150. logAi->trace("buildInfo %s", info.toString());
  151. buildPtr = nullptr;
  152. if(!town->hasBuilt(building))
  153. {
  154. auto canBuild = cb->canBuildStructure(town, building);
  155. if(canBuild == EBuildingState::ALLOWED)
  156. {
  157. info.canBuild = true;
  158. }
  159. else if(canBuild == EBuildingState::NO_RESOURCES)
  160. {
  161. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  162. info.notEnoughRes = true;
  163. }
  164. else if(canBuild == EBuildingState::PREREQUIRES)
  165. {
  166. auto buildExpression = town->genBuildingRequirements(building, false);
  167. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  168. {
  169. return town->hasBuilt(id);
  170. });
  171. auto otherDwelling = [](const BuildingID & id) -> bool
  172. {
  173. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  174. };
  175. if(vstd::contains_if(missingBuildings, otherDwelling))
  176. {
  177. logAi->trace("cant build. Need other dwelling");
  178. }
  179. else
  180. {
  181. buildPtr = townInfo->buildings.at(building);
  182. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  183. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  184. prerequisite.buildCostWithPrerequisits += info.buildCost;
  185. prerequisite.creatureCost = info.creatureCost;
  186. prerequisite.creatureGrows = info.creatureGrows;
  187. prerequisite.creatureLevel = info.creatureLevel;
  188. prerequisite.creatureID = info.creatureID;
  189. prerequisite.baseCreatureID = info.baseCreatureID;
  190. prerequisite.prerequisitesCount++;
  191. return prerequisite;
  192. }
  193. }
  194. }
  195. else
  196. {
  197. logAi->trace("exists");
  198. info.exists = true;
  199. }
  200. return info;
  201. }
  202. TResources BuildAnalyzer::getDailyIncome() const
  203. {
  204. auto objects = cb->getMyObjects();
  205. auto towns = cb->getTownsInfo();
  206. TResources dailyIncome = TResources();
  207. for(const CGObjectInstance* obj : objects)
  208. {
  209. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  210. if(mine)
  211. {
  212. dailyIncome[mine->producedResource] += mine->producedQuantity;
  213. }
  214. }
  215. for(const CGTownInstance* town : towns)
  216. {
  217. dailyIncome += town->dailyIncome();
  218. }
  219. return dailyIncome;
  220. }
  221. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  222. {
  223. existingDwellings.push_back(existingDwelling);
  224. armyCost += existingDwelling.creatureCost * existingDwelling.creatureGrows;
  225. }
  226. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  227. {
  228. townDevelopmentCost += nextToBuild.buildCostWithPrerequisits;
  229. if(nextToBuild.canBuild)
  230. {
  231. toBuild.push_back(nextToBuild);
  232. hasSomethingToBuild = true;
  233. }
  234. else if(nextToBuild.notEnoughRes)
  235. {
  236. requiredResources += nextToBuild.buildCost;
  237. hasSomethingToBuild = true;
  238. }
  239. }
  240. BuildingInfo::BuildingInfo()
  241. {
  242. id = BuildingID::NONE;
  243. creatureGrows = 0;
  244. creatureID = CreatureID::NONE;
  245. buildCost = 0;
  246. buildCostWithPrerequisits = 0;
  247. prerequisitesCount = 0;
  248. name = "";
  249. }
  250. BuildingInfo::BuildingInfo(const CBuilding * building, const CCreature * creature, CreatureID baseCreature)
  251. {
  252. id = building->bid;
  253. buildCost = building->resources;
  254. buildCostWithPrerequisits = building->resources;
  255. dailyIncome = building->produce;
  256. exists = false;;
  257. prerequisitesCount = 1;
  258. name = building->Name();
  259. if(creature)
  260. {
  261. creatureGrows = creature->growth;
  262. creatureID = creature->idNumber;
  263. creatureCost = creature->cost;
  264. creatureLevel = creature->level;
  265. baseCreatureID = baseCreature;
  266. }
  267. else
  268. {
  269. creatureGrows = 0;
  270. creatureID = CreatureID::NONE;
  271. baseCreatureID = CreatureID::NONE;
  272. creatureCost = TResources();
  273. creatureLevel = 0;
  274. }
  275. }
  276. std::string BuildingInfo::toString() const
  277. {
  278. return name + ", cost: " + buildCost.toString()
  279. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  280. + " x " + creatureCost.toString()
  281. + ", daily: " + dailyIncome.toString();
  282. }