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							- /*
 
- * BuildingManager.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 "ArmyManager.h"
 
- #include "../Engine/Nullkiller.h"
 
- #include "../../../CCallback.h"
 
- #include "../../../lib/mapObjects/MapObjects.h"
 
- #include "../../../lib/mapping/CMapDefines.h"
 
- #include "../../../lib/IGameSettings.h"
 
- #include "../../../lib/GameConstants.h"
 
- #include "../../../lib/TerrainHandler.h"
 
- namespace NKAI
 
- {
 
- class StackUpgradeInfo
 
- {
 
- public:
 
- 	CreatureID initialCreature;
 
- 	CreatureID upgradedCreature;
 
- 	TResources cost;
 
- 	int count;
 
- 	uint64_t upgradeValue;
 
- 	StackUpgradeInfo(CreatureID initial, CreatureID upgraded, int count)
 
- 		:initialCreature(initial), upgradedCreature(upgraded), count(count)
 
- 	{
 
- 		cost = (upgradedCreature.toCreature()->getFullRecruitCost() - initialCreature.toCreature()->getFullRecruitCost()) * count;
 
- 		upgradeValue = (upgradedCreature.toCreature()->getAIValue() - initialCreature.toCreature()->getAIValue()) * count;
 
- 	}
 
- };
 
- void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
 
- {
 
- 	for(auto slot : army)
 
- 	{
 
- 		resultingArmy.push_back(slot);
 
- 		upgradeValue += slot.power;
 
- 		upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
 
- 	}
 
- }
 
- void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
 
- {
 
- 	for(auto slot : army)
 
- 	{
 
- 		resultingArmy.push_back(slot);
 
- 		upgradeValue += slot.power;
 
- 	}
 
- }
 
- std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
 
- {
 
- 	std::vector<SlotInfo> result;
 
- 	for(auto i : army)
 
- 	{
 
- 		SlotInfo slot;
 
- 		slot.creature = i.creID.toCreature();
 
- 		slot.count = i.count;
 
- 		slot.power = evaluateStackPower(i.creID.toCreature(), i.count);
 
- 		result.push_back(slot);
 
- 	}
 
- 	return result;
 
- }
 
- uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
 
- {
 
- 	return howManyReinforcementsCanGet(hero, hero, source, ai->cb->getTile(hero->visitablePos())->getTerrainID());
 
- }
 
- std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	const CCreatureSet * armies[] = { target, source };
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature *, SlotInfo> creToPower;
 
- 	std::vector<SlotInfo> resultingArmy;
 
- 	for(auto armyPtr : armies)
 
- 	{
 
- 		for(auto & i : armyPtr->Slots())
 
- 		{
 
- 			auto cre = dynamic_cast<const CCreature*>(i.second->getType());
 
- 			auto & slotInfp = creToPower[cre];
 
- 			slotInfp.creature = cre;
 
- 			slotInfp.power += i.second->getPower();
 
- 			slotInfp.count += i.second->getCount();
 
- 		}
 
- 	}
 
- 	for(auto & pair : creToPower)
 
- 		resultingArmy.push_back(pair.second);
 
- 	boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
 
- 	{
 
- 		return left.power > right.power;
 
- 	});
 
- 	return resultingArmy;
 
- }
 
- std::vector<SlotInfo>::iterator ArmyManager::getBestUnitForScout(std::vector<SlotInfo> & army, const TerrainId & armyTerrain) const
 
- {
 
- 	uint64_t totalPower = 0;
 
- 	for (const auto & unit : army)
 
- 		totalPower += unit.power;
 
- 	int baseMovementCost = cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
 
- 	bool terrainHasPenalty = armyTerrain.hasValue() && armyTerrain.toEntity(LIBRARY)->moveCost != baseMovementCost;
 
- 	// arbitrary threshold - don't give scout more than specified part of total AI value of our army
 
- 	uint64_t maxUnitValue = totalPower / 100;
 
- 	const auto & movementPointsLimits = cb->getSettings().getVector(EGameSettings::HEROES_MOVEMENT_POINTS_LAND);
 
- 	auto fastest = boost::min_element(army, [&](const SlotInfo & left, const SlotInfo & right) -> bool
 
- 	{
 
- 		uint64_t leftUnitPower = left.power / left.count;
 
- 		uint64_t rightUnitPower = left.power / left.count;
 
- 		bool leftUnitIsWeak = leftUnitPower < maxUnitValue || left.creature->getLevel() < 4;
 
- 		bool rightUnitIsWeak = rightUnitPower < maxUnitValue || right.creature->getLevel() < 4;
 
- 		if (leftUnitIsWeak != rightUnitIsWeak)
 
- 			return leftUnitIsWeak;
 
- 		if (terrainHasPenalty)
 
- 		{
 
- 			auto leftNativeTerrain = left.creature->getFactionID().toFaction()->nativeTerrain;
 
- 			auto rightNativeTerrain = right.creature->getFactionID().toFaction()->nativeTerrain;
 
- 			if (leftNativeTerrain != rightNativeTerrain)
 
- 			{
 
- 				if (leftNativeTerrain == armyTerrain)
 
- 					return true;
 
- 				if (rightNativeTerrain == armyTerrain)
 
- 					return false;
 
- 			}
 
- 		}
 
- 		int leftEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, left.creature->getMovementRange());
 
- 		int rightEffectiveMovement = std::min<int>(movementPointsLimits.size() - 1, right.creature->getMovementRange());
 
- 		int leftMovementPointsLimit = movementPointsLimits[leftEffectiveMovement];
 
- 		int rightMovementPointsLimit = movementPointsLimits[rightEffectiveMovement];
 
- 		if (leftMovementPointsLimit != rightMovementPointsLimit)
 
- 			return leftMovementPointsLimit > rightMovementPointsLimit;
 
- 		return leftUnitPower < rightUnitPower;
 
- 	});
 
- 	return fastest;
 
- }
 
- class TemporaryArmy : public CArmedInstance
 
- {
 
- public:
 
- 	void armyChanged() override {}
 
- 	TemporaryArmy()
 
- 		:CArmedInstance(nullptr, true)
 
- 	{
 
- 	}
 
- };
 
- std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
 
- {
 
- 	auto sortedSlots = getSortedSlots(target, source);
 
- 	if(source->stacksCount() == 0)
 
- 		return sortedSlots;
 
- 	std::map<FactionID, uint64_t> alignmentMap;
 
- 	for(auto & slot : sortedSlots)
 
- 	{
 
- 		alignmentMap[slot.creature->getFactionID()] += slot.power;
 
- 	}
 
- 	std::set<FactionID> allowedFactions;
 
- 	std::vector<SlotInfo> resultingArmy;
 
- 	uint64_t armyValue = 0;
 
- 	TemporaryArmy newArmyInstance;
 
- 	while(allowedFactions.size() < alignmentMap.size())
 
- 	{
 
- 		auto strongestAlignment = vstd::maxElementByFun(alignmentMap, [&](std::pair<FactionID, uint64_t> pair) -> uint64_t
 
- 		{
 
- 			return vstd::contains(allowedFactions, pair.first) ? 0 : pair.second;
 
- 		});
 
- 		allowedFactions.insert(strongestAlignment->first);
 
- 		std::vector<SlotInfo> newArmy;
 
- 		uint64_t newValue = 0;
 
- 		newArmyInstance.clearSlots();
 
- 		for(auto & slot : sortedSlots)
 
- 		{
 
- 			if(vstd::contains(allowedFactions, slot.creature->getFactionID()))
 
- 			{
 
- 				auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
 
- 				if(slotID.validSlot())
 
- 				{
 
- 					newArmyInstance.setCreature(slotID, slot.creature->getId(), slot.count);
 
- 					newArmy.push_back(slot);
 
- 				}
 
- 			}
 
- 		}
 
- 		newArmyInstance.updateMoraleBonusFromArmy();
 
- 		for(auto & slot : newArmyInstance.Slots())
 
- 		{
 
- 			auto morale = slot.second->moraleVal();
 
- 			auto multiplier = 1.0f;
 
- 			const auto & badMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_BAD_MORALE_CHANCE);
 
- 			const auto & highMoraleChance = cb->getSettings().getVector(EGameSettings::COMBAT_GOOD_MORALE_CHANCE);
 
- 			int moraleDiceSize = cb->getSettings().getInteger(EGameSettings::COMBAT_MORALE_DICE_SIZE);
 
- 			if(morale < 0 && !badMoraleChance.empty())
 
- 			{
 
- 				size_t chanceIndex = std::min<size_t>(badMoraleChance.size(), -morale) - 1;
 
- 				multiplier -= 1.0 / moraleDiceSize * badMoraleChance.at(chanceIndex);
 
- 			}
 
- 			else if(morale > 0 && !highMoraleChance.empty())
 
- 			{
 
- 				size_t chanceIndex = std::min<size_t>(highMoraleChance.size(), morale) - 1;
 
- 				multiplier += 1.0 / moraleDiceSize * highMoraleChance.at(chanceIndex);
 
- 			}
 
- 			newValue += multiplier * slot.second->getPower();
 
- 		}
 
- 		if(armyValue >= newValue)
 
- 		{
 
- 			break;
 
- 		}
 
- 		resultingArmy = newArmy;
 
- 		armyValue = newValue;
 
- 	}
 
- 	if(resultingArmy.size() <= GameConstants::ARMY_SIZE
 
- 		&& allowedFactions.size() == alignmentMap.size()
 
- 		&& source->needsLastStack())
 
- 	{
 
- 		auto weakest = getBestUnitForScout(resultingArmy, armyTerrain);
 
- 		if(weakest->count == 1) 
 
- 		{
 
- 			if (resultingArmy.size() == 1)
 
- 				logAi->warn("Unexpected resulting army size!");
 
- 			resultingArmy.erase(weakest);
 
- 		}
 
- 		else
 
- 		{
 
- 			weakest->power -= weakest->power / weakest->count;
 
- 			weakest->count--;
 
- 		}
 
- 	}
 
- 	return resultingArmy;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
 
- {
 
- 	return howManyReinforcementsCanBuy(h, t, ai->getFreeResources());
 
- }
 
- std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 
- 	const CGDwelling * dwelling,
 
- 	TResources availableRes) const
 
- {
 
- 	std::vector<creInfo> creaturesInDwellings;
 
- 	auto army = std::make_shared<TemporaryArmy>();
 
- 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 
- 	{
 
- 		auto ci = infoFromDC(dwelling->creatures[i]);
 
- 		if(!ci.count || ci.creID == CreatureID::NONE)
 
- 			continue;
 
- 		vstd::amin(ci.count, availableRes / ci.creID.toCreature()->getFullRecruitCost()); //max count we can afford
 
- 		if(!ci.count)
 
- 			continue;
 
- 		SlotID dst = army->getFreeSlot();
 
- 		if(!dst.validSlot())
 
- 			break;
 
- 		army->setCreature(dst, ci.creID, ci.count);
 
- 		availableRes -= ci.creID.toCreature()->getFullRecruitCost() * ci.count;
 
- 	}
 
- 	return army;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanBuy(
 
- 	const CCreatureSet * targetArmy,
 
- 	const CGDwelling * dwelling,
 
- 	const TResources & availableResources,
 
- 	uint8_t turn) const
 
- {
 
- 	ui64 aivalue = 0;
 
- 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
 
- 	for(const creInfo & ci : army)
 
- 	{
 
- 		aivalue += ci.count * ci.creID.toCreature()->getAIValue();
 
- 	}
 
- 	return aivalue;
 
- }
 
- std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const
 
- {
 
- 	return getArmyAvailableToBuy(hero, dwelling, ai->getFreeResources());
 
- }
 
- std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 
- 	const CCreatureSet * hero,
 
- 	const CGDwelling * dwelling,
 
- 	TResources availableRes,
 
- 	uint8_t turn) const
 
- {
 
- 	std::vector<creInfo> creaturesInDwellings;
 
- 	int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
 
- 	bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
 
- 	const CGTownInstance * town = dwelling->ID == Obj::TOWN
 
- 		? dynamic_cast<const CGTownInstance *>(dwelling)
 
- 		: nullptr;
 
- 	std::set<SlotID> alreadyDisbanded;
 
- 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 
- 	{
 
- 		auto ci = infoFromDC(dwelling->creatures[i]);
 
- 		if(ci.creID == CreatureID::NONE) continue;
 
- 		if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
 
- 		{
 
- 			ci.count += town ? town->creatureGrowth(i) : ci.creID.toCreature()->getGrowth();
 
- 		}
 
- 		if(!ci.count) continue;
 
- 		// Calculate the market value of the new stack
 
- 		TResources newStackValue = ci.creID.toCreature()->getFullRecruitCost() * ci.count;
 
- 		SlotID dst = hero->getSlotFor(ci.creID);
 
- 		// Keep track of the least valuable slot in the hero's army
 
- 		SlotID leastValuableSlot;
 
- 		TResources leastValuableStackValue;
 
- 		leastValuableStackValue[6] = std::numeric_limits<int>::max();
 
- 		bool shouldDisband = false;
 
- 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
 
- 		{
 
- 			if(!freeHeroSlots) // No free slots; consider replacing
 
- 			{
 
- 				// Check for the least valuable existing stack
 
- 				for (auto& slot : hero->Slots())
 
- 				{
 
- 					if (alreadyDisbanded.find(slot.first) != alreadyDisbanded.end())
 
- 						continue;
 
- 					if(slot.second->getCreatureID() != CreatureID::NONE)
 
- 					{
 
- 						TResources currentStackValue = slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->getCount();
 
- 						if (town && slot.second->getCreatureID().toCreature()->getFactionID() == town->getFactionID())
 
- 							continue;
 
- 						if(currentStackValue.marketValue() < leastValuableStackValue.marketValue())
 
- 						{
 
- 							leastValuableStackValue = currentStackValue;
 
- 							leastValuableSlot = slot.first;
 
- 						}
 
- 					}
 
- 				}
 
- 				// Decide whether to replace the least valuable stack
 
- 				if(newStackValue.marketValue() <= leastValuableStackValue.marketValue())
 
- 				{
 
- 					continue; // Skip if the new stack isn't worth replacing
 
- 				}
 
- 				else
 
- 				{
 
- 					shouldDisband = true;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				freeHeroSlots--; //new slot will be occupied
 
- 			}
 
- 		}
 
- 		vstd::amin(ci.count, availableRes / ci.creID.toCreature()->getFullRecruitCost()); //max count we can afford
 
- 		int disbandMalus = 0;
 
- 		
 
- 		if (shouldDisband)
 
- 		{
 
- 			disbandMalus = leastValuableStackValue / ci.creID.toCreature()->getFullRecruitCost();
 
- 			alreadyDisbanded.insert(leastValuableSlot);
 
- 		}
 
- 		ci.count -= disbandMalus;
 
- 		if(ci.count <= 0)
 
- 			continue;
 
- 		ci.level = i; //this is important for Dungeon Summoning Portal
 
- 		creaturesInDwellings.push_back(ci);
 
- 		availableRes -= ci.creID.toCreature()->getFullRecruitCost() * ci.count;
 
- 	}
 
- 	return creaturesInDwellings;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source, const TerrainId & armyTerrain) const
 
- {
 
- 	if(source->stacksCount() == 0)
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	auto bestArmy = getBestArmy(armyCarrier, target, source, armyTerrain);
 
- 	uint64_t newArmy = 0;
 
- 	uint64_t oldArmy = target->getArmyStrength();
 
- 	for(auto & slot : bestArmy)
 
- 	{
 
- 		newArmy += slot.power;
 
- 	}
 
- 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 
- }
 
- uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
 
- {
 
- 	return creature->getAIValue() * count;
 
- }
 
- SlotInfo ArmyManager::getTotalCreaturesAvailable(CreatureID creatureID) const
 
- {
 
- 	auto creatureInfo = totalArmy.find(creatureID);
 
- 	return creatureInfo == totalArmy.end() ? SlotInfo() : creatureInfo->second;
 
- }
 
- void ArmyManager::update()
 
- {
 
- 	logAi->trace("Start analysing army");
 
- 	std::vector<const CCreatureSet *> total;
 
- 	auto heroes = cb->getHeroesInfo();
 
- 	auto towns = cb->getTownsInfo();
 
- 	std::copy(heroes.begin(), heroes.end(), std::back_inserter(total));
 
- 	std::copy(towns.begin(), towns.end(), std::back_inserter(total));
 
- 	totalArmy.clear();
 
- 	for(auto army : total)
 
- 	{
 
- 		for(const auto & slot : army->Slots())
 
- 		{
 
- 			totalArmy[slot.second->getCreatureID()].count += slot.second->getCount();
 
- 		}
 
- 	}
 
- 	for(auto & army : totalArmy)
 
- 	{
 
- 		army.second.creature = army.first.toCreature();
 
- 		army.second.power = evaluateStackPower(army.second.creature, army.second.count);
 
- 	}
 
- }
 
- std::vector<SlotInfo> ArmyManager::convertToSlots(const CCreatureSet * army) const
 
- {
 
- 	std::vector<SlotInfo> result;
 
- 	for(const auto & slot : army->Slots())
 
- 	{
 
- 		SlotInfo slotInfo;
 
- 		slotInfo.creature = slot.second->getCreatureID().toCreature();
 
- 		slotInfo.count = slot.second->getCount();
 
- 		slotInfo.power = evaluateStackPower(slotInfo.creature, slotInfo.count);
 
- 		result.push_back(slotInfo);
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getHillFortUpgrades(const CCreatureSet * army) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	for(const auto & creature : army->Slots())
 
- 	{
 
- 		CreatureID initial = creature.second->getCreatureID();
 
- 		auto possibleUpgrades = initial.toCreature()->upgrades;
 
- 		if(possibleUpgrades.empty())
 
- 			continue;
 
- 		CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
 
- 		{
 
- 			return cre.toCreature()->getAIValue();
 
- 		});
 
- 		StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->getCount());
 
- 		if(initial.toCreature()->getLevel() == 1)
 
- 			upgrade.cost = TResources();
 
- 		upgrades.push_back(upgrade);
 
- 	}
 
- 	return upgrades;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getDwellingUpgrades(const CCreatureSet * army, const CGDwelling * dwelling) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	for(const auto & creature : army->Slots())
 
- 	{
 
- 		CreatureID initial = creature.second->getCreatureID();
 
- 		auto possibleUpgrades = initial.toCreature()->upgrades;
 
- 		vstd::erase_if(possibleUpgrades, [&](CreatureID creID) -> bool
 
- 		{
 
- 			for(auto pair : dwelling->creatures)
 
- 			{
 
- 				if(vstd::contains(pair.second, creID))
 
- 					return false;
 
- 			}
 
- 			return true;
 
- 		});
 
- 		if(possibleUpgrades.empty())
 
- 			continue;
 
- 		CreatureID strongestUpgrade = *vstd::minElementByFun(possibleUpgrades, [](CreatureID cre) -> uint64_t
 
- 		{
 
- 			return cre.toCreature()->getAIValue();
 
- 		});
 
- 		StackUpgradeInfo upgrade = StackUpgradeInfo(initial, strongestUpgrade, creature.second->getCount());
 
- 		upgrades.push_back(upgrade);
 
- 	}
 
- 	return upgrades;
 
- }
 
- std::vector<StackUpgradeInfo> ArmyManager::getPossibleUpgrades(const CCreatureSet * army, const CGObjectInstance * upgrader) const
 
- {
 
- 	std::vector<StackUpgradeInfo> upgrades;
 
- 	if(upgrader->ID == Obj::HILL_FORT)
 
- 	{
 
- 		upgrades = getHillFortUpgrades(army);
 
- 	}
 
- 	else
 
- 	{
 
- 		auto dwelling = dynamic_cast<const CGDwelling *>(upgrader);
 
- 		if(dwelling)
 
- 		{
 
- 			upgrades = getDwellingUpgrades(army, dwelling);
 
- 		}
 
- 	}
 
- 	return upgrades;
 
- }
 
- ArmyUpgradeInfo ArmyManager::calculateCreaturesUpgrade(
 
- 	const CCreatureSet * army,
 
- 	const CGObjectInstance * upgrader,
 
- 	const TResources & availableResources) const
 
- {
 
- 	if(!upgrader)
 
- 		return ArmyUpgradeInfo();
 
- 	std::vector<StackUpgradeInfo> upgrades = getPossibleUpgrades(army, upgrader);
 
- 	vstd::erase_if(upgrades, [&](const StackUpgradeInfo & u) -> bool
 
- 	{
 
- 		return !availableResources.canAfford(u.cost);
 
- 	});
 
- 	if(upgrades.empty())
 
- 		return ArmyUpgradeInfo();
 
- 	std::sort(upgrades.begin(), upgrades.end(), [](const StackUpgradeInfo & u1, const StackUpgradeInfo & u2) -> bool
 
- 	{
 
- 		return u1.upgradeValue > u2.upgradeValue;
 
- 	});
 
- 	TResources resourcesLeft = availableResources;
 
- 	ArmyUpgradeInfo result;
 
- 	
 
- 	result.resultingArmy = convertToSlots(army);
 
- 	for(auto upgrade : upgrades)
 
- 	{
 
- 		if(resourcesLeft.canAfford(upgrade.cost))
 
- 		{
 
- 			SlotInfo upgradedArmy;
 
- 			upgradedArmy.creature = upgrade.upgradedCreature.toCreature();
 
- 			upgradedArmy.count = upgrade.count;
 
- 			upgradedArmy.power = evaluateStackPower(upgradedArmy.creature, upgradedArmy.count);
 
- 			auto slotToReplace = std::find_if(result.resultingArmy.begin(), result.resultingArmy.end(), [&](const SlotInfo & slot) -> bool {
 
- 				return slot.count == upgradedArmy.count && slot.creature->getId() == upgrade.initialCreature;
 
- 			});
 
- 			resourcesLeft -= upgrade.cost;
 
- 			result.upgradeCost += upgrade.cost;
 
- 			result.upgradeValue += upgrade.upgradeValue;
 
- 			*slotToReplace = upgradedArmy;
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- }
 
 
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