| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257 | /** 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 "BuildingManager.h"#include "../../CCallback.h"#include "../../lib/mapObjects/MapObjects.h"#include "../../lib/entities/building/CBuilding.h"bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays){	if (maxDays == 0)	{		logAi->warn("Request to build building %d in 0 days!", building.toEnum());		return false;	}	if (!vstd::contains(t->getTown()->buildings, building))		return false; // no such building in town	if (t->hasBuilt(building)) //Already built? Shouldn't happen in general		return true;	const CBuilding * buildPtr = t->getTown()->buildings.at(building);	auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)	{		return t->hasBuilt(buildID);	});	toBuild.push_back(building);	for (BuildingID buildID : toBuild)	{		EBuildingState canBuild = cb->canBuildStructure(t, buildID);		if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)			return false; //we won't be able to build this	}	if (maxDays && toBuild.size() > maxDays)		return false;	//TODO: calculate if we have enough resources to build it in maxDays?	for (const auto & buildID : toBuild)	{		const CBuilding * b = t->getTown()->buildings.at(buildID);		EBuildingState canBuild = cb->canBuildStructure(t, buildID);		if (canBuild == EBuildingState::ALLOWED)		{			PotentialBuilding pb;			pb.bid = buildID;			pb.price = t->getBuildingCost(buildID);			immediateBuildings.push_back(pb); //these are checked again in try			return true;		}		else if (canBuild == EBuildingState::PREREQUIRES)		{			// can happen when dependencies have their own missing dependencies			if (tryBuildThisStructure(t, buildID, maxDays - 1))				return true;		}		else if (canBuild == EBuildingState::MISSING_BASE)		{			if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))				return true;		}		else if (canBuild == EBuildingState::NO_RESOURCES)		{			//we may need to gather resources for those			PotentialBuilding pb;			pb.bid = buildID;			pb.price = t->getBuildingCost(buildID);			expensiveBuildings.push_back(pb); //these are checked again in try			return false;		}		else			return false;	}	return false;}bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays){	for (const auto & building : buildList)	{		if (t->hasBuilt(building))			continue;		return tryBuildThisStructure(t, building, maxDays);	}	return false; //Can't build anything}std::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const{	for (const auto & building : buildList)	{		if (t->hasBuilt(building))			continue;		switch (cb->canBuildStructure(t, building))		{			case EBuildingState::ALLOWED:			case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?				return std::optional<BuildingID>(building);				break;		}	}	return std::optional<BuildingID>(); //Can't build anything}bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays){	for (const auto & building : buildList)	{		if (t->hasBuilt(building))			continue;		return tryBuildThisStructure(t, building, maxDays);	}	return false; //Nothing to build}void BuildingManager::init(CPlayerSpecificInfoCallback * CB){	cb = CB;}void BuildingManager::setAI(VCAI * AI){	ai = AI;}//Set of buildings for different goals. Does not include any prerequisites.static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildingsbool BuildingManager::getBuildingOptions(const CGTownInstance * t){	//TODO make *real* town development system	//TODO: faction-specific development: use special buildings, build dwellings in better order, etc	//TODO: build resource silo, defences when needed	//Possible - allow "locking" on specific building (build prerequisites and then building itself)		//TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal.	immediateBuildings.clear();	expensiveBuildings.clear();	//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal	//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings	// TResources currentRes = cb->getResourceAmount();	// TResources currentIncome = t->dailyIncome();	if(tryBuildAnyStructure(t, essential))		return true;	if (cb->getDate(Date::DAY_OF_WEEK) < 5) // first 4 days of week - try to focus on dwellings	{		if (tryBuildNextStructure(t, unitsSource, 4))			return true;	}	if (cb->getDate(Date::DAY_OF_WEEK) > 4) // last 3 days of week - try to focus on growth by building Fort/Citadel/Castle	{		if (tryBuildNextStructure(t, defence, 3))			return true;	}	if (t->hasBuilt(BuildingID::CASTLE))	{		if (tryBuildAnyStructure(t, unitGrowth))			return true;	}	//try to make City Hall	if (tryBuildNextStructure(t, basicGoldSource))		return true;	//workaround for mantis #2696 - build capitol with separate algorithm if it is available	if(t->hasBuilt(BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)	{		if(tryBuildNextStructure(t, capitolAndRequirements))			return true;	}	//try to upgrade dwelling	for (int i = 0; i < unitsUpgrade.size(); i++)	{		if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))		{			if (tryBuildThisStructure(t, unitsUpgrade[i]))				return true;		}	}	//remaining tasks	if (tryBuildNextStructure(t, _spells))		return true;	if (tryBuildAnyStructure(t, extra))		return true;	//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)	std::vector<BuildingID> extraBuildings;	for (auto buildingInfo : t->getTown()->buildings)	{		if (buildingInfo.first.IsDwelling() && BuildingID::getUpgradedFromDwelling(buildingInfo.first) > 1)			extraBuildings.push_back(buildingInfo.first);	}	return tryBuildAnyStructure(t, extraBuildings);}BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t){	if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)		return BuildingID::CAPITOL;	else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)		return BuildingID::CITY_HALL;	else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)		return BuildingID::TOWN_HALL;	else		return BuildingID::VILLAGE_HALL;}std::optional<PotentialBuilding> BuildingManager::immediateBuilding() const{	if (immediateBuildings.size())		return std::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever	else		return std::optional<PotentialBuilding>();}std::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const{	if (expensiveBuildings.size())		return std::optional<PotentialBuilding>(expensiveBuildings.front());	else		return std::optional<PotentialBuilding>();}
 |