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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 "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 buildings
- bool 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 > BuildingID::DWELL_UP2_FIRST)
- 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>();
- }
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