BuildAnalyzer.cpp 12 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. #include "../../../lib/entities/building/CBuilding.h"
  14. #include "../../../lib/IGameSettings.h"
  15. namespace NKAI
  16. {
  17. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  18. {
  19. std::map<BuildingID, BuildingID> parentMap;
  20. for(auto &pair : developmentInfo.town->getTown()->buildings)
  21. {
  22. if(pair.second->upgrade != BuildingID::NONE)
  23. {
  24. parentMap[pair.second->upgrade] = pair.first;
  25. }
  26. }
  27. for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
  28. {
  29. logAi->trace("Checking dwelling level %d", level);
  30. for(BuildingID buildID = BuildingID::getDwellingFromLevel(level, 0); buildID.hasValue(); BuildingID::advanceDwelling(buildID))
  31. {
  32. if(developmentInfo.town->getTown()->buildings.count(buildID) == 0)
  33. continue; // no such building in town
  34. auto info = getBuildingOrPrerequisite(developmentInfo.town, buildID);
  35. if (!info.exists && !info.canBuild && !info.notEnoughRes)
  36. continue;
  37. if(info.exists)
  38. developmentInfo.addExistingDwelling(info);
  39. else
  40. developmentInfo.addBuildingToBuild(info);
  41. break;
  42. }
  43. }
  44. }
  45. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  46. {
  47. logAi->trace("Checking other buildings");
  48. std::vector<std::vector<BuildingID>> otherBuildings = {
  49. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
  50. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  51. };
  52. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  53. {
  54. otherBuildings.push_back({BuildingID::HORDE_1});
  55. otherBuildings.push_back({BuildingID::HORDE_2});
  56. }
  57. otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
  58. otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
  59. otherBuildings.push_back({ BuildingID::SPECIAL_1 });
  60. otherBuildings.push_back({ BuildingID::SPECIAL_2 });
  61. otherBuildings.push_back({ BuildingID::SPECIAL_3 });
  62. otherBuildings.push_back({ BuildingID::SPECIAL_4 });
  63. otherBuildings.push_back({ BuildingID::MARKETPLACE });
  64. for(auto & buildingSet : otherBuildings)
  65. {
  66. for(auto & buildingID : buildingSet)
  67. {
  68. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
  69. {
  70. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  71. break;
  72. }
  73. }
  74. }
  75. }
  76. int32_t convertToGold(const TResources & res)
  77. {
  78. return res[EGameResID::GOLD]
  79. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  80. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  81. }
  82. TResources withoutGold(TResources other)
  83. {
  84. other[GameResID::GOLD] = 0;
  85. return other;
  86. }
  87. TResources BuildAnalyzer::getResourcesRequiredNow() const
  88. {
  89. auto resourcesAvailable = ai->getFreeResources();
  90. auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
  91. result.positive();
  92. return result;
  93. }
  94. TResources BuildAnalyzer::getTotalResourcesRequired() const
  95. {
  96. auto resourcesAvailable = ai->getFreeResources();
  97. auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
  98. result.positive();
  99. return result;
  100. }
  101. bool BuildAnalyzer::isGoldPressureHigh() const
  102. {
  103. return goldPressure > ai->settings->getMaxGoldPressure();
  104. }
  105. void BuildAnalyzer::update()
  106. {
  107. logAi->trace("Start analysing build");
  108. BuildingInfo bi;
  109. reset();
  110. auto towns = ai->cb->getTownsInfo();
  111. float economyDevelopmentCost = 0;
  112. for(const CGTownInstance* town : towns)
  113. {
  114. if(town->built >= cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
  115. continue; // Not much point in trying anything - can't built in this town anymore today
  116. logAi->trace("Checking town %s", town->getNameTranslated());
  117. developmentInfos.push_back(TownDevelopmentInfo(town));
  118. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  119. updateTownDwellings(developmentInfo);
  120. updateOtherBuildings(developmentInfo);
  121. requiredResources += developmentInfo.requiredResources;
  122. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  123. for(auto building : developmentInfo.toBuild)
  124. {
  125. if (building.dailyIncome[EGameResID::GOLD] > 0)
  126. economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
  127. }
  128. armyCost += developmentInfo.armyCost;
  129. for(auto bi : developmentInfo.toBuild)
  130. {
  131. logAi->trace("Building preferences %s", bi.toString());
  132. }
  133. }
  134. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  135. {
  136. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  137. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  138. return val1 > val2;
  139. });
  140. updateDailyIncome();
  141. goldPressure = (ai->getLockedResources()[EGameResID::GOLD] + (float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  142. logAi->trace("Gold pressure: %f", goldPressure);
  143. }
  144. void BuildAnalyzer::reset()
  145. {
  146. requiredResources = TResources();
  147. totalDevelopmentCost = TResources();
  148. armyCost = TResources();
  149. developmentInfos.clear();
  150. }
  151. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  152. const CGTownInstance * town,
  153. BuildingID toBuild,
  154. bool excludeDwellingDependencies) const
  155. {
  156. BuildingID building = toBuild;
  157. auto townInfo = town->getTown();
  158. const CBuilding * buildPtr = townInfo->buildings.at(building);
  159. const CCreature * creature = nullptr;
  160. CreatureID baseCreatureID;
  161. int creatureLevel = -1;
  162. int creatureUpgrade = 0;
  163. if(toBuild.IsDwelling())
  164. {
  165. creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
  166. creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
  167. }
  168. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  169. {
  170. creatureLevel = townInfo->hordeLvl.at(0);
  171. }
  172. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  173. {
  174. creatureLevel = townInfo->hordeLvl.at(1);
  175. }
  176. if(creatureLevel >= 0)
  177. {
  178. auto creatures = townInfo->creatures.at(creatureLevel);
  179. auto creatureID = creatures.size() > creatureUpgrade
  180. ? creatures.at(creatureUpgrade)
  181. : creatures.front();
  182. baseCreatureID = creatures.front();
  183. creature = creatureID.toCreature();
  184. }
  185. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  186. //logAi->trace("checking %s buildInfo %s", info.name, info.toString());
  187. int highestFort = 0;
  188. for (auto twn : ai->cb->getTownsInfo())
  189. {
  190. highestFort = std::max(highestFort, (int)twn->fortLevel());
  191. }
  192. if(!town->hasBuilt(building))
  193. {
  194. auto canBuild = ai->cb->canBuildStructure(town, building);
  195. if(canBuild == EBuildingState::ALLOWED)
  196. {
  197. info.canBuild = true;
  198. }
  199. else if(canBuild == EBuildingState::NO_RESOURCES)
  200. {
  201. //logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  202. info.notEnoughRes = true;
  203. }
  204. else if(canBuild == EBuildingState::PREREQUIRES)
  205. {
  206. auto buildExpression = town->genBuildingRequirements(building, false);
  207. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  208. {
  209. return town->hasBuilt(id);
  210. });
  211. auto otherDwelling = [](const BuildingID & id) -> bool
  212. {
  213. return id.IsDwelling();
  214. };
  215. if(vstd::contains_if(missingBuildings, otherDwelling))
  216. {
  217. logAi->trace("cant build %d. Need other dwelling %d", toBuild.getNum(), missingBuildings.front().getNum());
  218. }
  219. else if(missingBuildings[0] != toBuild)
  220. {
  221. logAi->trace("cant build %d. Need %d", toBuild.getNum(), missingBuildings[0].num);
  222. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  223. prerequisite.buildCostWithPrerequisites += info.buildCost;
  224. prerequisite.creatureCost = info.creatureCost;
  225. prerequisite.creatureGrows = info.creatureGrows;
  226. prerequisite.creatureLevel = info.creatureLevel;
  227. prerequisite.creatureID = info.creatureID;
  228. prerequisite.baseCreatureID = info.baseCreatureID;
  229. prerequisite.prerequisitesCount++;
  230. prerequisite.armyCost = info.armyCost;
  231. bool haveSameOrBetterFort = false;
  232. if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
  233. haveSameOrBetterFort = true;
  234. if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
  235. haveSameOrBetterFort = true;
  236. if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
  237. haveSameOrBetterFort = true;
  238. if(!haveSameOrBetterFort)
  239. prerequisite.dailyIncome = info.dailyIncome;
  240. return prerequisite;
  241. }
  242. else
  243. {
  244. logAi->trace("Cant build. The building requires itself as prerequisite");
  245. return info;
  246. }
  247. }
  248. else
  249. {
  250. logAi->trace("Cant build. Reason: %d", static_cast<int>(canBuild));
  251. }
  252. }
  253. else
  254. {
  255. logAi->trace("Dwelling %d exists", toBuild.getNum());
  256. info.exists = true;
  257. }
  258. return info;
  259. }
  260. void BuildAnalyzer::updateDailyIncome()
  261. {
  262. auto objects = ai->cb->getMyObjects();
  263. auto towns = ai->cb->getTownsInfo();
  264. dailyIncome = TResources();
  265. for(const CGObjectInstance* obj : objects)
  266. {
  267. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  268. if(mine)
  269. dailyIncome += mine->dailyIncome();
  270. }
  271. for(const CGTownInstance* town : towns)
  272. {
  273. dailyIncome += town->dailyIncome();
  274. }
  275. }
  276. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  277. {
  278. for(auto tdi : developmentInfos)
  279. {
  280. if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
  281. return true;
  282. }
  283. return false;
  284. }
  285. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  286. {
  287. existingDwellings.push_back(existingDwelling);
  288. armyCost += existingDwelling.armyCost;
  289. armyStrength += existingDwelling.armyStrength;
  290. }
  291. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  292. {
  293. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  294. townDevelopmentCost += withoutGold(nextToBuild.armyCost);
  295. if(nextToBuild.canBuild)
  296. {
  297. hasSomethingToBuild = true;
  298. toBuild.push_back(nextToBuild);
  299. }
  300. else if(nextToBuild.notEnoughRes)
  301. {
  302. requiredResources += nextToBuild.buildCost;
  303. hasSomethingToBuild = true;
  304. toBuild.push_back(nextToBuild);
  305. }
  306. }
  307. BuildingInfo::BuildingInfo()
  308. {
  309. id = BuildingID::NONE;
  310. creatureGrows = 0;
  311. creatureID = CreatureID::NONE;
  312. buildCost = 0;
  313. buildCostWithPrerequisites = 0;
  314. prerequisitesCount = 0;
  315. name.clear();
  316. armyStrength = 0;
  317. }
  318. BuildingInfo::BuildingInfo(
  319. const CBuilding * building,
  320. const CCreature * creature,
  321. CreatureID baseCreature,
  322. const CGTownInstance * town,
  323. Nullkiller * ai)
  324. {
  325. id = building->bid;
  326. buildCost = building->resources;
  327. buildCostWithPrerequisites = building->resources;
  328. dailyIncome = building->produce;
  329. exists = town->hasBuilt(id);
  330. prerequisitesCount = 1;
  331. name = building->getNameTranslated();
  332. if(creature)
  333. {
  334. creatureGrows = creature->getGrowth();
  335. creatureID = creature->getId();
  336. creatureCost = creature->getFullRecruitCost();
  337. creatureLevel = creature->getLevel();
  338. baseCreatureID = baseCreature;
  339. if(exists)
  340. {
  341. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  342. }
  343. else
  344. {
  345. if(id.IsDwelling())
  346. {
  347. creatureGrows = creature->getGrowth();
  348. if(town->hasBuilt(BuildingID::CASTLE))
  349. creatureGrows *= 2;
  350. else if(town->hasBuilt(BuildingID::CITADEL))
  351. creatureGrows += creatureGrows / 2;
  352. }
  353. else
  354. {
  355. creatureGrows = creature->getHorde();
  356. }
  357. }
  358. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  359. armyCost = creatureCost * creatureGrows;
  360. }
  361. else
  362. {
  363. creatureGrows = 0;
  364. creatureID = CreatureID::NONE;
  365. baseCreatureID = CreatureID::NONE;
  366. creatureCost = TResources();
  367. armyCost = TResources();
  368. creatureLevel = 0;
  369. armyStrength = 0;
  370. }
  371. }
  372. std::string BuildingInfo::toString() const
  373. {
  374. return name + ", cost: " + buildCost.toString()
  375. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  376. + " x " + creatureCost.toString()
  377. + ", daily: " + dailyIncome.toString();
  378. }
  379. }