BuildingManager.cpp 8.3 KB

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  1. /*
  2. * BuildingManager.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 "BuildingManager.h"
  12. #include "../../CCallback.h"
  13. #include "../../lib/mapObjects/MapObjects.h"
  14. bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  15. {
  16. if (maxDays == 0)
  17. {
  18. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  19. return false;
  20. }
  21. if (!vstd::contains(t->town->buildings, building))
  22. return false; // no such building in town
  23. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  24. return true;
  25. const CBuilding * buildPtr = t->town->buildings.at(building);
  26. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  27. {
  28. return t->hasBuilt(buildID);
  29. });
  30. toBuild.push_back(building);
  31. for (BuildingID buildID : toBuild)
  32. {
  33. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  34. if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
  35. return false; //we won't be able to build this
  36. }
  37. if (maxDays && toBuild.size() > maxDays)
  38. return false;
  39. //TODO: calculate if we have enough resources to build it in maxDays?
  40. for (const auto & buildID : toBuild)
  41. {
  42. const CBuilding * b = t->town->buildings.at(buildID);
  43. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  44. if (canBuild == EBuildingState::ALLOWED)
  45. {
  46. PotentialBuilding pb;
  47. pb.bid = buildID;
  48. pb.price = t->getBuildingCost(buildID);
  49. immediateBuildings.push_back(pb); //these are checked again in try
  50. return true;
  51. }
  52. else if (canBuild == EBuildingState::PREREQUIRES)
  53. {
  54. // can happen when dependencies have their own missing dependencies
  55. if (tryBuildThisStructure(t, buildID, maxDays - 1))
  56. return true;
  57. }
  58. else if (canBuild == EBuildingState::MISSING_BASE)
  59. {
  60. if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
  61. return true;
  62. }
  63. else if (canBuild == EBuildingState::NO_RESOURCES)
  64. {
  65. //we may need to gather resources for those
  66. PotentialBuilding pb;
  67. pb.bid = buildID;
  68. pb.price = t->getBuildingCost(buildID);
  69. expensiveBuildings.push_back(pb); //these are checked again in try
  70. return false;
  71. }
  72. else
  73. return false;
  74. }
  75. return false;
  76. }
  77. bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  78. {
  79. for (const auto & building : buildList)
  80. {
  81. if (t->hasBuilt(building))
  82. continue;
  83. return tryBuildThisStructure(t, building, maxDays);
  84. }
  85. return false; //Can't build anything
  86. }
  87. boost::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
  88. {
  89. for (const auto & building : buildList)
  90. {
  91. if (t->hasBuilt(building))
  92. continue;
  93. if (cb->canBuildStructure(t, building))
  94. return boost::optional<BuildingID>(building);
  95. }
  96. return boost::optional<BuildingID>(); //Can't build anything
  97. }
  98. bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  99. {
  100. for (const auto & building : buildList)
  101. {
  102. if (t->hasBuilt(building))
  103. continue;
  104. return tryBuildThisStructure(t, building, maxDays);
  105. }
  106. return false; //Nothing to build
  107. }
  108. void BuildingManager::setCB(CPlayerSpecificInfoCallback * CB)
  109. {
  110. cb = CB;
  111. }
  112. void BuildingManager::setAI(VCAI * AI)
  113. {
  114. ai = AI;
  115. }
  116. //Set of buildings for different goals. Does not include any prerequisites.
  117. static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
  118. static const BuildingID goldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL };
  119. static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
  120. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  121. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
  122. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  123. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
  124. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  125. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
  126. static const BuildingID _spells[] = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  127. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
  128. static const BuildingID extra[] = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  129. BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
  130. bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
  131. {
  132. //TODO make *real* town development system
  133. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  134. //TODO: build resource silo, defences when needed
  135. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  136. immediateBuildings.clear();
  137. expensiveBuildings.clear();
  138. //below algorithm focuses on economy growth at start of the game.
  139. TResources currentRes = cb->getResourceAmount();
  140. TResources currentIncome = t->dailyIncome();
  141. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  142. return true;
  143. //the more gold the better and less problems later
  144. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  145. return true;
  146. //workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
  147. if (vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) &&
  148. cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL)
  149. {
  150. if (cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  151. {
  152. if (tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements,
  153. capitolRequirements + ARRAY_COUNT(capitolRequirements))))
  154. return true;
  155. }
  156. }
  157. //TODO: save money for capitol or city hall if capitol unavailable
  158. //do not build other things (unless gold source buildings are disabled in map editor)
  159. if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
  160. {
  161. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  162. return true;
  163. }
  164. // first in-game week or second half of any week: try build dwellings
  165. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  166. {
  167. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
  168. unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  169. return true;
  170. }
  171. //try to upgrade dwelling
  172. for (int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  173. {
  174. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  175. {
  176. if (tryBuildThisStructure(t, unitsUpgrade[i]))
  177. return true;
  178. }
  179. }
  180. //remaining tasks
  181. if (tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
  182. return true;
  183. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  184. return true;
  185. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  186. std::vector<BuildingID> extraBuildings;
  187. for (auto buildingInfo : t->town->buildings)
  188. {
  189. if (buildingInfo.first > 43)
  190. extraBuildings.push_back(buildingInfo.first);
  191. }
  192. if (tryBuildAnyStructure(t, extraBuildings))
  193. return true;
  194. return false;
  195. }
  196. boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
  197. {
  198. if (immediateBuildings.size())
  199. return boost::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
  200. else
  201. return boost::optional<PotentialBuilding>();
  202. }
  203. boost::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
  204. {
  205. if (expensiveBuildings.size())
  206. return boost::optional<PotentialBuilding>(expensiveBuildings.front());
  207. else
  208. return boost::optional<PotentialBuilding>();
  209. }