BuildingManager.cpp 9.3 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. switch (cb->canBuildStructure(t, building))
  94. {
  95. case EBuildingState::ALLOWED:
  96. case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
  97. return boost::optional<BuildingID>(building);
  98. break;
  99. }
  100. }
  101. return boost::optional<BuildingID>(); //Can't build anything
  102. }
  103. bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  104. {
  105. for (const auto & building : buildList)
  106. {
  107. if (t->hasBuilt(building))
  108. continue;
  109. return tryBuildThisStructure(t, building, maxDays);
  110. }
  111. return false; //Nothing to build
  112. }
  113. void BuildingManager::setCB(CPlayerSpecificInfoCallback * CB)
  114. {
  115. cb = CB;
  116. }
  117. void BuildingManager::setAI(VCAI * AI)
  118. {
  119. ai = AI;
  120. }
  121. //Set of buildings for different goals. Does not include any prerequisites.
  122. static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
  123. static const BuildingID basicGoldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
  124. static const BuildingID capitolAndRequirements[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
  125. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  126. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
  127. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  128. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
  129. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  130. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
  131. static const BuildingID _spells[] = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  132. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
  133. static const BuildingID extra[] = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  134. BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
  135. bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
  136. {
  137. //TODO make *real* town development system
  138. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  139. //TODO: build resource silo, defences when needed
  140. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  141. //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.
  142. immediateBuildings.clear();
  143. expensiveBuildings.clear();
  144. //below algorithm focuses on economy growth at start of the game.
  145. TResources currentRes = cb->getResourceAmount();
  146. TResources currentIncome = t->dailyIncome();
  147. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  148. return true;
  149. //the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
  150. if(tryBuildNextStructure(t, std::vector<BuildingID>(basicGoldSource, basicGoldSource + ARRAY_COUNT(basicGoldSource))))
  151. return true;
  152. //workaround for mantis #2696 - build capitol with separate algorithm if it is available
  153. if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
  154. {
  155. if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolAndRequirements,
  156. capitolAndRequirements + ARRAY_COUNT(capitolAndRequirements))))
  157. return true;
  158. }
  159. if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain
  160. if(tryBuildThisStructure(t, BuildingID::FORT))
  161. return true;
  162. //TODO: save money for capitol or city hall if capitol unavailable
  163. //do not build other things (unless gold source buildings are disabled in map editor)
  164. if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
  165. {
  166. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  167. return true;
  168. }
  169. //try building dwellings
  170. if (t->hasBuilt(BuildingID::FORT))
  171. {
  172. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
  173. unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  174. return true;
  175. }
  176. //try to upgrade dwelling
  177. for (int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  178. {
  179. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
  180. {
  181. if (tryBuildThisStructure(t, unitsUpgrade[i]))
  182. return true;
  183. }
  184. }
  185. //remaining tasks
  186. if (tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
  187. return true;
  188. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  189. return true;
  190. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  191. std::vector<BuildingID> extraBuildings;
  192. for (auto buildingInfo : t->town->buildings)
  193. {
  194. if (buildingInfo.first > 43)
  195. extraBuildings.push_back(buildingInfo.first);
  196. }
  197. if (tryBuildAnyStructure(t, extraBuildings))
  198. return true;
  199. return false;
  200. }
  201. BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
  202. {
  203. if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  204. return BuildingID::CAPITOL;
  205. else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  206. return BuildingID::CITY_HALL;
  207. else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
  208. return BuildingID::TOWN_HALL;
  209. else
  210. return BuildingID::VILLAGE_HALL;
  211. }
  212. boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
  213. {
  214. if (immediateBuildings.size())
  215. return boost::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
  216. else
  217. return boost::optional<PotentialBuilding>();
  218. }
  219. boost::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
  220. {
  221. if (expensiveBuildings.size())
  222. return boost::optional<PotentialBuilding>(expensiveBuildings.front());
  223. else
  224. return boost::optional<PotentialBuilding>();
  225. }