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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 "ArmyManager.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/mapObjects/MapObjects.h"
 
- void ArmyManager::init(CPlayerSpecificInfoCallback * CB)
 
- {
 
- 	cb = CB;
 
- }
 
- void ArmyManager::setAI(VCAI * AI)
 
- {
 
- 	ai = AI;
 
- }
 
- std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	const CCreatureSet * armies[] = { target, source };
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature *, SlotInfo> creToPower;
 
- 	std::vector<SlotInfo> resultingArmy;
 
- 	for(auto armyPtr : armies)
 
- 	{
 
- 		for(auto & i : armyPtr->Slots())
 
- 		{
 
- 			auto cre = dynamic_cast<const CCreature*>(i.second->type);
 
- 			auto & slotInfp = creToPower[cre];
 
- 			slotInfp.creature = cre;
 
- 			slotInfp.power += i.second->getPower();
 
- 			slotInfp.count += i.second->count;
 
- 		}
 
- 	}
 
- 	for(auto pair : creToPower)
 
- 		resultingArmy.push_back(pair.second);
 
- 	boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
 
- 	{
 
- 		return left.power > right.power;
 
- 	});
 
- 	return resultingArmy;
 
- }
 
- std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
 
- {
 
- 	auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
 
- 	{
 
- 		if(left.creature->getLevel() != right.creature->getLevel())
 
- 			return left.creature->getLevel() < right.creature->getLevel();
 
- 		
 
- 		return left.creature->speed() > right.creature->speed();
 
- 	});
 
- 	return weakest;
 
- }
 
- std::vector<SlotInfo> ArmyManager::getBestArmy(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	auto resultingArmy = getSortedSlots(target, source);
 
- 	if(resultingArmy.size() > GameConstants::ARMY_SIZE)
 
- 	{
 
- 		resultingArmy.resize(GameConstants::ARMY_SIZE);
 
- 	}
 
- 	else if(source->needsLastStack())
 
- 	{
 
- 		auto weakest = getWeakestCreature(resultingArmy);
 
- 		if(weakest->count == 1)
 
- 		{
 
- 			resultingArmy.erase(weakest);
 
- 		}
 
- 		else
 
- 		{
 
- 			weakest->power -= weakest->power / weakest->count;
 
- 			weakest->count--;
 
- 		}
 
- 	}
 
- 	return resultingArmy;
 
- }
 
- bool ArmyManager::canGetArmy(const CArmedInstance * target, const CArmedInstance * source) const
 
- {
 
- 	//TODO: merge with pickBestCreatures
 
- 	//if (ai->primaryHero().h == source)
 
- 	if(target->tempOwner != source->tempOwner)
 
- 	{
 
- 		logAi->error("Why are we even considering exchange between heroes from different players?");
 
- 		return false;
 
- 	}
 
- 	return 0 < howManyReinforcementsCanGet(target, source);
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t) const
 
- {
 
- 	ui64 aivalue = 0;
 
- 	TResources availableRes = cb->getResourceAmount();
 
- 	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
 
- 	for(auto const & dc : t->creatures)
 
- 	{
 
- 		creInfo ci = infoFromDC(dc);
 
- 		if(!ci.count || ci.creID == CreatureID::NONE)
 
- 			continue;
 
- 		vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
 
- 		if(ci.count && ci.creID != CreatureID::NONE) //valid creature at this level
 
- 		{
 
- 			//can be merged with another stack?
 
- 			SlotID dst = h->getSlotFor(ci.creID);
 
- 			if(!h->hasStackAtSlot(dst)) //need another new slot for this stack
 
- 			{
 
- 				if(!freeHeroSlots) //no more place for stacks
 
- 					continue;
 
- 				else
 
- 					freeHeroSlots--; //new slot will be occupied
 
- 			}
 
- 			//we found matching occupied or free slot
 
- 			aivalue += ci.count * ci.cre->getAIValue();
 
- 			availableRes -= ci.cre->getFullRecruitCost() * ci.count;
 
- 		}
 
- 	}
 
- 	return aivalue;
 
- }
 
- ui64 ArmyManager::howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source) const
 
- {
 
- 	auto bestArmy = getBestArmy(target, source);
 
- 	uint64_t newArmy = 0;
 
- 	uint64_t oldArmy = target->getArmyStrength();
 
- 	for(auto & slot : bestArmy)
 
- 	{
 
- 		newArmy += slot.power;
 
- 	}
 
- 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 
- }
 
 
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