| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449 |
- /*
- * BuildAnalyzer.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 <boost/range/algorithm/sort.hpp>
- #include "../Engine/Nullkiller.h"
- #include "../../../lib/entities/building/CBuilding.h"
- #include "../../../lib/IGameSettings.h"
- #include "AI/Nullkiller/AIUtility.h"
- namespace NK2AI
- {
- TResources BuildAnalyzer::getResourcesRequiredNow() const
- {
- auto resourcesAvailable = aiNk->getFreeResources();
- auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
- result.positive();
- return result;
- }
- TResources BuildAnalyzer::getTotalResourcesRequired() const
- {
- auto resourcesAvailable = aiNk->getFreeResources();
- auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
- result.positive();
- return result;
- }
- bool BuildAnalyzer::isGoldPressureOverMax() const
- {
- return goldPressure > aiNk->settings->getMaxGoldPressure();
- }
- void BuildAnalyzer::update()
- {
- logAi->trace("Start BuildAnalyzer::update");
- reset();
- const auto towns = aiNk->cc->getTownsInfo();
- float economyDevelopmentCost = 0;
- for(const CGTownInstance * town : towns)
- {
- if(town->built >= ccTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
- continue; // Not much point in trying anything - can't built in this town anymore today
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking town %s", town->getNameTranslated());
- #endif
- developmentInfos.push_back(TownDevelopmentInfo(town));
- TownDevelopmentInfo & tdi = developmentInfos.back();
- updateCreatureBuildings(tdi, aiNk->armyManager, aiNk->cc);
- updateOtherBuildings(tdi, aiNk->armyManager, aiNk->cc);
- requiredResources += tdi.requiredResources;
- totalDevelopmentCost += tdi.townDevelopmentCost;
- for(auto building : tdi.toBuild)
- {
- if (building.dailyIncome[EGameResID::GOLD] > 0)
- economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
- }
- armyCost += tdi.armyCost;
- #if NKAI_TRACE_LEVEL >= 1
- for(const auto & biToBuild : tdi.toBuild)
- logAi->trace("Building preferences %s", biToBuild.toString());
- #endif
- }
- boost::range::sort(developmentInfos, [](const TownDevelopmentInfo & tdi1, const TownDevelopmentInfo & tdi2) -> bool
- {
- auto val1 = approximateInGold(tdi1.armyCost) - approximateInGold(tdi1.townDevelopmentCost);
- auto val2 = approximateInGold(tdi2.armyCost) - approximateInGold(tdi2.townDevelopmentCost);
- return val1 > val2;
- });
- dailyIncome = calculateDailyIncome(aiNk->cc->getMyObjects(), aiNk->cc->getTownsInfo());
- goldPressure = calculateGoldPressure(aiNk->getLockedResources()[EGameResID::GOLD],
- static_cast<float>(armyCost[EGameResID::GOLD]),
- economyDevelopmentCost,
- aiNk->getFreeGold(),
- static_cast<float>(dailyIncome[EGameResID::GOLD]));
- }
- void BuildAnalyzer::reset()
- {
- requiredResources = TResources();
- totalDevelopmentCost = TResources();
- armyCost = TResources();
- developmentInfos.clear();
- }
- bool BuildAnalyzer::isBuilt(FactionID alignment, BuildingID bid) const
- {
- for(const auto & tdi : developmentInfos)
- {
- if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
- return true;
- }
- return false;
- }
- void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & bi)
- {
- armyCost += bi.armyCost;
- armyStrength += bi.armyStrength;
- built.push_back(bi);
- }
- void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & bi)
- {
- townDevelopmentCost += bi.buildCostWithPrerequisites;
- townDevelopmentCost += BuildAnalyzer::withoutGold(bi.armyCost);
- if(!bi.isBuildable && bi.isMissingResources)
- {
- requiredResources += bi.buildCost;
- }
- toBuild.push_back(bi);
- }
- BuildingInfo::BuildingInfo() {}
- BuildingInfo::BuildingInfo(
- const CBuilding * building,
- const CCreature * creature,
- CreatureID baseCreature,
- const CGTownInstance * town,
- const std::unique_ptr<ArmyManager> & armyManager)
- {
- id = building->bid;
- buildCost = building->resources;
- buildCostWithPrerequisites = building->resources;
- dailyIncome = building->produce;
- isBuilt = town->hasBuilt(id);
- prerequisitesCount = 1;
- name = building->getNameTranslated();
- if(creature)
- {
- creatureGrows = creature->getGrowth();
- creatureID = creature->getId();
- baseCreatureID = baseCreature;
- creatureCost = creature->getFullRecruitCost();
- creatureLevel = creature->getLevel();
- if(isBuilt)
- {
- creatureGrows = town->creatureGrowth(creatureLevel - 1);
- }
- else
- {
- if(id.isDwelling())
- {
- creatureGrows = creature->getGrowth();
- if(town->hasBuilt(BuildingID::CASTLE))
- creatureGrows *= 2;
- else if(town->hasBuilt(BuildingID::CITADEL))
- creatureGrows += creatureGrows / 2;
- }
- else
- {
- creatureGrows = creature->getHorde();
- }
- }
- armyStrength = armyManager->evaluateStackPower(creature, creatureGrows);
- armyCost = creatureCost * creatureGrows;
- }
- }
- std::string BuildingInfo::toString() const
- {
- return name + ", cost: " + buildCost.toString()
- + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
- + " x " + creatureCost.toString()
- + ", daily: " + dailyIncome.toString();
- }
- float BuildAnalyzer::calculateGoldPressure(TResource lockedGold, float armyCostGold, float economyDevelopmentCost, float freeGold, float dailyIncomeGold)
- {
- auto pressure = (lockedGold + armyCostGold + economyDevelopmentCost) / (1 + 2 * freeGold + dailyIncomeGold * 7.0f);
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Gold pressure: %f", pressure);
- #endif
- return pressure;
- }
- TResources BuildAnalyzer::calculateDailyIncome(const std::vector<const CGObjectInstance *> & objects, const std::vector<const CGTownInstance *> & townInfos)
- {
- auto result = TResources();
- for(const CGObjectInstance * obj : objects)
- {
- if(const auto * mine = dynamic_cast<const CGMine *>(obj))
- result += mine->dailyIncome();
- }
- for(const CGTownInstance * town : townInfos)
- {
- result += town->dailyIncome();
- }
- return result;
- }
- void BuildAnalyzer::updateCreatureBuildings(TownDevelopmentInfo & developmentInfo, std::unique_ptr<ArmyManager> & armyManager, std::shared_ptr<CCallback> & cb)
- {
- for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking dwelling level %d", level);
- #endif
- std::vector<BuildingID> dwellingsInTown;
- for(BuildingID buildID = BuildingID::getDwellingFromLevel(level, 0); buildID.hasValue(); BuildingID::advanceDwelling(buildID))
- if(developmentInfo.town->getTown()->buildings.count(buildID) != 0)
- dwellingsInTown.push_back(buildID);
- // find best, already built dwelling
- for (const auto & buildID : boost::adaptors::reverse(dwellingsInTown))
- {
- if (!developmentInfo.town->hasBuilt(buildID))
- continue;
- const auto & info = getBuildingOrPrerequisite(developmentInfo.town, buildID, armyManager, cb);
- developmentInfo.addExistingDwelling(info);
- break;
- }
- // find all non-built dwellings that can be built and add them for consideration
- for (const auto & buildID : dwellingsInTown)
- {
- if (developmentInfo.town->hasBuilt(buildID))
- continue;
- const auto & info = getBuildingOrPrerequisite(developmentInfo.town, buildID, armyManager, cb);
- if (info.isBuildable || info.isMissingResources)
- developmentInfo.addBuildingToBuild(info);
- }
- }
- }
- void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo,
- std::unique_ptr<ArmyManager> & armyManager,
- std::shared_ptr<CCallback> & cb)
- {
- logAi->trace("Checking other buildings");
- std::vector<std::vector<BuildingID>> otherBuildings = {
- {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
- {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
- };
- if(developmentInfo.built.size() >= 2 && cb->getDate(Date::DAY_OF_WEEK) > 4)
- {
- otherBuildings.push_back({BuildingID::HORDE_1});
- otherBuildings.push_back({BuildingID::HORDE_2});
- }
- otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
- otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
- otherBuildings.push_back({ BuildingID::SPECIAL_1 });
- otherBuildings.push_back({ BuildingID::SPECIAL_2 });
- otherBuildings.push_back({ BuildingID::SPECIAL_3 });
- otherBuildings.push_back({ BuildingID::SPECIAL_4 });
- otherBuildings.push_back({ BuildingID::MARKETPLACE });
- for(auto & buildingSet : otherBuildings)
- {
- for(auto & buildingID : buildingSet)
- {
- if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
- {
- developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID, armyManager, cb));
- break;
- }
- }
- }
- }
- BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
- const CGTownInstance * town,
- BuildingID toBuild,
- std::unique_ptr<ArmyManager> & armyManager,
- std::shared_ptr<CCallback> & cb,
- bool excludeDwellingDependencies)
- {
- BuildingID building = toBuild;
- const auto * townInfo = town->getTown();
- const auto & buildPtr = townInfo->buildings.at(building);
- const CCreature * creature = nullptr;
- CreatureID baseCreatureID;
- int creatureLevel = -1;
- int creatureUpgrade = 0;
- if(toBuild.isDwelling())
- {
- creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
- creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
- }
- else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
- {
- creatureLevel = townInfo->hordeLvl.at(0);
- }
- else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
- {
- creatureLevel = townInfo->hordeLvl.at(1);
- }
- if(creatureLevel >= 0)
- {
- auto creatures = townInfo->creatures.at(creatureLevel);
- auto creatureID = creatures.size() > creatureUpgrade
- ? creatures.at(creatureUpgrade)
- : creatures.front();
- baseCreatureID = creatures.front();
- creature = creatureID.toCreature();
- }
- auto info = BuildingInfo(buildPtr.get(), creature, baseCreatureID, town, armyManager);
- //logAi->trace("checking %s buildInfo %s", info.name, info.toString());
- int highestFort = 0;
- for (const auto * ti : cb->getTownsInfo())
- {
- highestFort = std::max(highestFort, static_cast<int>(ti->fortLevel()));
- }
- if(!town->hasBuilt(building))
- {
- auto canBuild = cb->canBuildStructure(town, building);
- if(canBuild == EBuildingState::ALLOWED)
- {
- info.isBuildable = true;
- }
- else if(canBuild == EBuildingState::NO_RESOURCES)
- {
- //logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
- info.isMissingResources = true;
- }
- else if(canBuild == EBuildingState::PREREQUIRES)
- {
- auto buildExpression = town->genBuildingRequirements(building, false);
- auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
- {
- return town->hasBuilt(id);
- });
- auto otherDwelling = [](const BuildingID & id) -> bool
- {
- return id.isDwelling();
- };
- if(vstd::contains_if(missingBuildings, otherDwelling))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can't build %d. Needs other dwelling %d", toBuild.getNum(), missingBuildings.front().getNum());
- #endif
- }
- else if(missingBuildings[0] != toBuild)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can't build %d. Needs %d", toBuild.getNum(), missingBuildings[0].num);
- #endif
- BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], armyManager, cb, excludeDwellingDependencies);
- prerequisite.buildCostWithPrerequisites += info.buildCost;
- prerequisite.creatureCost = info.creatureCost;
- prerequisite.creatureGrows = info.creatureGrows;
- prerequisite.creatureLevel = info.creatureLevel;
- prerequisite.creatureID = info.creatureID;
- prerequisite.baseCreatureID = info.baseCreatureID;
- prerequisite.prerequisitesCount++;
- prerequisite.armyCost = info.armyCost;
- prerequisite.armyStrength = info.armyStrength;
- bool haveSameOrBetterFort = false;
- if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
- haveSameOrBetterFort = true;
- if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
- haveSameOrBetterFort = true;
- if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
- haveSameOrBetterFort = true;
- if(!haveSameOrBetterFort)
- prerequisite.dailyIncome = info.dailyIncome;
- return prerequisite;
- }
- else
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can't build. The building requires itself as prerequisite");
- #endif
- return info;
- }
- }
- else
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can't build. Reason: %d", static_cast<int>(canBuild));
- #endif
- }
- }
- else
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Dwelling %d exists", toBuild.getNum());
- #endif
- info.isBuilt = true;
- }
- return info;
- }
- int32_t BuildAnalyzer::approximateInGold(const TResources & res)
- {
- // TODO: Would it make sense to use the marketplace rate of the player?
- return res[EGameResID::GOLD]
- + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
- + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
- }
- TResources BuildAnalyzer::withoutGold(TResources other)
- {
- // TODO: Mircea: Potential issue modifying the input directly? To inspect
- other[GameResID::GOLD] = 0;
- return other;
- }
- }
|