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- /*
- * BuyArmyBehavior.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 "BuyArmyBehavior.h"
- #include "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../Goals/BuyArmy.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- using namespace Goals;
- std::string BuyArmyBehavior::toString() const
- {
- return "Buy army";
- }
- Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- auto heroes = cb->getHeroesInfo();
- if(heroes.empty())
- {
- return tasks;
- }
- ai->dangerHitMap->updateHitMap();
- for(auto town : cb->getTownsInfo())
- {
- uint8_t closestThreat = ai->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
- if (closestThreat >=2 && ai->buildAnalyzer->isGoldPressureHigh() && !town->hasBuilt(BuildingID::CITY_HALL) && cb->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
- {
- return tasks;
- }
-
- auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet(
- town,
- ai->getFreeResources());
- for(const CGHeroInstance * targetHero : heroes)
- {
- if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
- {
- auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
- targetHero,
- targetHero,
- &*townArmyAvailableToBuy,
- TerrainId::NONE);
- if(reinforcement)
- vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
- if(reinforcement)
- {
- tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(reinforcement)));
- }
- }
- }
- }
- return tasks;
- }
- }
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