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- /*
- * BuyArmy.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 "BuyArmy.h"
- #include "../../../lib/mapObjects/CGTownInstance.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- using namespace Goals;
- bool BuyArmy::operator==(const BuyArmy & other) const
- {
- return town == other.town && objid == other.objid;
- }
- std::string BuyArmy::toString() const
- {
- return "Buy army at " + town->getNameTranslated();
- }
- void BuyArmy::accept(AIGateway * ai)
- {
- ui64 valueBought = 0;
- //buy the stacks with largest AI value
- auto upgradeSuccessful = ai->makePossibleUpgrades(town);
- auto armyToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuy(town->getUpperArmy(), town);
- if(armyToBuy.empty())
- {
- if(upgradeSuccessful)
- return;
- throw cannotFulfillGoalException("No creatures to buy.");
- }
- for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
- {
- auto res = cb->getResourceAmount();
- auto & ci = armyToBuy[i];
- if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
- continue;
- vstd::amin(ci.count, res / ci.creID.toCreature()->getFullRecruitCost());
- if(ci.count)
- {
- if (town->getUpperArmy()->stacksCount() == GameConstants::ARMY_SIZE)
- {
- SlotID lowestValueSlot;
- int lowestValue = std::numeric_limits<int>::max();
- for (const auto & slot : town->getUpperArmy()->Slots())
- {
- if (slot.second->getCreatureID() != CreatureID::NONE)
- {
- int currentStackMarketValue =
- slot.second->getCreatureID().toCreature()->getFullRecruitCost().marketValue() * slot.second->getCount();
- if (slot.second->getCreatureID().toCreature()->getFactionID() == town->getFactionID())
- continue;
- if (currentStackMarketValue < lowestValue)
- {
- lowestValue = currentStackMarketValue;
- lowestValueSlot = slot.first;
- }
- }
- }
- if (lowestValueSlot.validSlot())
- {
- cb->dismissCreature(town->getUpperArmy(), lowestValueSlot);
- }
- }
- if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction
- {
- cb->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
- }
- valueBought += ci.count * ci.creID.toCreature()->getAIValue();
- }
- }
- if(!valueBought)
- {
- throw cannotFulfillGoalException("No creatures to buy.");
- }
- if(town->getVisitingHero() && !town->getGarrisonHero())
- {
- ai->moveHeroToTile(town->visitablePos(), town->getVisitingHero());
- }
- }
- }
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