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							- namespace Nullkiller
 
- {
 
- /*
 
- * Build.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 "Build.h"
 
- #include "BuildThis.h"
 
- #include "../AIGateway.h"
 
- #include "../AIUtility.h"
 
- #include "../AIhelper.h"
 
- #include "../FuzzyHelper.h"
 
- #include "../ResourceManager.h"
 
- #include "../BuildingManager.h"
 
- #include "../../../lib/mapping/CMap.h" //for victory conditions
 
- #include "../../../lib/CPathfinder.h"
 
- #include "../../../lib/StringConstants.h"
 
- extern boost::thread_specific_ptr<CCallback> cb;
 
- extern boost::thread_specific_ptr<AIGateway> ai;
 
- extern FuzzyHelper * fh;
 
- using namespace Goals;
 
- TGoalVec Build::getAllPossibleSubgoals()
 
- {
 
- 	TGoalVec ret;
 
- 	for(const CGTownInstance * t : cb->getTownsInfo())
 
- 	{
 
- 		//start fresh with every town
 
- 		ai->ah->getBuildingOptions(t);
 
- 		auto immediateBuilding = ai->ah->immediateBuilding();
 
- 		auto expensiveBuilding = ai->ah->expensiveBuilding();
 
- 		//handling for early town development to save money and focus on income
 
- 		if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
 
- 		{
 
- 			auto potentialBuilding = expensiveBuilding.get();
 
- 			switch(expensiveBuilding.get().bid)
 
- 			{
 
- 			case BuildingID::TOWN_HALL:
 
- 			case BuildingID::CITY_HALL:
 
- 			case BuildingID::CAPITOL:
 
- 			case BuildingID::FORT:
 
- 			case BuildingID::CITADEL:
 
- 			case BuildingID::CASTLE:
 
- 				//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
 
- 				auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
 
- 				ret.push_back(goal);
 
- 				return ret;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(immediateBuilding.is_initialized())
 
- 		{
 
- 			ret.push_back(sptr(BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
 
- 		}
 
- 		else //try build later
 
- 		{
 
- 			if(expensiveBuilding.is_initialized())
 
- 			{
 
- 				auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
 
- 				auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
 
- 				ret.push_back(goal);
 
- 			}
 
- 		}
 
- 	}
 
- 	if(ret.empty())
 
- 		throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
 
- 	else
 
- 		return ret;
 
- }
 
- TSubgoal Build::whatToDoToAchieve()
 
- {
 
- 	return fh->chooseSolution(getAllPossibleSubgoals());
 
- }
 
- bool Build::fulfillsMe(TSubgoal goal)
 
- {
 
- 	if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE)
 
- 		return (!town || town == goal->town); //building anything will do, in this town if set
 
- 	else
 
- 		return false;
 
- }
 
- }
 
 
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