BuildAnalyzer.cpp 12 KB

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  1. /*
  2. * BuildAnalyzer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "../Engine/Nullkiller.h"
  12. #include "../Engine/Nullkiller.h"
  13. #include "../../../lib/entities/building/CBuilding.h"
  14. namespace NKAI
  15. {
  16. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  17. {
  18. auto townInfo = developmentInfo.town->getTown();
  19. auto creatures = townInfo->creatures;
  20. auto buildings = townInfo->getAllBuildings();
  21. std::map<BuildingID, BuildingID> parentMap;
  22. for(auto &pair : townInfo->buildings)
  23. {
  24. if(pair.second->upgrade != BuildingID::NONE)
  25. {
  26. parentMap[pair.second->upgrade] = pair.first;
  27. }
  28. }
  29. for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++)
  30. {
  31. logAi->trace("Checking dwelling level %d", level);
  32. BuildingInfo nextToBuild = BuildingInfo();
  33. for(int upgradeIndex : {2, 1, 0})
  34. {
  35. BuildingID building = BuildingID(BuildingID::getDwellingFromLevel(level, upgradeIndex));
  36. if(!vstd::contains(buildings, building))
  37. continue; // no such building in town
  38. auto info = getBuildingOrPrerequisite(developmentInfo.town, building);
  39. if(info.exists)
  40. {
  41. developmentInfo.addExistingDwelling(info);
  42. break;
  43. }
  44. nextToBuild = info;
  45. }
  46. if(nextToBuild.id != BuildingID::NONE)
  47. {
  48. developmentInfo.addBuildingToBuild(nextToBuild);
  49. }
  50. }
  51. }
  52. void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
  53. {
  54. logAi->trace("Checking other buildings");
  55. std::vector<std::vector<BuildingID>> otherBuildings = {
  56. {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
  57. {BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
  58. };
  59. if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
  60. {
  61. otherBuildings.push_back({BuildingID::HORDE_1});
  62. otherBuildings.push_back({BuildingID::HORDE_2});
  63. }
  64. otherBuildings.push_back({ BuildingID::CITADEL, BuildingID::CASTLE });
  65. otherBuildings.push_back({ BuildingID::RESOURCE_SILO });
  66. otherBuildings.push_back({ BuildingID::SPECIAL_1 });
  67. otherBuildings.push_back({ BuildingID::SPECIAL_2 });
  68. otherBuildings.push_back({ BuildingID::SPECIAL_3 });
  69. otherBuildings.push_back({ BuildingID::SPECIAL_4 });
  70. otherBuildings.push_back({ BuildingID::MARKETPLACE });
  71. for(auto & buildingSet : otherBuildings)
  72. {
  73. for(auto & buildingID : buildingSet)
  74. {
  75. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID))
  76. {
  77. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  78. break;
  79. }
  80. }
  81. }
  82. }
  83. int32_t convertToGold(const TResources & res)
  84. {
  85. return res[EGameResID::GOLD]
  86. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  87. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  88. }
  89. TResources withoutGold(TResources other)
  90. {
  91. other[GameResID::GOLD] = 0;
  92. return other;
  93. }
  94. TResources BuildAnalyzer::getResourcesRequiredNow() const
  95. {
  96. auto resourcesAvailable = ai->getFreeResources();
  97. auto result = withoutGold(armyCost) + requiredResources - resourcesAvailable;
  98. result.positive();
  99. return result;
  100. }
  101. TResources BuildAnalyzer::getTotalResourcesRequired() const
  102. {
  103. auto resourcesAvailable = ai->getFreeResources();
  104. auto result = totalDevelopmentCost + withoutGold(armyCost) - resourcesAvailable;
  105. result.positive();
  106. return result;
  107. }
  108. bool BuildAnalyzer::isGoldPressureHigh() const
  109. {
  110. return goldPressure > ai->settings->getMaxGoldPressure();
  111. }
  112. void BuildAnalyzer::update()
  113. {
  114. logAi->trace("Start analysing build");
  115. BuildingInfo bi;
  116. reset();
  117. auto towns = ai->cb->getTownsInfo();
  118. float economyDevelopmentCost = 0;
  119. for(const CGTownInstance* town : towns)
  120. {
  121. logAi->trace("Checking town %s", town->getNameTranslated());
  122. developmentInfos.push_back(TownDevelopmentInfo(town));
  123. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  124. updateTownDwellings(developmentInfo);
  125. updateOtherBuildings(developmentInfo);
  126. requiredResources += developmentInfo.requiredResources;
  127. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  128. for(auto building : developmentInfo.toBuild)
  129. {
  130. if (building.dailyIncome[EGameResID::GOLD] > 0)
  131. economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
  132. }
  133. armyCost += developmentInfo.armyCost;
  134. for(auto bi : developmentInfo.toBuild)
  135. {
  136. logAi->trace("Building preferences %s", bi.toString());
  137. }
  138. }
  139. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  140. {
  141. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  142. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  143. return val1 > val2;
  144. });
  145. updateDailyIncome();
  146. goldPressure = (ai->getLockedResources()[EGameResID::GOLD] + (float)armyCost[EGameResID::GOLD] + economyDevelopmentCost) / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  147. logAi->trace("Gold pressure: %f", goldPressure);
  148. }
  149. void BuildAnalyzer::reset()
  150. {
  151. requiredResources = TResources();
  152. totalDevelopmentCost = TResources();
  153. armyCost = TResources();
  154. developmentInfos.clear();
  155. }
  156. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  157. const CGTownInstance * town,
  158. BuildingID toBuild,
  159. bool excludeDwellingDependencies) const
  160. {
  161. BuildingID building = toBuild;
  162. auto townInfo = town->getTown();
  163. const CBuilding * buildPtr = townInfo->buildings.at(building);
  164. const CCreature * creature = nullptr;
  165. CreatureID baseCreatureID;
  166. int creatureLevel = -1;
  167. int creatureUpgrade = 0;
  168. if(toBuild.IsDwelling())
  169. {
  170. creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
  171. creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
  172. }
  173. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  174. {
  175. creatureLevel = townInfo->hordeLvl.at(0);
  176. }
  177. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  178. {
  179. creatureLevel = townInfo->hordeLvl.at(1);
  180. }
  181. if(creatureLevel >= 0)
  182. {
  183. auto creatures = townInfo->creatures.at(creatureLevel);
  184. auto creatureID = creatures.size() > creatureUpgrade
  185. ? creatures.at(creatureUpgrade)
  186. : creatures.front();
  187. baseCreatureID = creatures.front();
  188. creature = creatureID.toCreature();
  189. }
  190. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  191. //logAi->trace("checking %s buildInfo %s", info.name, info.toString());
  192. int highestFort = 0;
  193. for (auto twn : ai->cb->getTownsInfo())
  194. {
  195. highestFort = std::max(highestFort, (int)twn->fortLevel());
  196. }
  197. if(!town->hasBuilt(building))
  198. {
  199. auto canBuild = ai->cb->canBuildStructure(town, building);
  200. if(canBuild == EBuildingState::ALLOWED)
  201. {
  202. info.canBuild = true;
  203. }
  204. else if(canBuild == EBuildingState::NO_RESOURCES)
  205. {
  206. //logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  207. info.notEnoughRes = true;
  208. }
  209. else if(canBuild == EBuildingState::PREREQUIRES)
  210. {
  211. auto buildExpression = town->genBuildingRequirements(building, false);
  212. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  213. {
  214. return town->hasBuilt(id);
  215. });
  216. auto otherDwelling = [](const BuildingID & id) -> bool
  217. {
  218. return id.IsDwelling();
  219. };
  220. if(vstd::contains_if(missingBuildings, otherDwelling))
  221. {
  222. logAi->trace("cant build. Need other dwelling");
  223. }
  224. else if(missingBuildings[0] != toBuild)
  225. {
  226. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  227. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  228. prerequisite.buildCostWithPrerequisites += info.buildCost;
  229. prerequisite.creatureCost = info.creatureCost;
  230. prerequisite.creatureGrows = info.creatureGrows;
  231. prerequisite.creatureLevel = info.creatureLevel;
  232. prerequisite.creatureID = info.creatureID;
  233. prerequisite.baseCreatureID = info.baseCreatureID;
  234. prerequisite.prerequisitesCount++;
  235. prerequisite.armyCost = info.armyCost;
  236. bool haveSameOrBetterFort = false;
  237. if (prerequisite.id == BuildingID::FORT && highestFort >= CGTownInstance::EFortLevel::FORT)
  238. haveSameOrBetterFort = true;
  239. if (prerequisite.id == BuildingID::CITADEL && highestFort >= CGTownInstance::EFortLevel::CITADEL)
  240. haveSameOrBetterFort = true;
  241. if (prerequisite.id == BuildingID::CASTLE && highestFort >= CGTownInstance::EFortLevel::CASTLE)
  242. haveSameOrBetterFort = true;
  243. if(!haveSameOrBetterFort)
  244. prerequisite.dailyIncome = info.dailyIncome;
  245. return prerequisite;
  246. }
  247. else
  248. {
  249. logAi->trace("Cant build. The building requires itself as prerequisite");
  250. return info;
  251. }
  252. }
  253. }
  254. else
  255. {
  256. logAi->trace("exists");
  257. info.exists = true;
  258. }
  259. return info;
  260. }
  261. void BuildAnalyzer::updateDailyIncome()
  262. {
  263. auto objects = ai->cb->getMyObjects();
  264. auto towns = ai->cb->getTownsInfo();
  265. dailyIncome = TResources();
  266. for(const CGObjectInstance* obj : objects)
  267. {
  268. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  269. if(mine)
  270. dailyIncome += mine->dailyIncome();
  271. }
  272. for(const CGTownInstance* town : towns)
  273. {
  274. dailyIncome += town->dailyIncome();
  275. }
  276. }
  277. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  278. {
  279. for(auto tdi : developmentInfos)
  280. {
  281. if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid))
  282. return true;
  283. }
  284. return false;
  285. }
  286. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  287. {
  288. existingDwellings.push_back(existingDwelling);
  289. armyCost += existingDwelling.armyCost;
  290. armyStrength += existingDwelling.armyStrength;
  291. }
  292. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  293. {
  294. townDevelopmentCost += nextToBuild.buildCostWithPrerequisites;
  295. townDevelopmentCost += withoutGold(nextToBuild.armyCost);
  296. if(nextToBuild.canBuild)
  297. {
  298. hasSomethingToBuild = true;
  299. toBuild.push_back(nextToBuild);
  300. }
  301. else if(nextToBuild.notEnoughRes)
  302. {
  303. requiredResources += nextToBuild.buildCost;
  304. hasSomethingToBuild = true;
  305. toBuild.push_back(nextToBuild);
  306. }
  307. }
  308. BuildingInfo::BuildingInfo()
  309. {
  310. id = BuildingID::NONE;
  311. creatureGrows = 0;
  312. creatureID = CreatureID::NONE;
  313. buildCost = 0;
  314. buildCostWithPrerequisites = 0;
  315. prerequisitesCount = 0;
  316. name.clear();
  317. armyStrength = 0;
  318. }
  319. BuildingInfo::BuildingInfo(
  320. const CBuilding * building,
  321. const CCreature * creature,
  322. CreatureID baseCreature,
  323. const CGTownInstance * town,
  324. Nullkiller * ai)
  325. {
  326. id = building->bid;
  327. buildCost = building->resources;
  328. buildCostWithPrerequisites = building->resources;
  329. dailyIncome = building->produce;
  330. exists = town->hasBuilt(id);
  331. prerequisitesCount = 1;
  332. name = building->getNameTranslated();
  333. if(creature)
  334. {
  335. creatureGrows = creature->getGrowth();
  336. creatureID = creature->getId();
  337. creatureCost = creature->getFullRecruitCost();
  338. creatureLevel = creature->getLevel();
  339. baseCreatureID = baseCreature;
  340. if(exists)
  341. {
  342. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  343. }
  344. else
  345. {
  346. if(id.IsDwelling())
  347. {
  348. creatureGrows = creature->getGrowth();
  349. if(town->hasBuilt(BuildingID::CASTLE))
  350. creatureGrows *= 2;
  351. else if(town->hasBuilt(BuildingID::CITADEL))
  352. creatureGrows += creatureGrows / 2;
  353. }
  354. else
  355. {
  356. creatureGrows = creature->getHorde();
  357. }
  358. }
  359. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  360. armyCost = creatureCost * creatureGrows;
  361. }
  362. else
  363. {
  364. creatureGrows = 0;
  365. creatureID = CreatureID::NONE;
  366. baseCreatureID = CreatureID::NONE;
  367. creatureCost = TResources();
  368. armyCost = TResources();
  369. creatureLevel = 0;
  370. armyStrength = 0;
  371. }
  372. }
  373. std::string BuildingInfo::toString() const
  374. {
  375. return name + ", cost: " + buildCost.toString()
  376. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  377. + " x " + creatureCost.toString()
  378. + ", daily: " + dailyIncome.toString();
  379. }
  380. }