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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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