| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697 | /** 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"namespace Nullkiller{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.has_value())		{			auto potentialBuilding = expensiveBuilding.value();			switch(expensiveBuilding.value().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.has_value())		{			ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick		}		else //try build later		{			if(expensiveBuilding.has_value())			{				auto potentialBuilding = expensiveBuilding.value(); //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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