| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 | /** 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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