BuildingManager.cpp 8.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256
  1. /*
  2. * BuildingManager.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 "BuildingManager.h"
  12. #include "../../lib/mapObjects/MapObjects.h"
  13. #include "../../lib/entities/building/CBuilding.h"
  14. bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  15. {
  16. if (maxDays == 0)
  17. {
  18. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  19. return false;
  20. }
  21. if (!vstd::contains(t->getTown()->buildings, building))
  22. return false; // no such building in town
  23. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  24. return true;
  25. const auto & buildPtr = t->getTown()->buildings.at(building);
  26. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  27. {
  28. return t->hasBuilt(buildID);
  29. });
  30. toBuild.push_back(building);
  31. for (BuildingID buildID : toBuild)
  32. {
  33. EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  34. if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
  35. return false; //we won't be able to build this
  36. }
  37. if (maxDays && toBuild.size() > maxDays)
  38. return false;
  39. //TODO: calculate if we have enough resources to build it in maxDays?
  40. for (const auto & buildID : toBuild)
  41. {
  42. const auto & b = t->getTown()->buildings.at(buildID);
  43. EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  44. if (canBuild == EBuildingState::ALLOWED)
  45. {
  46. PotentialBuilding pb;
  47. pb.bid = buildID;
  48. pb.price = t->getBuildingCost(buildID);
  49. immediateBuildings.push_back(pb); //these are checked again in try
  50. return true;
  51. }
  52. else if (canBuild == EBuildingState::PREREQUIRES)
  53. {
  54. // can happen when dependencies have their own missing dependencies
  55. if (tryBuildThisStructure(t, buildID, maxDays - 1))
  56. return true;
  57. }
  58. else if (canBuild == EBuildingState::MISSING_BASE)
  59. {
  60. if (tryBuildThisStructure(t, b->upgrade, maxDays - 1))
  61. return true;
  62. }
  63. else if (canBuild == EBuildingState::NO_RESOURCES)
  64. {
  65. //we may need to gather resources for those
  66. PotentialBuilding pb;
  67. pb.bid = buildID;
  68. pb.price = t->getBuildingCost(buildID);
  69. expensiveBuildings.push_back(pb); //these are checked again in try
  70. return false;
  71. }
  72. else
  73. return false;
  74. }
  75. return false;
  76. }
  77. bool BuildingManager::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  78. {
  79. for (const auto & building : buildList)
  80. {
  81. if (t->hasBuilt(building))
  82. continue;
  83. return tryBuildThisStructure(t, building, maxDays);
  84. }
  85. return false; //Can't build anything
  86. }
  87. std::optional<BuildingID> BuildingManager::canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays) const
  88. {
  89. for (const auto & building : buildList)
  90. {
  91. if (t->hasBuilt(building))
  92. continue;
  93. switch (cb->canBuildStructure(t, building))
  94. {
  95. case EBuildingState::ALLOWED:
  96. case EBuildingState::NO_RESOURCES: //TODO: allow this via optional parameter?
  97. return std::optional<BuildingID>(building);
  98. break;
  99. }
  100. }
  101. return std::optional<BuildingID>(); //Can't build anything
  102. }
  103. bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  104. {
  105. for (const auto & building : buildList)
  106. {
  107. if (t->hasBuilt(building))
  108. continue;
  109. return tryBuildThisStructure(t, building, maxDays);
  110. }
  111. return false; //Nothing to build
  112. }
  113. void BuildingManager::init(CPlayerSpecificInfoCallback * CB)
  114. {
  115. cb = CB;
  116. }
  117. void BuildingManager::setAI(VCAI * AI)
  118. {
  119. ai = AI;
  120. }
  121. //Set of buildings for different goals. Does not include any prerequisites.
  122. static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
  123. static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
  124. static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
  125. static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
  126. static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  127. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
  128. static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  129. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
  130. static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
  131. static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  132. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
  133. static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,
  134. BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
  135. bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
  136. {
  137. //TODO make *real* town development system
  138. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  139. //TODO: build resource silo, defences when needed
  140. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  141. //TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal.
  142. immediateBuildings.clear();
  143. expensiveBuildings.clear();
  144. //below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
  145. //changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
  146. // TResources currentRes = cb->getResourceAmount();
  147. // TResources currentIncome = t->dailyIncome();
  148. if(tryBuildAnyStructure(t, essential))
  149. return true;
  150. if (cb->getDate(Date::DAY_OF_WEEK) < 5) // first 4 days of week - try to focus on dwellings
  151. {
  152. if (tryBuildNextStructure(t, unitsSource, 4))
  153. return true;
  154. }
  155. if (cb->getDate(Date::DAY_OF_WEEK) > 4) // last 3 days of week - try to focus on growth by building Fort/Citadel/Castle
  156. {
  157. if (tryBuildNextStructure(t, defence, 3))
  158. return true;
  159. }
  160. if (t->hasBuilt(BuildingID::CASTLE))
  161. {
  162. if (tryBuildAnyStructure(t, unitGrowth))
  163. return true;
  164. }
  165. //try to make City Hall
  166. if (tryBuildNextStructure(t, basicGoldSource))
  167. return true;
  168. //workaround for mantis #2696 - build capitol with separate algorithm if it is available
  169. if(t->hasBuilt(BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
  170. {
  171. if(tryBuildNextStructure(t, capitolAndRequirements))
  172. return true;
  173. }
  174. //try to upgrade dwelling
  175. for (int i = 0; i < unitsUpgrade.size(); i++)
  176. {
  177. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
  178. {
  179. if (tryBuildThisStructure(t, unitsUpgrade[i]))
  180. return true;
  181. }
  182. }
  183. //remaining tasks
  184. if (tryBuildNextStructure(t, _spells))
  185. return true;
  186. if (tryBuildAnyStructure(t, extra))
  187. return true;
  188. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  189. std::vector<BuildingID> extraBuildings;
  190. for (const auto & buildingInfo : t->getTown()->buildings)
  191. {
  192. if (buildingInfo.first.isDwelling() && BuildingID::getUpgradedFromDwelling(buildingInfo.first) > 1)
  193. extraBuildings.push_back(buildingInfo.first);
  194. }
  195. return tryBuildAnyStructure(t, extraBuildings);
  196. }
  197. BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
  198. {
  199. if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  200. return BuildingID::CAPITOL;
  201. else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  202. return BuildingID::CITY_HALL;
  203. else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
  204. return BuildingID::TOWN_HALL;
  205. else
  206. return BuildingID::VILLAGE_HALL;
  207. }
  208. std::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
  209. {
  210. if (immediateBuildings.size())
  211. return std::optional<PotentialBuilding>(immediateBuildings.front()); //back? whatever
  212. else
  213. return std::optional<PotentialBuilding>();
  214. }
  215. std::optional<PotentialBuilding> BuildingManager::expensiveBuilding() const
  216. {
  217. if (expensiveBuildings.size())
  218. return std::optional<PotentialBuilding>(expensiveBuildings.front());
  219. else
  220. return std::optional<PotentialBuilding>();
  221. }