BuildAnalyzer.cpp 11 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. namespace NKAI
  14. {
  15. void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
  16. {
  17. auto townInfo = developmentInfo.town->town;
  18. auto creatures = townInfo->creatures;
  19. auto buildings = townInfo->getAllBuildings();
  20. std::map<BuildingID, BuildingID> parentMap;
  21. for(auto &pair : townInfo->buildings)
  22. {
  23. if(pair.second->upgrade != -1)
  24. {
  25. parentMap[pair.second->upgrade] = pair.first;
  26. }
  27. }
  28. BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST};
  29. for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
  30. {
  31. logAi->trace("Checking dwelling level %d", level);
  32. BuildingInfo nextToBuild = BuildingInfo();
  33. for(BuildingID prefix : prefixes)
  34. {
  35. BuildingID building = BuildingID(prefix + level);
  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::CITADEL, BuildingID::CASTLE});
  62. otherBuildings.push_back({BuildingID::HORDE_1});
  63. otherBuildings.push_back({BuildingID::HORDE_2});
  64. }
  65. for(auto & buildingSet : otherBuildings)
  66. {
  67. for(auto & buildingID : buildingSet)
  68. {
  69. if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
  70. {
  71. developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
  72. break;
  73. }
  74. }
  75. }
  76. }
  77. int32_t convertToGold(const TResources & res)
  78. {
  79. return res[EGameResID::GOLD]
  80. + 75 * (res[EGameResID::WOOD] + res[EGameResID::ORE])
  81. + 125 * (res[EGameResID::GEMS] + res[EGameResID::CRYSTAL] + res[EGameResID::MERCURY] + res[EGameResID::SULFUR]);
  82. }
  83. TResources BuildAnalyzer::getResourcesRequiredNow() const
  84. {
  85. auto resourcesAvailable = ai->getFreeResources();
  86. auto result = requiredResources - resourcesAvailable;
  87. result.positive();
  88. return result;
  89. }
  90. TResources BuildAnalyzer::getTotalResourcesRequired() const
  91. {
  92. auto resourcesAvailable = ai->getFreeResources();
  93. auto result = totalDevelopmentCost - resourcesAvailable;
  94. result.positive();
  95. return result;
  96. }
  97. void BuildAnalyzer::update()
  98. {
  99. logAi->trace("Start analysing build");
  100. BuildingInfo bi;
  101. reset();
  102. auto towns = ai->cb->getTownsInfo();
  103. for(const CGTownInstance* town : towns)
  104. {
  105. logAi->trace("Checking town %s", town->getNameTranslated());
  106. developmentInfos.push_back(TownDevelopmentInfo(town));
  107. TownDevelopmentInfo & developmentInfo = developmentInfos.back();
  108. updateTownDwellings(developmentInfo);
  109. updateOtherBuildings(developmentInfo);
  110. requiredResources += developmentInfo.requiredResources;
  111. totalDevelopmentCost += developmentInfo.townDevelopmentCost;
  112. armyCost += developmentInfo.armyCost;
  113. for(auto bi : developmentInfo.toBuild)
  114. {
  115. logAi->trace("Building preferences %s", bi.toString());
  116. }
  117. }
  118. std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
  119. {
  120. auto val1 = convertToGold(t1.armyCost) - convertToGold(t1.townDevelopmentCost);
  121. auto val2 = convertToGold(t2.armyCost) - convertToGold(t2.townDevelopmentCost);
  122. return val1 > val2;
  123. });
  124. updateDailyIncome();
  125. if(ai->cb->getDate(Date::EDateType::DAY) == 1)
  126. {
  127. goldPreasure = 1;
  128. }
  129. else
  130. {
  131. goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
  132. + (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
  133. }
  134. logAi->trace("Gold preasure: %f", goldPreasure);
  135. }
  136. void BuildAnalyzer::reset()
  137. {
  138. requiredResources = TResources();
  139. totalDevelopmentCost = TResources();
  140. armyCost = TResources();
  141. developmentInfos.clear();
  142. }
  143. BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
  144. const CGTownInstance * town,
  145. BuildingID toBuild,
  146. bool excludeDwellingDependencies) const
  147. {
  148. BuildingID building = toBuild;
  149. auto townInfo = town->town;
  150. const CBuilding * buildPtr = townInfo->buildings.at(building);
  151. const CCreature * creature = nullptr;
  152. CreatureID baseCreatureID;
  153. int creatureLevel = -1;
  154. int creatureUpgrade = 0;
  155. if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
  156. {
  157. creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  158. creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  159. }
  160. else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
  161. {
  162. creatureLevel = townInfo->hordeLvl.at(0);
  163. }
  164. else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
  165. {
  166. creatureLevel = townInfo->hordeLvl.at(1);
  167. }
  168. if(creatureLevel >= 0)
  169. {
  170. auto creatures = townInfo->creatures.at(creatureLevel);
  171. auto creatureID = creatures.size() > creatureUpgrade
  172. ? creatures.at(creatureUpgrade)
  173. : creatures.front();
  174. baseCreatureID = creatures.front();
  175. creature = creatureID.toCreature();
  176. }
  177. auto info = BuildingInfo(buildPtr, creature, baseCreatureID, town, ai);
  178. logAi->trace("checking %s", info.name);
  179. logAi->trace("buildInfo %s", info.toString());
  180. if(!town->hasBuilt(building))
  181. {
  182. auto canBuild = ai->cb->canBuildStructure(town, building);
  183. if(canBuild == EBuildingState::ALLOWED)
  184. {
  185. info.canBuild = true;
  186. }
  187. else if(canBuild == EBuildingState::NO_RESOURCES)
  188. {
  189. logAi->trace("cant build. Not enough resources. Need %s", info.buildCost.toString());
  190. info.notEnoughRes = true;
  191. }
  192. else if(canBuild == EBuildingState::PREREQUIRES)
  193. {
  194. auto buildExpression = town->genBuildingRequirements(building, false);
  195. auto missingBuildings = buildExpression.getFulfillmentCandidates([&](const BuildingID & id) -> bool
  196. {
  197. return town->hasBuilt(id);
  198. });
  199. auto otherDwelling = [](const BuildingID & id) -> bool
  200. {
  201. return BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST;
  202. };
  203. if(vstd::contains_if(missingBuildings, otherDwelling))
  204. {
  205. logAi->trace("cant build. Need other dwelling");
  206. }
  207. else
  208. {
  209. logAi->trace("cant build. Need %d", missingBuildings[0].num);
  210. BuildingInfo prerequisite = getBuildingOrPrerequisite(town, missingBuildings[0], excludeDwellingDependencies);
  211. prerequisite.buildCostWithPrerequisits += info.buildCost;
  212. prerequisite.creatureCost = info.creatureCost;
  213. prerequisite.creatureGrows = info.creatureGrows;
  214. prerequisite.creatureLevel = info.creatureLevel;
  215. prerequisite.creatureID = info.creatureID;
  216. prerequisite.baseCreatureID = info.baseCreatureID;
  217. prerequisite.prerequisitesCount++;
  218. prerequisite.armyCost = info.armyCost;
  219. prerequisite.dailyIncome = info.dailyIncome;
  220. return prerequisite;
  221. }
  222. }
  223. }
  224. else
  225. {
  226. logAi->trace("exists");
  227. info.exists = true;
  228. }
  229. return info;
  230. }
  231. void BuildAnalyzer::updateDailyIncome()
  232. {
  233. auto objects = ai->cb->getMyObjects();
  234. auto towns = ai->cb->getTownsInfo();
  235. dailyIncome = TResources();
  236. for(const CGObjectInstance* obj : objects)
  237. {
  238. const CGMine* mine = dynamic_cast<const CGMine*>(obj);
  239. if(mine)
  240. {
  241. dailyIncome[mine->producedResource.getNum()] += mine->producedQuantity;
  242. }
  243. }
  244. for(const CGTownInstance* town : towns)
  245. {
  246. dailyIncome += town->dailyIncome();
  247. }
  248. }
  249. bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const
  250. {
  251. for(auto tdi : developmentInfos)
  252. {
  253. if(tdi.town->subID == alignment && tdi.town->hasBuilt(bid))
  254. return true;
  255. }
  256. return false;
  257. }
  258. void TownDevelopmentInfo::addExistingDwelling(const BuildingInfo & existingDwelling)
  259. {
  260. existingDwellings.push_back(existingDwelling);
  261. armyCost += existingDwelling.armyCost;
  262. armyStrength += existingDwelling.armyStrength;
  263. }
  264. void TownDevelopmentInfo::addBuildingToBuild(const BuildingInfo & nextToBuild)
  265. {
  266. townDevelopmentCost += nextToBuild.buildCostWithPrerequisits;
  267. if(nextToBuild.canBuild)
  268. {
  269. hasSomethingToBuild = true;
  270. toBuild.push_back(nextToBuild);
  271. }
  272. else if(nextToBuild.notEnoughRes)
  273. {
  274. requiredResources += nextToBuild.buildCost;
  275. hasSomethingToBuild = true;
  276. toBuild.push_back(nextToBuild);
  277. }
  278. }
  279. BuildingInfo::BuildingInfo()
  280. {
  281. id = BuildingID::NONE;
  282. creatureGrows = 0;
  283. creatureID = CreatureID::NONE;
  284. buildCost = 0;
  285. buildCostWithPrerequisits = 0;
  286. prerequisitesCount = 0;
  287. name.clear();
  288. armyStrength = 0;
  289. }
  290. BuildingInfo::BuildingInfo(
  291. const CBuilding * building,
  292. const CCreature * creature,
  293. CreatureID baseCreature,
  294. const CGTownInstance * town,
  295. Nullkiller * ai)
  296. {
  297. id = building->bid;
  298. buildCost = building->resources;
  299. buildCostWithPrerequisits = building->resources;
  300. dailyIncome = building->produce;
  301. exists = town->hasBuilt(id);
  302. prerequisitesCount = 1;
  303. name = building->getNameTranslated();
  304. if(creature)
  305. {
  306. creatureGrows = creature->getGrowth();
  307. creatureID = creature->getId();
  308. creatureCost = creature->getFullRecruitCost();
  309. creatureLevel = creature->getLevel();
  310. baseCreatureID = baseCreature;
  311. if(exists)
  312. {
  313. creatureGrows = town->creatureGrowth(creatureLevel - 1);
  314. }
  315. else
  316. {
  317. if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
  318. {
  319. creatureGrows = creature->getGrowth();
  320. if(town->hasBuilt(BuildingID::CASTLE))
  321. creatureGrows *= 2;
  322. else if(town->hasBuilt(BuildingID::CITADEL))
  323. creatureGrows += creatureGrows / 2;
  324. }
  325. else
  326. {
  327. creatureGrows = creature->getHorde();
  328. }
  329. }
  330. armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
  331. armyCost = creatureCost * creatureGrows;
  332. }
  333. else
  334. {
  335. creatureGrows = 0;
  336. creatureID = CreatureID::NONE;
  337. baseCreatureID = CreatureID::NONE;
  338. creatureCost = TResources();
  339. armyCost = TResources();
  340. creatureLevel = 0;
  341. armyStrength = 0;
  342. }
  343. }
  344. std::string BuildingInfo::toString() const
  345. {
  346. return name + ", cost: " + buildCost.toString()
  347. + ", creature: " + std::to_string(creatureGrows) + " x " + std::to_string(creatureLevel)
  348. + " x " + creatureCost.toString()
  349. + ", daily: " + dailyIncome.toString();
  350. }
  351. }