BuyArmyBehavior.cpp 1.9 KB

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  1. /*
  2. * BuyArmyBehavior.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 "BuyArmyBehavior.h"
  12. #include "../AIGateway.h"
  13. #include "../AIUtility.h"
  14. #include "../Goals/BuyArmy.h"
  15. #include "../Engine/Nullkiller.h"
  16. namespace NK2AI
  17. {
  18. using namespace Goals;
  19. std::string BuyArmyBehavior::toString() const
  20. {
  21. return "Buy army";
  22. }
  23. Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
  24. {
  25. Goals::TGoalVec tasks;
  26. auto heroes = ccTl->getHeroesInfo();
  27. if(heroes.empty())
  28. {
  29. return tasks;
  30. }
  31. // Simplification: Moved this call before getting into the decomposer
  32. // aiNk->dangerHitMap->updateHitMap();
  33. for(auto town : ccTl->getTownsInfo())
  34. {
  35. uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
  36. if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && ccTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  37. {
  38. return tasks;
  39. }
  40. auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(
  41. town,
  42. aiNk->getFreeResources());
  43. for(const CGHeroInstance * targetHero : heroes)
  44. {
  45. if(aiNk->heroManager->getHeroRole(HeroPtr(targetHero)) == HeroRole::MAIN)
  46. {
  47. auto reinforcement = aiNk->armyManager->howManyReinforcementsCanGet(
  48. targetHero,
  49. targetHero,
  50. &*townArmyAvailableToBuy,
  51. TerrainId::NONE);
  52. if(reinforcement)
  53. vstd::amin(reinforcement, aiNk->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
  54. if(reinforcement)
  55. {
  56. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(reinforcement)));
  57. }
  58. }
  59. }
  60. }
  61. return tasks;
  62. }
  63. }