Example #1
0
        result_type operator() (const ResourceInfo::BaseNode& node)
        {
            info.rawHappy = node.baseHappy;

            for (size_t i = 0, count = node.buildingNodes.size(); i < count; ++i)
            {
                (*this)(node.buildingNodes[i]);
            }

            CityIter iter(CvPlayerAI::getPlayer(playerType_));
            CvCity* pLoopCity;
            // how many citizens are made happy now if we had the resource, how many would be happy if we had the requisite buildings,
            // and how many more could be made happy with the buildings we have.
            // E.g. suppose we have 1 unhappy citizen in a city, with a forge - and we analyse gold - this would give:
            // actualHappy = 1, potentialHappy = 0, unusedHappy = 1, but if the city had no forge, it should give:
            // actualHappy = 1, potentialHappy = 1, unusedHappy = 0
            int actualHappy = 0, potentialHappy = 0, unusedHappy = 0;
            while (pLoopCity = iter())
            {
                int unhappyCitizens = std::max<int>(0, pLoopCity->unhappyLevel() - pLoopCity->happyLevel());

                int baseHappy = std::min<int>(node.baseHappy, unhappyCitizens);
                // have we got any left?
                unhappyCitizens = std::max<int>(0, unhappyCitizens - baseHappy);

                if (unhappyCitizens == 0)
                {
                    unusedHappy += node.baseHappy - baseHappy;
                }
                actualHappy += baseHappy;

                for (size_t i = 0, count = info.buildingHappy.size(); i < count; ++i)
                {
                    int buildingCount = pLoopCity->getNumBuilding(info.buildingHappy[i].first);
                    if (buildingCount > 0)
                    {
                        int thisBuildingCount = std::min<int>(buildingCount * info.buildingHappy[i].second, unhappyCitizens);
                        unhappyCitizens = std::max<int>(0, unhappyCitizens - thisBuildingCount);

                        if (unhappyCitizens == 0)
                        {
                            unusedHappy += buildingCount * info.buildingHappy[i].second - thisBuildingCount;
                        }

                        actualHappy += thisBuildingCount;
                    }
                    else  // just assumes one building allowed (should use getCITY_MAX_NUM_BUILDINGS(), but this would be wrong if building is limited in some other way, e.g. wonders)
                    {
                        potentialHappy += info.buildingHappy[i].second;
                    }
                }
            }
            info.actualHappy = actualHappy;
            info.potentialHappy = potentialHappy;
            info.unusedHappy = unusedHappy;
        }
Example #2
0
        result_type operator() (const ResourceInfo::BaseNode& node)
        {
            info.rawHealth = node.baseHealth;

            for (size_t i = 0, count = node.buildingNodes.size(); i < count; ++i)
            {
                (*this)(node.buildingNodes[i]);
            }

            CityIter iter(CvPlayerAI::getPlayer(playerType_));
            CvCity* pLoopCity;
            int actualHealth = 0, potentialHealth = 0, unusedHealth = 0;
            while (pLoopCity = iter())
            {
                int unhealthyCitizens = pLoopCity->healthRate();

                int baseHealth = std::min<int>(node.baseHealth, unhealthyCitizens);
                // have we got any left?
                unhealthyCitizens = std::max<int>(0, unhealthyCitizens - baseHealth);

                if (unhealthyCitizens == 0)
                {
                    unusedHealth += node.baseHealth - baseHealth;
                }
                actualHealth += baseHealth;

                for (size_t i = 0, count = info.buildingHealth.size(); i < count; ++i)
                {
                    int buildingCount = pLoopCity->getNumBuilding(info.buildingHealth[i].first);
                    if (buildingCount > 0)
                    {
                        int thisBuildingCount = std::min<int>(buildingCount * info.buildingHealth[i].second, unhealthyCitizens);
                        unhealthyCitizens = std::max<int>(0, unhealthyCitizens - thisBuildingCount);

                        if (unhealthyCitizens == 0)
                        {
                            unusedHealth += buildingCount * info.buildingHealth[i].second - thisBuildingCount;
                        }

                        actualHealth += thisBuildingCount;
                    }
                    else  // just assumes one building allowed
                    {
                        potentialHealth += info.buildingHealth[i].second;
                    }
                }
            }
            info.actualHealth = actualHealth;
            info.potentialHealth = potentialHealth;
            info.unusedHealth = unusedHealth;
        }
Example #3
0
        bool operator() (const UnitInfo::BaseNode& node) const
        {
#ifdef ALTAI_DEBUG
            //std::ostream& os = CivLog::getLog(*player_.getCvPlayer())->getStream();
#endif
            // includes great people
            if (node.cost < 0)
            {
                // do great people if city can produce the right type of great people points from specialists
                return false;
            }

            for (size_t i = 0, count = node.techTypes.size(); i < count; ++i)
            {
                // if we don't we have the tech and its depth is deeper than our lookaheadDepth, return false
                if (!civHelper_->hasTech(node.techTypes[i]) &&
                    (lookaheadDepth_ == 0 || pAnalysis_->getTechResearchDepth(node.techTypes[i]) > lookaheadDepth_))
                {
                    return false;
                }
            }

            for (size_t i = 0, count = node.nodes.size(); i < count; ++i)
            {
                if (!boost::apply_visitor(*this, node.nodes[i]))
                {
                    return false;
                }
            }

            if (node.specialUnitType != NO_SPECIALUNIT)
            {
                if (!gGlobals.getGame().isSpecialUnitValid(node.specialUnitType))
                {
                    return false;
                }
            }

            // todo - add religion and any other checks
            bool passedAreaCheck = node.minAreaSize < 0, passedBonusCheck = ignoreRequiredResources_ || (node.andBonusTypes.empty() && node.orBonusTypes.empty());
            bool passedBuildingCheck = node.prereqBuildingType == NO_BUILDING;

            if (!passedBuildingCheck)
            {
                SpecialBuildingTypes specialBuildingType = (SpecialBuildingTypes)gGlobals.getBuildingInfo(node.prereqBuildingType).getSpecialBuildingType();
                if (specialBuildingType != NO_SPECIALBUILDING)
                {
                    passedBuildingCheck = player_.getCivHelper()->getSpecialBuildingNotRequiredCount(specialBuildingType) > 0;
                }
            }
#ifdef ALTAI_DEBUG
            //os << "\narea check = " << passedAreaCheck << ", bonus check = " << passedBonusCheck << ", building check = " << passedBuildingCheck;
#endif

            CityIter cityIter(*player_.getCvPlayer());
            CvCity* pCity;

            while (pCity = cityIter())
            {
                if (!passedAreaCheck)
                {
                    if (node.domainType == DOMAIN_SEA)
                    {
                        if (pCity->isCoastal(node.minAreaSize))
                        {
                            passedAreaCheck = true;
                        }
                    }
                    else if (node.domainType == DOMAIN_LAND)
                    {
                        if (pCity->area()->getNumTiles() >= node.minAreaSize)
                        {
                            passedAreaCheck = true;
                        }
                    }
                }

                if (!passedBonusCheck)
                {
                    bool foundAllAndBonuses = true, foundOrBonus = node.orBonusTypes.empty();
                    for (size_t i = 0, count = node.andBonusTypes.size(); i < count; ++i)
                    {
                        if (!pCity->hasBonus(node.andBonusTypes[i]))
                        {
                            foundAllAndBonuses = false;
                            break;
                        }
                    }

                    if (foundAllAndBonuses)
                    {
                        for (size_t i = 0, count = node.orBonusTypes.size(); i < count; ++i)
                        {
                            if (pCity->hasBonus(node.orBonusTypes[i]))
                            {
                                foundOrBonus = true;
                                break;
                            }
                        }

                        if (foundOrBonus)
                        {
                            passedBonusCheck = true;
                        }
                    }
                }

                if (!passedBuildingCheck)
                {
                    passedBuildingCheck = pCity->getNumBuilding(node.prereqBuildingType) > 0;
                }
            }
            return passedAreaCheck && passedBonusCheck && passedBuildingCheck;
        }