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- /*
- * RecruitHeroBehavior.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 "RecruitHeroBehavior.h"
- #include "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- namespace NKAI
- {
- using namespace Goals;
- std::string RecruitHeroBehavior::toString() const
- {
- return "Recruit hero";
- }
- Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- auto towns = ai->cb->getTownsInfo();
- auto ourHeroes = ai->heroManager->getHeroRoles();
- auto minScoreToHireMain = std::numeric_limits<float>::max();
- int currentArmyValue = 0;
- for(auto hero : ourHeroes)
- {
- currentArmyValue += hero.first->getArmyCost();
- if(hero.second != HeroRole::MAIN)
- continue;
- auto newScore = ai->heroManager->evaluateHero(hero.first.get());
- if(minScoreToHireMain > newScore)
- {
- // weakest main hero score
- minScoreToHireMain = newScore;
- }
- }
- // If we don't have any heros we might want to lower our expectations.
- if (ourHeroes.empty())
- minScoreToHireMain = 0;
- const CGHeroInstance* bestHeroToHire = nullptr;
- const CGTownInstance* bestTownToHireFrom = nullptr;
- float bestScore = 0;
- bool haveCapitol = false;
- ai->dangerHitMap->updateHitMap();
- int treasureSourcesCount = 0;
- int bestClosestThreat = UINT8_MAX;
-
- for(auto town : towns)
- {
- uint8_t closestThreat = UINT8_MAX;
- for (auto threat : ai->dangerHitMap->getTownThreats(town))
- {
- closestThreat = std::min(closestThreat, threat.turn);
- }
- //Don't hire a hero where there already is one present
- if (town->visitingHero && town->garrisonHero)
- continue;
- float visitability = 0;
- for (auto checkHero : ourHeroes)
- {
- if (ai->dangerHitMap->getClosestTown(checkHero.first.get()->visitablePos()) == town)
- visitability++;
- }
- if(ai->heroManager->canRecruitHero(town))
- {
- auto availableHeroes = ai->cb->getAvailableHeroes(town);
-
- for (auto obj : ai->objectClusterizer->getNearbyObjects())
- {
- if ((obj->ID == Obj::RESOURCE)
- || obj->ID == Obj::TREASURE_CHEST
- || obj->ID == Obj::CAMPFIRE
- || isWeeklyRevisitable(ai, obj)
- || obj->ID == Obj::ARTIFACT)
- {
- auto tile = obj->visitablePos();
- auto closestTown = ai->dangerHitMap->getClosestTown(tile);
- if (town == closestTown)
- treasureSourcesCount++;
- }
- }
- for(auto hero : availableHeroes)
- {
- if ((town->visitingHero || town->garrisonHero)
- && closestThreat < 1
- && hero->getArmyCost() < GameConstants::HERO_GOLD_COST / 3.0)
- continue;
- auto score = ai->heroManager->evaluateHero(hero);
- if(score > minScoreToHireMain)
- {
- score *= score / minScoreToHireMain;
- }
- score *= (hero->getArmyCost() + currentArmyValue);
- if (hero->getFactionID() == town->getFactionID())
- score *= 1.5;
- if (vstd::isAlmostZero(visitability))
- score *= 30 * town->getTownLevel();
- else
- score *= town->getTownLevel() / visitability;
- if (score > bestScore)
- {
- bestScore = score;
- bestHeroToHire = hero;
- bestTownToHireFrom = town;
- bestClosestThreat = closestThreat;
- }
- }
- }
- if (town->hasCapitol())
- haveCapitol = true;
- }
- if (bestHeroToHire && bestTownToHireFrom)
- {
- if (ai->cb->getHeroesInfo().size() == 0
- || treasureSourcesCount > ai->cb->getHeroesInfo().size() * 5
- || (bestHeroToHire->getArmyCost() > GameConstants::HERO_GOLD_COST / 2.0 && (bestClosestThreat < 1 || !ai->buildAnalyzer->isGoldPressureHigh()))
- || (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol)
- || (ai->getFreeResources()[EGameResID::GOLD] > 30000 && !ai->buildAnalyzer->isGoldPressureHigh()))
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(bestTownToHireFrom, bestHeroToHire).setpriority((float)3 / (ourHeroes.size() + 1))));
- }
- }
- return tasks;
- }
- }
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