StartupBehavior.cpp 6.1 KB

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  1. /*
  2. * StartupBehavior.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 "StartupBehavior.h"
  12. #include "../AIGateway.h"
  13. #include "../AIUtility.h"
  14. #include "../Goals/BuildThis.h"
  15. #include "../Goals/RecruitHero.h"
  16. #include "../Goals/ExecuteHeroChain.h"
  17. #include "../Goals/ExchangeSwapTownHeroes.h"
  18. #include "lib/mapObjects/MapObjects.h" //for victory conditions
  19. #include "../Engine/Nullkiller.h"
  20. namespace NKAI
  21. {
  22. extern boost::thread_specific_ptr<CCallback> cb;
  23. extern boost::thread_specific_ptr<AIGateway> ai;
  24. using namespace Goals;
  25. std::string StartupBehavior::toString() const
  26. {
  27. return "Startup";
  28. }
  29. const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
  30. {
  31. auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
  32. {
  33. if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  34. return 1;
  35. return path.movementCost();
  36. });
  37. return shortestPath;
  38. }
  39. const CGHeroInstance * getNearestHero(const CGTownInstance * town)
  40. {
  41. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  42. if(paths.empty())
  43. return nullptr;
  44. auto shortestPath = getShortestPath(town, paths);
  45. if(shortestPath.nodes.size() > 1
  46. || shortestPath.turn() != 0
  47. || shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
  48. || (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
  49. return nullptr;
  50. return shortestPath.targetHero;
  51. }
  52. bool needToRecruitHero(const CGTownInstance * startupTown)
  53. {
  54. if(!ai->nullkiller->heroManager->canRecruitHero(startupTown))
  55. return false;
  56. if(!startupTown->garrisonHero && !startupTown->visitingHero)
  57. return true;
  58. int treasureSourcesCount = 0;
  59. for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
  60. {
  61. if((obj->ID == Obj::RESOURCE && obj->subID == GameResID(EGameResID::GOLD))
  62. || obj->ID == Obj::TREASURE_CHEST
  63. || obj->ID == Obj::CAMPFIRE
  64. || obj->ID == Obj::WATER_WHEEL)
  65. {
  66. treasureSourcesCount++;
  67. }
  68. }
  69. auto basicCount = cb->getTownsInfo().size() + 2;
  70. auto boost = std::min(
  71. (int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
  72. treasureSourcesCount / 2);
  73. logAi->trace("Treasure sources found %d", treasureSourcesCount);
  74. logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
  75. return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
  76. }
  77. Goals::TGoalVec StartupBehavior::decompose() const
  78. {
  79. Goals::TGoalVec tasks;
  80. auto towns = cb->getTownsInfo();
  81. if(!towns.size())
  82. return tasks;
  83. const CGTownInstance * startupTown = towns.front();
  84. if(towns.size() > 1)
  85. {
  86. startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
  87. {
  88. if(town->garrisonHero)
  89. return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
  90. auto closestHero = getNearestHero(town);
  91. if(closestHero)
  92. return ai->nullkiller->heroManager->evaluateHero(closestHero);
  93. return 0;
  94. });
  95. }
  96. if(!startupTown->hasBuilt(BuildingID::TAVERN)
  97. && cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
  98. {
  99. tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
  100. return tasks;
  101. }
  102. bool canRecruitHero = needToRecruitHero(startupTown);
  103. auto closestHero = getNearestHero(startupTown);
  104. if(closestHero)
  105. {
  106. if(!startupTown->visitingHero)
  107. {
  108. if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
  109. {
  110. auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
  111. if(paths.size())
  112. {
  113. auto path = getShortestPath(startupTown, paths);
  114. tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
  115. }
  116. }
  117. }
  118. else
  119. {
  120. auto visitingHero = startupTown->visitingHero.get();
  121. auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
  122. if(startupTown->garrisonHero)
  123. {
  124. auto garrisonHero = startupTown->garrisonHero.get();
  125. auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
  126. if(visitingHeroScore > garrisonHeroScore
  127. || (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
  128. {
  129. if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
  130. {
  131. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  132. }
  133. }
  134. else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
  135. {
  136. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
  137. }
  138. }
  139. else if(canRecruitHero)
  140. {
  141. auto canPickTownArmy = startupTown->stacksCount() == 0
  142. || ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
  143. if(canPickTownArmy)
  144. {
  145. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  146. }
  147. }
  148. }
  149. }
  150. if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
  151. {
  152. tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
  153. }
  154. if(tasks.empty() && !startupTown->visitingHero)
  155. {
  156. for(auto town : towns)
  157. {
  158. if(!town->visitingHero && needToRecruitHero(town))
  159. {
  160. tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
  161. break;
  162. }
  163. }
  164. }
  165. if(tasks.empty() && towns.size())
  166. {
  167. for(const CGTownInstance * town : towns)
  168. {
  169. if(town->garrisonHero
  170. && town->garrisonHero->movementPointsRemaining()
  171. && !town->visitingHero
  172. && ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
  173. {
  174. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
  175. }
  176. }
  177. }
  178. return tasks;
  179. }
  180. }