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- /*
- * StartupBehavior.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 "StartupBehavior.h"
- #include "../VCAI.h"
- #include "../AIUtility.h"
- #include "../Goals/BuildThis.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- #include "lib/mapping/CMap.h" //for victory conditions
- #include "lib/mapObjects/MapObjects.h" //for victory conditions
- #include "lib/CPathfinder.h"
- #include "../Engine/Nullkiller.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- using namespace Goals;
- std::string StartupBehavior::toString() const
- {
- return "Startup";
- }
- const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
- {
- auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
- {
- if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
- return 1;
- return path.movementCost();
- });
- return shortestPath;
- }
- const CGHeroInstance * getNearestHero(const CGTownInstance * town)
- {
- auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
- if(paths.empty())
- return nullptr;
- auto shortestPath = getShortestPath(town, paths);
- if(shortestPath.nodes.size() > 1
- || shortestPath.turn() != 0
- || shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
- || town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get())
- return nullptr;
- return shortestPath.targetHero;
- }
- bool needToRecruitHero(const CGTownInstance * startupTown)
- {
- if(!ai->canRecruitAnyHero(startupTown))
- return false;
- if(!startupTown->garrisonHero && !startupTown->visitingHero)
- return false;
- auto heroToCheck = startupTown->garrisonHero ? startupTown->garrisonHero.get() : startupTown->visitingHero.get();
- auto paths = cb->getPathsInfo(heroToCheck);
- int treasureSourcesCount = 0;
- for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
- {
- if(obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD
- || obj->ID == Obj::TREASURE_CHEST
- || obj->ID == Obj::CAMPFIRE
- || obj->ID == Obj::WATER_WHEEL)
- {
- auto path = paths->getPathInfo(obj->visitablePos());
- if((path->accessible == CGPathNode::BLOCKVIS || path->accessible == CGPathNode::VISIT)
- && path->reachable())
- {
- treasureSourcesCount++;
- }
- }
- }
- auto basicCount = cb->getTownsInfo().size() + 2;
- auto boost = (int)std::floor(std::pow(treasureSourcesCount / 2.0, 2));
- logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
- return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
- }
- Goals::TGoalVec StartupBehavior::decompose() const
- {
- Goals::TGoalVec tasks;
- auto towns = cb->getTownsInfo();
- if(!towns.size())
- return tasks;
- const CGTownInstance * startupTown = towns.front();
- if(towns.size() > 1)
- {
- startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
- {
- if(town->garrisonHero)
- return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
- auto closestHero = getNearestHero(town);
- if(closestHero)
- return ai->nullkiller->heroManager->evaluateHero(closestHero);
- return 0;
- });
- }
- if(!startupTown->hasBuilt(BuildingID::TAVERN)
- && cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
- {
- tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
- return tasks;
- }
- bool canRecruitHero = needToRecruitHero(startupTown);
- auto closestHero = getNearestHero(startupTown);
- if(closestHero)
- {
- if(!startupTown->visitingHero)
- {
- if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), closestHero) > 200)
- {
- auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
- if(paths.size())
- {
- auto path = getShortestPath(startupTown, paths);
- tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
- }
- }
- }
- else
- {
- auto visitingHero = startupTown->visitingHero.get();
- auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
-
- if(startupTown->garrisonHero)
- {
- auto garrisonHero = startupTown->garrisonHero.get();
- auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
- if(visitingHeroScore > garrisonHeroScore
- || ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN)
- {
- if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- else if(canRecruitHero)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- }
- if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
- }
- if(tasks.empty() && !startupTown->visitingHero)
- {
- for(auto town : towns)
- {
- if(!town->visitingHero && needToRecruitHero(town))
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
- break;
- }
- }
- }
- if(tasks.empty() && towns.size())
- {
- for(const CGTownInstance * town : towns)
- {
- if(town->garrisonHero
- && town->garrisonHero->movement
- && !town->visitingHero
- && ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
- }
- }
- }
- return tasks;
- }
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