StartupBehavior.cpp 6.3 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/mapping/CMap.h" //for victory conditions
  19. #include "lib/mapObjects/MapObjects.h" //for victory conditions
  20. #include "lib/CPathfinder.h"
  21. #include "../Engine/Nullkiller.h"
  22. namespace NKAI
  23. {
  24. extern boost::thread_specific_ptr<CCallback> cb;
  25. extern boost::thread_specific_ptr<AIGateway> ai;
  26. using namespace Goals;
  27. std::string StartupBehavior::toString() const
  28. {
  29. return "Startup";
  30. }
  31. const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
  32. {
  33. auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
  34. {
  35. if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  36. return 1;
  37. return path.movementCost();
  38. });
  39. return shortestPath;
  40. }
  41. const CGHeroInstance * getNearestHero(const CGTownInstance * town)
  42. {
  43. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  44. if(paths.empty())
  45. return nullptr;
  46. auto shortestPath = getShortestPath(town, paths);
  47. if(shortestPath.nodes.size() > 1
  48. || shortestPath.turn() != 0
  49. || shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
  50. || (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
  51. return nullptr;
  52. return shortestPath.targetHero;
  53. }
  54. bool needToRecruitHero(const CGTownInstance * startupTown)
  55. {
  56. if(!ai->canRecruitAnyHero(startupTown))
  57. return false;
  58. if(!startupTown->garrisonHero && !startupTown->visitingHero)
  59. return false;
  60. auto heroToCheck = startupTown->garrisonHero ? startupTown->garrisonHero.get() : startupTown->visitingHero.get();
  61. auto paths = cb->getPathsInfo(heroToCheck);
  62. int treasureSourcesCount = 0;
  63. for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
  64. {
  65. if((obj->ID == Obj::RESOURCE && obj->subID == Res::GOLD)
  66. || obj->ID == Obj::TREASURE_CHEST
  67. || obj->ID == Obj::CAMPFIRE
  68. || obj->ID == Obj::WATER_WHEEL)
  69. {
  70. auto path = paths->getPathInfo(obj->visitablePos());
  71. if((path->accessible == CGPathNode::BLOCKVIS || path->accessible == CGPathNode::VISITABLE)
  72. && path->reachable())
  73. {
  74. treasureSourcesCount++;
  75. }
  76. }
  77. }
  78. auto basicCount = cb->getTownsInfo().size() + 2;
  79. auto boost = (int)std::floor(std::pow(treasureSourcesCount / 2.0, 2));
  80. logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
  81. return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
  82. }
  83. Goals::TGoalVec StartupBehavior::decompose() const
  84. {
  85. Goals::TGoalVec tasks;
  86. auto towns = cb->getTownsInfo();
  87. if(!towns.size())
  88. return tasks;
  89. const CGTownInstance * startupTown = towns.front();
  90. if(towns.size() > 1)
  91. {
  92. startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
  93. {
  94. if(town->garrisonHero)
  95. return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
  96. auto closestHero = getNearestHero(town);
  97. if(closestHero)
  98. return ai->nullkiller->heroManager->evaluateHero(closestHero);
  99. return 0;
  100. });
  101. }
  102. if(!startupTown->hasBuilt(BuildingID::TAVERN)
  103. && cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
  104. {
  105. tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
  106. return tasks;
  107. }
  108. bool canRecruitHero = needToRecruitHero(startupTown);
  109. auto closestHero = getNearestHero(startupTown);
  110. if(closestHero)
  111. {
  112. if(!startupTown->visitingHero)
  113. {
  114. if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
  115. {
  116. auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
  117. if(paths.size())
  118. {
  119. auto path = getShortestPath(startupTown, paths);
  120. tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
  121. }
  122. }
  123. }
  124. else
  125. {
  126. auto visitingHero = startupTown->visitingHero.get();
  127. auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
  128. if(startupTown->garrisonHero)
  129. {
  130. auto garrisonHero = startupTown->garrisonHero.get();
  131. auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
  132. if(visitingHeroScore > garrisonHeroScore
  133. || (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
  134. {
  135. if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
  136. {
  137. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  138. }
  139. }
  140. else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
  141. {
  142. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
  143. }
  144. }
  145. else if(canRecruitHero)
  146. {
  147. auto canPickTownArmy = startupTown->stacksCount() == 0
  148. || ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
  149. if(canPickTownArmy)
  150. {
  151. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  152. }
  153. }
  154. }
  155. }
  156. if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
  157. {
  158. tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
  159. }
  160. if(tasks.empty() && !startupTown->visitingHero)
  161. {
  162. for(auto town : towns)
  163. {
  164. if(!town->visitingHero && needToRecruitHero(town))
  165. {
  166. tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
  167. break;
  168. }
  169. }
  170. }
  171. if(tasks.empty() && towns.size())
  172. {
  173. for(const CGTownInstance * town : towns)
  174. {
  175. if(town->garrisonHero
  176. && town->garrisonHero->movement
  177. && !town->visitingHero
  178. && ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
  179. {
  180. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
  181. }
  182. }
  183. }
  184. return tasks;
  185. }
  186. }