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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 "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../Goals/BuildThis.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- #include "../../../lib/mapObjects/CGResource.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- 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->getGarrisonHero() && path.targetHero == town->getGarrisonHero())
- return 1;
- return path.movementCost();
- });
- return shortestPath;
- }
- const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstance * town)
- {
- auto paths = ai->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->getGarrisonHero() && shortestPath.targetHero == town->getGarrisonHero()))
- return nullptr;
- return shortestPath.targetHero;
- }
- bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
- {
- if(!ai->heroManager->canRecruitHero(startupTown))
- return false;
- if(!startupTown->getGarrisonHero() && !startupTown->getVisitingHero())
- return true;
- int treasureSourcesCount = 0;
- for(auto obj : ai->objectClusterizer->getNearbyObjects())
- {
- auto armed = dynamic_cast<const CArmedInstance *>(obj);
- if(armed && armed->getArmyStrength() > 0)
- continue;
- bool isGoldPile = dynamic_cast<const CGResource *>(obj)
- && dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD;
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
- if(rewardable)
- {
- for(auto & info : rewardable->configuration.info)
- if(info.reward.resources[EGameResID::GOLD] > 0)
- isGoldPile = true;
- }
- if(isGoldPile
- || obj->ID == Obj::TREASURE_CHEST
- || obj->ID == Obj::CAMPFIRE
- || obj->ID == Obj::WATER_WHEEL)
- {
- treasureSourcesCount++;
- }
- }
- auto basicCount = cb->getTownsInfo().size() + 2;
- auto boost = std::min(
- (int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
- treasureSourcesCount / 2);
- logAi->trace("Treasure sources found %d", treasureSourcesCount);
- logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
- return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
- }
- Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- auto towns = ai->cb->getTownsInfo();
- if(!towns.size())
- return tasks;
- const CGTownInstance * startupTown = towns.front();
- if(towns.size() > 1)
- {
- startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
- {
- if(town->getGarrisonHero())
- return ai->heroManager->evaluateHero(town->getGarrisonHero());
- auto closestHero = getNearestHero(ai, town);
- if(closestHero)
- return ai->heroManager->evaluateHero(closestHero);
- return 0;
- });
- }
- if(!startupTown->hasBuilt(BuildingID::TAVERN)
- && ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
- {
- tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
- return tasks;
- }
- bool canRecruitHero = needToRecruitHero(ai, startupTown);
- auto closestHero = getNearestHero(ai, startupTown);
- if(closestHero)
- {
- if(!startupTown->getVisitingHero())
- {
- if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero, TerrainId::NONE) > 200)
- {
- auto paths = ai->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->getVisitingHero();
- auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
-
- if(startupTown->getGarrisonHero())
- {
- auto garrisonHero = startupTown->getGarrisonHero();
- auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
- if(visitingHeroScore > garrisonHeroScore
- || (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
- {
- if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- else if(canRecruitHero)
- {
- auto canPickTownArmy = startupTown->stacksCount() == 0
- || ai->armyManager->howManyReinforcementsCanGet(startupTown->getVisitingHero(), startupTown) > 0;
- if(canPickTownArmy)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
- }
- }
- }
- }
- if(tasks.empty() && canRecruitHero && !startupTown->getVisitingHero())
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
- }
- if(tasks.empty() && !startupTown->getVisitingHero())
- {
- for(auto town : towns)
- {
- if(!town->getVisitingHero() && needToRecruitHero(ai, town))
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
- break;
- }
- }
- }
- if(tasks.empty() && towns.size())
- {
- for(const CGTownInstance * town : towns)
- {
- if(town->getGarrisonHero()
- && town->getGarrisonHero()->movementPointsRemaining()
- && !town->getVisitingHero()
- && ai->getHeroLockedReason(town->getGarrisonHero()) != HeroLockedReason::DEFENCE)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
- }
- }
- }
- return tasks;
- }
- }
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