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StartupBehavior.cpp 6.4 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/CGResource.h"
  19. #include "../Engine/Nullkiller.h"
  20. namespace NKAI
  21. {
  22. using namespace Goals;
  23. std::string StartupBehavior::toString() const
  24. {
  25. return "Startup";
  26. }
  27. const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
  28. {
  29. auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
  30. {
  31. if(town->getGarrisonHero() && path.targetHero == town->getGarrisonHero())
  32. return 1;
  33. return path.movementCost();
  34. });
  35. return shortestPath;
  36. }
  37. const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstance * town)
  38. {
  39. auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
  40. if(paths.empty())
  41. return nullptr;
  42. auto shortestPath = getShortestPath(town, paths);
  43. if(shortestPath.nodes.size() > 1
  44. || shortestPath.turn() != 0
  45. || shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
  46. || (town->getGarrisonHero() && shortestPath.targetHero == town->getGarrisonHero()))
  47. return nullptr;
  48. return shortestPath.targetHero;
  49. }
  50. bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
  51. {
  52. if(!ai->heroManager->canRecruitHero(startupTown))
  53. return false;
  54. if(!startupTown->getGarrisonHero() && !startupTown->getVisitingHero())
  55. return true;
  56. int treasureSourcesCount = 0;
  57. for(auto obj : ai->objectClusterizer->getNearbyObjects())
  58. {
  59. auto armed = dynamic_cast<const CArmedInstance *>(obj);
  60. if(armed && armed->getArmyStrength() > 0)
  61. continue;
  62. bool isGoldPile = dynamic_cast<const CGResource *>(obj)
  63. && dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD;
  64. auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
  65. if(rewardable)
  66. {
  67. for(auto & info : rewardable->configuration.info)
  68. if(info.reward.resources[EGameResID::GOLD] > 0)
  69. isGoldPile = true;
  70. }
  71. if(isGoldPile
  72. || obj->ID == Obj::TREASURE_CHEST
  73. || obj->ID == Obj::CAMPFIRE
  74. || obj->ID == Obj::WATER_WHEEL)
  75. {
  76. treasureSourcesCount++;
  77. }
  78. }
  79. auto basicCount = cb->getTownsInfo().size() + 2;
  80. auto boost = std::min(
  81. (int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
  82. treasureSourcesCount / 2);
  83. logAi->trace("Treasure sources found %d", treasureSourcesCount);
  84. logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
  85. return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
  86. }
  87. Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
  88. {
  89. Goals::TGoalVec tasks;
  90. auto towns = ai->cb->getTownsInfo();
  91. if(!towns.size())
  92. return tasks;
  93. const CGTownInstance * startupTown = towns.front();
  94. if(towns.size() > 1)
  95. {
  96. startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
  97. {
  98. if(town->getGarrisonHero())
  99. return ai->heroManager->evaluateHero(town->getGarrisonHero());
  100. auto closestHero = getNearestHero(ai, town);
  101. if(closestHero)
  102. return ai->heroManager->evaluateHero(closestHero);
  103. return 0;
  104. });
  105. }
  106. if(!startupTown->hasBuilt(BuildingID::TAVERN)
  107. && ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
  108. {
  109. tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
  110. return tasks;
  111. }
  112. bool canRecruitHero = needToRecruitHero(ai, startupTown);
  113. auto closestHero = getNearestHero(ai, startupTown);
  114. if(closestHero)
  115. {
  116. if(!startupTown->getVisitingHero())
  117. {
  118. if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero, TerrainId::NONE) > 200)
  119. {
  120. auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());
  121. if(paths.size())
  122. {
  123. auto path = getShortestPath(startupTown, paths);
  124. tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
  125. }
  126. }
  127. }
  128. else
  129. {
  130. auto visitingHero = startupTown->getVisitingHero();
  131. auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
  132. if(startupTown->getGarrisonHero())
  133. {
  134. auto garrisonHero = startupTown->getGarrisonHero();
  135. auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
  136. if(visitingHeroScore > garrisonHeroScore
  137. || (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
  138. {
  139. if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
  140. {
  141. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  142. }
  143. }
  144. else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
  145. {
  146. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
  147. }
  148. }
  149. else if(canRecruitHero)
  150. {
  151. auto canPickTownArmy = startupTown->stacksCount() == 0
  152. || ai->armyManager->howManyReinforcementsCanGet(startupTown->getVisitingHero(), startupTown) > 0;
  153. if(canPickTownArmy)
  154. {
  155. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  156. }
  157. }
  158. }
  159. }
  160. if(tasks.empty() && canRecruitHero && !startupTown->getVisitingHero())
  161. {
  162. tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
  163. }
  164. if(tasks.empty() && !startupTown->getVisitingHero())
  165. {
  166. for(auto town : towns)
  167. {
  168. if(!town->getVisitingHero() && needToRecruitHero(ai, town))
  169. {
  170. tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
  171. break;
  172. }
  173. }
  174. }
  175. if(tasks.empty() && towns.size())
  176. {
  177. for(const CGTownInstance * town : towns)
  178. {
  179. if(town->getGarrisonHero()
  180. && town->getGarrisonHero()->movementPointsRemaining()
  181. && !town->getVisitingHero()
  182. && ai->getHeroLockedReason(town->getGarrisonHero()) != HeroLockedReason::DEFENCE)
  183. {
  184. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
  185. }
  186. }
  187. }
  188. return tasks;
  189. }
  190. }