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- /*
- * RecruitHeroBehavior.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 "RecruitHeroBehavior.h"
- #include "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- namespace NKAI
- {
- using namespace Goals;
- std::string RecruitHeroBehavior::toString() const
- {
- return "Recruit hero";
- }
- Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- auto towns = ai->cb->getTownsInfo();
- auto ourHeroes = ai->heroManager->getHeroRoles();
- auto minScoreToHireMain = std::numeric_limits<float>::max();
- for(auto hero : ourHeroes)
- {
- if(hero.second != HeroRole::MAIN)
- continue;
- auto newScore = ai->heroManager->evaluateHero(hero.first.get());
- if(minScoreToHireMain > newScore)
- {
- // weakest main hero score
- minScoreToHireMain = newScore;
- }
- }
- // If we don't have any heros we might want to lower our expectations.
- if (ourHeroes.empty())
- minScoreToHireMain = 0;
- for(auto town : towns)
- {
- if(ai->heroManager->canRecruitHero(town))
- {
- auto availableHeroes = ai->cb->getAvailableHeroes(town);
- for(auto hero : availableHeroes)
- {
- auto score = ai->heroManager->evaluateHero(hero);
- if(score > minScoreToHireMain || hero->getArmyCost() > GameConstants::HERO_GOLD_COST)
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200)));
- break;
- }
- }
- int treasureSourcesCount = 0;
- for(auto obj : ai->objectClusterizer->getNearbyObjects())
- {
- if((obj->ID == Obj::RESOURCE)
- || obj->ID == Obj::TREASURE_CHEST
- || obj->ID == Obj::CAMPFIRE
- || isWeeklyRevisitable(ai, obj)
- || obj->ID ==Obj::ARTIFACT)
- {
- auto tile = obj->visitablePos();
- auto closestTown = ai->dangerHitMap->getClosestTown(tile);
- if(town == closestTown)
- treasureSourcesCount++;
- }
- }
- if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
- || (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh()))
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
- }
- }
- }
- return tasks;
- }
- }
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