| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226 | 
							- /*
 
- * 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/MapObjects.h" //for victory conditions
 
- #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->garrisonHero && path.targetHero == town->garrisonHero.get())
 
- 			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->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
 
- 		return nullptr;
 
- 	return shortestPath.targetHero;
 
- }
 
- bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
 
- {
 
- 	if(!ai->heroManager->canRecruitHero(startupTown))
 
- 		return false;
 
- 	if(!startupTown->garrisonHero && !startupTown->visitingHero)
 
- 		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;
 
- 		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->garrisonHero)
 
- 				return ai->heroManager->evaluateHero(town->garrisonHero.get());
 
- 			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->visitingHero)
 
- 		{
 
- 			if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 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->visitingHero.get();
 
- 			auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
 
- 				
 
- 			if(startupTown->garrisonHero)
 
- 			{
 
- 				auto garrisonHero = startupTown->garrisonHero.get();
 
- 				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->visitingHero, startupTown) > 0;
 
- 				if(canPickTownArmy)
 
- 				{
 
- 					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(ai, 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->movementPointsRemaining()
 
- 				&& !town->visitingHero
 
- 				&& ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
 
- 			{
 
- 				tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
 
- 			}
 
- 		}
 
- 	}
 
- 	return tasks;
 
- }
 
- }
 
 
  |