StartupBehavior.cpp 6.1 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/MapObjects.h" //for victory conditions
  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->garrisonHero && path.targetHero == town->garrisonHero.get())
  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->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
  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->garrisonHero && !startupTown->visitingHero)
  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. if(isGoldPile
  65. || obj->ID == Obj::TREASURE_CHEST
  66. || obj->ID == Obj::CAMPFIRE
  67. || obj->ID == Obj::WATER_WHEEL)
  68. {
  69. treasureSourcesCount++;
  70. }
  71. }
  72. auto basicCount = cb->getTownsInfo().size() + 2;
  73. auto boost = std::min(
  74. (int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
  75. treasureSourcesCount / 2);
  76. logAi->trace("Treasure sources found %d", treasureSourcesCount);
  77. logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
  78. return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
  79. }
  80. Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
  81. {
  82. Goals::TGoalVec tasks;
  83. auto towns = ai->cb->getTownsInfo();
  84. if(!towns.size())
  85. return tasks;
  86. const CGTownInstance * startupTown = towns.front();
  87. if(towns.size() > 1)
  88. {
  89. startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
  90. {
  91. if(town->garrisonHero)
  92. return ai->heroManager->evaluateHero(town->garrisonHero.get());
  93. auto closestHero = getNearestHero(ai, town);
  94. if(closestHero)
  95. return ai->heroManager->evaluateHero(closestHero);
  96. return 0;
  97. });
  98. }
  99. if(!startupTown->hasBuilt(BuildingID::TAVERN)
  100. && ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
  101. {
  102. tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
  103. return tasks;
  104. }
  105. bool canRecruitHero = needToRecruitHero(ai, startupTown);
  106. auto closestHero = getNearestHero(ai, startupTown);
  107. if(closestHero)
  108. {
  109. if(!startupTown->visitingHero)
  110. {
  111. if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
  112. {
  113. auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());
  114. if(paths.size())
  115. {
  116. auto path = getShortestPath(startupTown, paths);
  117. tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
  118. }
  119. }
  120. }
  121. else
  122. {
  123. auto visitingHero = startupTown->visitingHero.get();
  124. auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
  125. if(startupTown->garrisonHero)
  126. {
  127. auto garrisonHero = startupTown->garrisonHero.get();
  128. auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
  129. if(visitingHeroScore > garrisonHeroScore
  130. || (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
  131. {
  132. if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
  133. {
  134. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  135. }
  136. }
  137. else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
  138. {
  139. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
  140. }
  141. }
  142. else if(canRecruitHero)
  143. {
  144. auto canPickTownArmy = startupTown->stacksCount() == 0
  145. || ai->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
  146. if(canPickTownArmy)
  147. {
  148. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  149. }
  150. }
  151. }
  152. }
  153. if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
  154. {
  155. tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
  156. }
  157. if(tasks.empty() && !startupTown->visitingHero)
  158. {
  159. for(auto town : towns)
  160. {
  161. if(!town->visitingHero && needToRecruitHero(ai, town))
  162. {
  163. tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
  164. break;
  165. }
  166. }
  167. }
  168. if(tasks.empty() && towns.size())
  169. {
  170. for(const CGTownInstance * town : towns)
  171. {
  172. if(town->garrisonHero
  173. && town->garrisonHero->movementPointsRemaining()
  174. && !town->visitingHero
  175. && ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
  176. {
  177. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
  178. }
  179. }
  180. }
  181. return tasks;
  182. }
  183. }