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- /*
- * Goals.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 "../VCAI.h"
- #include "../AIhelper.h"
- #include "../AIUtility.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "lib/mapping/CMap.h" //for victory conditions
- #include "lib/CPathfinder.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- extern FuzzyHelper * fh;
- using namespace Goals;
- std::string RecruitHeroBehavior::toString() const
- {
- return "Recruit hero";
- }
- Goals::TGoalVec RecruitHeroBehavior::getTasks()
- {
- Goals::TGoalVec tasks;
- if(ai->canRecruitAnyHero())
- {
- if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
- || cb->getResourceAmount(Res::GOLD) > 10000)
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero()));
- }
- }
- return tasks;
- }
- 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 CGTownInstance * town)
- {
- auto paths = ai->ah->getPathsToTile(town->visitablePos());
- if(paths.empty())
- return nullptr;
- auto shortestPath = getShortestPath(town, paths);
- if(shortestPath.nodes.size() > 1
- || shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
- || town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get())
- return nullptr;
- return shortestPath.targetHero;
- }
- Goals::TGoalVec StartupBehavior::getTasks()
- {
- Goals::TGoalVec tasks;
- auto towns = cb->getTownsInfo();
- if(!towns.size())
- return tasks;
- const CGTownInstance * startupTown = towns.front();
- bool canRecruitHero = ai->canRecruitAnyHero(startupTown);
-
- if(towns.size() > 1)
- {
- startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
- {
- auto closestHero = getNearestHero(town);
- if(!closestHero)
- return 0;
- return ai->ah->evaluateHero(closestHero);
- });
- }
- auto closestHero = getNearestHero(startupTown);
- if(closestHero)
- {
- if(!startupTown->visitingHero)
- {
- if(ai->ah->howManyReinforcementsCanGet(startupTown->getUpperArmy(), closestHero) > 200)
- {
- auto paths = ai->ah->getPathsToTile(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->ah->evaluateHero(visitingHero);
-
- if(startupTown->garrisonHero)
- {
- auto garrisonHero = startupTown->garrisonHero.get();
- auto garrisonHeroScore = ai->ah->evaluateHero(garrisonHero);
- if(garrisonHeroScore > visitingHeroScore)
- {
- if(ai->ah->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero).setpriority(100)));
- }
- else
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero).setpriority(100)));
- }
- }
- else if(canRecruitHero)
- {
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero).setpriority(100)));
- }
- }
- }
- if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero()));
- }
- if(tasks.empty() && towns.size())
- {
- for(const CGTownInstance * town : towns)
- {
- if(town->garrisonHero)
- tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(0.0001f)));
- }
- }
- return tasks;
- }
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