RecruitHeroBehavior.cpp 2.3 KB

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  1. /*
  2. * RecruitHeroBehavior.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 "RecruitHeroBehavior.h"
  12. #include "../AIGateway.h"
  13. #include "../AIUtility.h"
  14. #include "../Goals/RecruitHero.h"
  15. #include "../Goals/ExecuteHeroChain.h"
  16. namespace NKAI
  17. {
  18. extern boost::thread_specific_ptr<CCallback> cb;
  19. extern boost::thread_specific_ptr<AIGateway> ai;
  20. using namespace Goals;
  21. std::string RecruitHeroBehavior::toString() const
  22. {
  23. return "Recruit hero";
  24. }
  25. Goals::TGoalVec RecruitHeroBehavior::decompose() const
  26. {
  27. Goals::TGoalVec tasks;
  28. auto towns = cb->getTownsInfo();
  29. auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles();
  30. auto minScoreToHireMain = std::numeric_limits<float>::max();
  31. for(auto hero : ourHeroes)
  32. {
  33. if(hero.second != HeroRole::MAIN)
  34. continue;
  35. auto newScore = ai->nullkiller->heroManager->evaluateHero(hero.first.get());
  36. if(minScoreToHireMain > newScore)
  37. {
  38. // weakest main hero score
  39. minScoreToHireMain = newScore;
  40. }
  41. }
  42. for(auto town : towns)
  43. {
  44. if(ai->nullkiller->heroManager->canRecruitHero(town))
  45. {
  46. auto availableHeroes = cb->getAvailableHeroes(town);
  47. for(auto hero : availableHeroes)
  48. {
  49. auto score = ai->nullkiller->heroManager->evaluateHero(hero);
  50. if(score > minScoreToHireMain)
  51. {
  52. tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200)));
  53. break;
  54. }
  55. }
  56. int treasureSourcesCount = 0;
  57. for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
  58. {
  59. if((obj->ID == Obj::RESOURCE)
  60. || obj->ID == Obj::TREASURE_CHEST
  61. || obj->ID == Obj::CAMPFIRE
  62. || isWeeklyRevisitable(obj)
  63. || obj->ID ==Obj::ARTIFACT)
  64. {
  65. auto tile = obj->visitablePos();
  66. auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
  67. if(town == closestTown)
  68. treasureSourcesCount++;
  69. }
  70. }
  71. if(treasureSourcesCount < 5)
  72. continue;
  73. if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
  74. || (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
  75. && ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
  76. {
  77. tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
  78. }
  79. }
  80. }
  81. return tasks;
  82. }
  83. }