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