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- /*
- * RecruitHeroBehavior.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 "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/ExecuteHeroChain.h"
- namespace NKAI
- {
- using namespace Goals;
- std::string RecruitHeroBehavior::toString() const
- {
- return "Recruit hero";
- }
- Goals::TGoalVec RecruitHeroBehavior::decompose() const
- {
- Goals::TGoalVec tasks;
- auto towns = cb->getTownsInfo();
- auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles();
- auto minScoreToHireMain = std::numeric_limits<float>::max();
- for(auto hero : ourHeroes)
- {
- if(hero.second != HeroRole::MAIN)
- continue;
- auto newScore = ai->nullkiller->heroManager->evaluateHero(hero.first.get());
- if(minScoreToHireMain > newScore)
- {
- // weakest main hero score
- minScoreToHireMain = newScore;
- }
- }
- for(auto town : towns)
- {
- if(ai->nullkiller->heroManager->canRecruitHero(town))
- {
- auto availableHeroes = cb->getAvailableHeroes(town);
- for(auto hero : availableHeroes)
- {
- auto score = ai->nullkiller->heroManager->evaluateHero(hero);
- if(score > minScoreToHireMain)
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200)));
- break;
- }
- }
- int treasureSourcesCount = 0;
- for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
- {
- if((obj->ID == Obj::RESOURCE)
- || obj->ID == Obj::TREASURE_CHEST
- || obj->ID == Obj::CAMPFIRE
- || isWeeklyRevisitable(obj)
- || obj->ID ==Obj::ARTIFACT)
- {
- auto tile = obj->visitablePos();
- auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
- if(town == closestTown)
- treasureSourcesCount++;
- }
- }
- if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000))
- continue;
- if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
- || (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh()))
- {
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
- }
- }
- }
- return tasks;
- }
- }
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