StartupBehavior.cpp 6.0 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 CGTownInstance * town)
  38. {
  39. auto paths = ai->nullkiller->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 CGTownInstance * startupTown)
  51. {
  52. if(!ai->nullkiller->heroManager->canRecruitHero(startupTown))
  53. return false;
  54. if(!startupTown->garrisonHero && !startupTown->visitingHero)
  55. return true;
  56. int treasureSourcesCount = 0;
  57. for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
  58. {
  59. if((obj->ID == Obj::RESOURCE && dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD)
  60. || obj->ID == Obj::TREASURE_CHEST
  61. || obj->ID == Obj::CAMPFIRE
  62. || obj->ID == Obj::WATER_WHEEL)
  63. {
  64. treasureSourcesCount++;
  65. }
  66. }
  67. auto basicCount = cb->getTownsInfo().size() + 2;
  68. auto boost = std::min(
  69. (int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
  70. treasureSourcesCount / 2);
  71. logAi->trace("Treasure sources found %d", treasureSourcesCount);
  72. logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
  73. return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
  74. }
  75. Goals::TGoalVec StartupBehavior::decompose() const
  76. {
  77. Goals::TGoalVec tasks;
  78. auto towns = cb->getTownsInfo();
  79. if(!towns.size())
  80. return tasks;
  81. const CGTownInstance * startupTown = towns.front();
  82. if(towns.size() > 1)
  83. {
  84. startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
  85. {
  86. if(town->garrisonHero)
  87. return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
  88. auto closestHero = getNearestHero(town);
  89. if(closestHero)
  90. return ai->nullkiller->heroManager->evaluateHero(closestHero);
  91. return 0;
  92. });
  93. }
  94. if(!startupTown->hasBuilt(BuildingID::TAVERN)
  95. && cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
  96. {
  97. tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
  98. return tasks;
  99. }
  100. bool canRecruitHero = needToRecruitHero(startupTown);
  101. auto closestHero = getNearestHero(startupTown);
  102. if(closestHero)
  103. {
  104. if(!startupTown->visitingHero)
  105. {
  106. if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
  107. {
  108. auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
  109. if(paths.size())
  110. {
  111. auto path = getShortestPath(startupTown, paths);
  112. tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
  113. }
  114. }
  115. }
  116. else
  117. {
  118. auto visitingHero = startupTown->visitingHero.get();
  119. auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
  120. if(startupTown->garrisonHero)
  121. {
  122. auto garrisonHero = startupTown->garrisonHero.get();
  123. auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
  124. if(visitingHeroScore > garrisonHeroScore
  125. || (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
  126. {
  127. if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
  128. {
  129. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  130. }
  131. }
  132. else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
  133. {
  134. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
  135. }
  136. }
  137. else if(canRecruitHero)
  138. {
  139. auto canPickTownArmy = startupTown->stacksCount() == 0
  140. || ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
  141. if(canPickTownArmy)
  142. {
  143. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
  144. }
  145. }
  146. }
  147. }
  148. if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
  149. {
  150. tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
  151. }
  152. if(tasks.empty() && !startupTown->visitingHero)
  153. {
  154. for(auto town : towns)
  155. {
  156. if(!town->visitingHero && needToRecruitHero(town))
  157. {
  158. tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
  159. break;
  160. }
  161. }
  162. }
  163. if(tasks.empty() && towns.size())
  164. {
  165. for(const CGTownInstance * town : towns)
  166. {
  167. if(town->garrisonHero
  168. && town->garrisonHero->movementPointsRemaining()
  169. && !town->visitingHero
  170. && ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
  171. {
  172. tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
  173. }
  174. }
  175. }
  176. return tasks;
  177. }
  178. }