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vcmi/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp

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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"
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#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/RecruitHero.h"
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#include "../Goals/ExecuteHeroChain.h"
#include "../lib/CHeroHandler.h"
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namespace NKAI
{
using namespace Goals;
std::string RecruitHeroBehavior::toString() const
{
return "Recruit hero";
}
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Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
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auto towns = ai->cb->getTownsInfo();
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auto ourHeroes = ai->heroManager->getHeroRoles();
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auto minScoreToHireMain = std::numeric_limits<float>::max();
for(auto hero : ourHeroes)
{
if(hero.second != HeroRole::MAIN)
continue;
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auto newScore = ai->heroManager->evaluateHero(hero.first.get());
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if(minScoreToHireMain > newScore)
{
// weakest main hero score
minScoreToHireMain = newScore;
}
}
// If we don't have any heros we might want to lower our expectations.
if (ourHeroes.empty())
minScoreToHireMain = 0;
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const CGHeroInstance* bestHeroToHire = nullptr;
const CGTownInstance* bestTownToHireFrom = nullptr;
float bestScore = 0;
bool haveCapitol = false;
ai->dangerHitMap->updateHitMap();
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for(auto town : towns)
{
uint8_t closestThreat = UINT8_MAX;
for (auto threat : ai->dangerHitMap->getTownThreats(town))
{
closestThreat = std::min(closestThreat, threat.turn);
}
//Don't hire a hero where there already is one present
if (town->visitingHero || town->garrisonHero)
continue;
float visitability = 0;
for (auto checkHero : ourHeroes)
{
if (ai->dangerHitMap->getClosestTown(checkHero.first.get()->pos) == town)
visitability++;
}
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if(ai->heroManager->canRecruitHero(town))
{
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auto availableHeroes = ai->cb->getAvailableHeroes(town);
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for(auto hero : availableHeroes)
{
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auto score = ai->heroManager->evaluateHero(hero);
if(score > minScoreToHireMain)
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{
score *= score / minScoreToHireMain;
}
score *= hero->getArmyCost();
if (hero->type->heroClass->faction == town->getFaction())
score *= 1.5;
if (visitability == 0)
score *= 30 * town->getTownLevel();
else
score *= town->getTownLevel() / visitability;
if (score > bestScore)
{
bestScore = score;
bestHeroToHire = hero;
bestTownToHireFrom = town;
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}
}
}
if (town->hasCapitol())
haveCapitol = true;
}
if (bestHeroToHire && bestTownToHireFrom)
{
if (ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(bestTownToHireFrom, bestHeroToHire).setpriority((float)3 / ourHeroes.size())));
}
}
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return tasks;
}
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}