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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"
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namespace NKAI
{
extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
using namespace Goals;
std::string RecruitHeroBehavior::toString() const
{
return "Recruit hero";
}
Goals::TGoalVec RecruitHeroBehavior::decompose() const
{
Goals::TGoalVec tasks;
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auto towns = cb->getTownsInfo();
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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;
}
}
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for(auto town : towns)
{
if(ai->nullkiller->heroManager->canRecruitHero(town))
{
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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;
}
}
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if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
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|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
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&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
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{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
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}
}
}
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return tasks;
}
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}