/* * 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 Nullkiller * ai) const { Goals::TGoalVec tasks; auto towns = ai->cb->getTownsInfo(); auto ourHeroes = ai->heroManager->getHeroRoles(); auto minScoreToHireMain = std::numeric_limits::max(); for(auto hero : ourHeroes) { if(hero.second != HeroRole::MAIN) continue; auto newScore = ai->heroManager->evaluateHero(hero.first.get()); if(minScoreToHireMain > newScore) { // weakest main hero score minScoreToHireMain = newScore; } } for(auto town : towns) { if(ai->heroManager->canRecruitHero(town)) { auto availableHeroes = ai->cb->getAvailableHeroes(town); for(auto hero : availableHeroes) { auto score = ai->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->objectClusterizer->getNearbyObjects()) { if((obj->ID == Obj::RESOURCE) || obj->ID == Obj::TREASURE_CHEST || obj->ID == Obj::CAMPFIRE || isWeeklyRevisitable(ai, obj) || obj->ID ==Obj::ARTIFACT) { auto tile = obj->visitablePos(); auto closestTown = ai->dangerHitMap->getClosestTown(tile); if(town == closestTown) treasureSourcesCount++; } } if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000)) continue; if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1 || (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh())) { tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3))); } } } return tasks; } }