/* * 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(); int currentArmyValue = 0; for(auto hero : ourHeroes) { currentArmyValue += hero.first->getArmyCost(); if(hero.second != HeroRole::MAIN) continue; auto newScore = ai->heroManager->evaluateHero(hero.first.get()); 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; const CGHeroInstance* bestHeroToHire = nullptr; const CGTownInstance* bestTownToHireFrom = nullptr; float bestScore = 0; bool haveCapitol = false; ai->dangerHitMap->updateHitMap(); int treasureSourcesCount = 0; 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()->visitablePos()) == town) visitability++; } if(ai->heroManager->canRecruitHero(town)) { auto availableHeroes = ai->cb->getAvailableHeroes(town); 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++; } } for(auto hero : availableHeroes) { auto score = ai->heroManager->evaluateHero(hero); if(score > minScoreToHireMain) { score *= score / minScoreToHireMain; } score *= (hero->getArmyCost() + currentArmyValue); if (hero->getFactionID() == town->getFactionID()) score *= 1.5; if (vstd::isAlmostZero(visitability)) score *= 30 * town->getTownLevel(); else score *= town->getTownLevel() / visitability; if (score > bestScore) { bestScore = score; bestHeroToHire = hero; bestTownToHireFrom = town; } } } if (town->hasCapitol()) haveCapitol = true; } if (bestHeroToHire && bestTownToHireFrom) { if (ai->cb->getHeroesInfo().size() == 0 || treasureSourcesCount > ai->cb->getHeroesInfo().size() * 5 || (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol) || (ai->getFreeResources()[EGameResID::GOLD] > 30000 && !ai->buildAnalyzer->isGoldPressureHigh())) { tasks.push_back(Goals::sptr(Goals::RecruitHero(bestTownToHireFrom, bestHeroToHire).setpriority((float)3 / (ourHeroes.size() + 1)))); } } return tasks; } }