/* * 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; } } // If we don't have any heros we might want to lower our expectations. if (ourHeroes.empty()) minScoreToHireMain = 0; for(auto town : towns) { if(ai->heroManager->canRecruitHero(town)) { auto availableHeroes = ai->cb->getAvailableHeroes(town); //TODO: Prioritize non-main-heros too by cost of their units and whether their units fit to the current town for(auto hero : availableHeroes) { auto score = ai->heroManager->evaluateHero(hero); if(score > minScoreToHireMain || hero->getArmyCost() > GameConstants::HERO_GOLD_COST) { tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200))); break; } } 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; } }