/* * 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" #include "lib/mapping/CMap.h" //for victory conditions #include "lib/CPathfinder.h" namespace NKAI { extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; using namespace Goals; std::string RecruitHeroBehavior::toString() const { return "Recruit hero"; } Goals::TGoalVec RecruitHeroBehavior::decompose() const { Goals::TGoalVec tasks; auto towns = cb->getTownsInfo(); auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles(); auto minScoreToHireMain = std::numeric_limits::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; } } for(auto town : towns) { if(ai->canRecruitAnyHero(town)) { 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; } } if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1 || (ai->nullkiller->getFreeResources()[Res::GOLD] > 10000 && ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)) { tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3))); } } } return tasks; } }