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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00
vcmi/AI/Nullkiller/AIUtility.cpp
Ivan Savenko 3479ec9651 Per-hero artifact scoring for NKAI
AI now has better (but not perfect) system for scoring artifacts.

All artifacts now have their base score, based on bonuses provided by
the artifact. For composite artifacts, AI will also consider bonuses
from its components.

When exploring, AI will now weight artifacts as min(base score, price /
5), meaning even artifacts that AI can't score will still have some
priority, if only to sell them or deny them to enemy

AI will now also consider what to equip when trading with heroes or on
the end of AI pass. When considering what to equip, hero will use base
score of an artifact, adjusted by how relevant particular bonus /
artifact for a hero. Some examples:
- Morale-bonusing artifacts have their score reduced based on percentage
of undeads in the army, all the way to 0 for undead-only troops
- Artifacts that give spells (books, hat) will have score reduced based
on how many of these spells are already known by hero
- Land movement artifacts have zero score while on water and vice versa
- Necromancy artifacts will have zero score if hero does not have
necromancy
- Archery artifacts are scaled by amount of ranged troops, and only used
if hero has archery skill

AI may still equip 'bad' artifact, however this should only happen if
hero has no other artifacts to equip into said slot.

TODO's for future PR's (although not sure if / when I will work on
these):
- avoid equipping duplicates of the same artifact. Most notably with
scrolls, but may happen with other misc artifacts or rings.

- consideration for various spell-immunity neclaces

- consideration for birectional artifacts, like Shackles of War, or some
Spheres - since these artifacts need consideration on what our expected
enemy is to correctly estimate whether

- equipping artifacts based on immediate need - for example, equipping
recovery artifacts before end of day, equipping legion pieces only in
town on day 7, preparing for strong / weak enemies (or even preparing
for specific enemy in advance)

- transferring resource-generating artifacts and such to scout heroes,
allowing main hero to focus on combat

- ensure that AI can equip combined artifacts even if non-primary slots
are in use - by considering whether score of combined artifact is higher
than score of all used slots
2025-01-18 13:14:24 +00:00

790 lines
20 KiB
C++

/*
* AIUtility.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 "AIUtility.h"
#include "AIGateway.h"
#include "Goals/Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/mapping/CMapDefines.h"
#include "../../lib/gameState/QuestInfo.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/bonuses/Limiters.h"
#include "../../lib/bonuses/Propagators.h"
#include <vcmi/CreatureService.h>
namespace NKAI
{
const CGObjectInstance * ObjectIdRef::operator->() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator const CGObjectInstance *() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator bool() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
: id(_id)
{
}
ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
: id(obj->id)
{
}
bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
{
return id < rhs.id;
}
HeroPtr::HeroPtr(const CGHeroInstance * H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr & rhs) const
{
return hid < rhs.hid;
}
std::string HeroPtr::name() const
{
if (h)
return h->getNameTextID();
else
return "<NO HERO>";
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{
return get(cb, doWeExpectNull);
}
const CGHeroInstance * HeroPtr::get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
//const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !obj)
{
return nullptr;
}
else
{
assert(obj);
//assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}
bool HeroPtr::operator==(const HeroPtr & rhs) const
{
return h == rhs.get(true);
}
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength, float safeAttackRatio)
{
const ui64 heroStrength = h->getHeroStrength() * heroArmy->getArmyStrength();
if(dangerStrength)
{
return heroStrength > dangerStrength * safeAttackRatio;
}
return true; //there's no danger
}
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio)
{
return isSafeToVisit(h, h, dangerStrength, safeAttackRatio);
}
bool isObjectRemovable(const CGObjectInstance * obj)
{
//FIXME: move logic to object property!
switch (obj->ID)
{
case Obj::MONSTER:
case Obj::RESOURCE:
case Obj::CAMPFIRE:
case Obj::TREASURE_CHEST:
case Obj::ARTIFACT:
case Obj::BORDERGUARD:
case Obj::FLOTSAM:
case Obj::PANDORAS_BOX:
case Obj::OCEAN_BOTTLE:
case Obj::SEA_CHEST:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::SPELL_SCROLL:
return true;
break;
default:
return false;
break;
}
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
{
// TODO: Such information should be provided by pathfinder
// Tile must be free or with unoccupied boat
if(!t->blocked())
{
return true;
}
else if(!fromWater) // do not try to board when in water sector
{
if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
return true;
}
return false;
}
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
{
return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
// Pathfinder internal helper
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
{
if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
&& objectRelations != PlayerRelations::ENEMIES)
return true;
if(obj->ID == Obj::BORDER_GATE)
{
auto quest = dynamic_cast<const CGKeys *>(obj);
if(quest->wasMyColorVisited(playerColor))
return true;
}
return false;
}
bool isBlockVisitObj(const int3 & pos)
{
if(auto obj = cb->getTopObj(pos))
{
if(obj->isBlockedVisitable()) //we can't stand on that object
return true;
}
return false;
}
creInfo infoFromDC(const dwellingContent & dc)
{
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != CreatureID::NONE)
{
ci.level = ci.creID.toCreature()->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{
ci.level = 0;
}
return ci;
}
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}
double getArtifactBonusRelevance(const CGHeroInstance * hero, const std::shared_ptr<Bonus> & bonus)
{
if (bonus->propagator && bonus->limiter && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
{
// assume that this is battle wide / other side propagator+limiter
// consider it as fully relevant since we don't know about future combat when equipping artifacts
return 1.0;
}
const auto & getArmyRatioAffectedByLimiter = [&]()
{
if (!bonus->limiter)
return 1.0;
uint64_t totalStrength = 0;
uint64_t affectedStrength = 0;
const BonusList stillUndecided;
for (const auto & slot : hero->Slots())
{
const auto allBonuses = slot.second->getAllBonuses(Selector::all, Selector::all);
BonusLimitationContext context = {*bonus, *slot.second, *allBonuses, stillUndecided};
uint64_t unitStrength = slot.second->getPower();
if (bonus->limiter->limit(context) == ILimiter::EDecision::ACCEPT)
affectedStrength += unitStrength;
totalStrength += unitStrength;
}
if (totalStrength == 0)
return 0.0;
return static_cast<double>(affectedStrength) / totalStrength;
};
const auto & getArmyPercentageWithBonus = [&](BonusType type)
{
uint64_t totalStrength = 0;
uint64_t affectedStrength = 0;
for (const auto & slot : hero->Slots())
{
uint64_t unitStrength = slot.second->getPower();
if (slot.second->hasBonusOfType(type))
affectedStrength += unitStrength;
totalStrength += unitStrength;
}
if (totalStrength == 0)
return 0.0;
return static_cast<double>(affectedStrength) / totalStrength;
};
const auto & getSpellSchoolKnownSpellsFactor = [&](SpellSchool school)
{
uint64_t totalWeight = 0;
uint64_t knownWeight = 0;
for (auto spellID : VLC->spellh->getDefaultAllowed())
{
auto spell = spellID.toEntity(VLC);
if (!spell->hasSchool(school))
continue;
uint64_t spellLevel = spell->getLevel();
uint64_t spellWeight = spellLevel * spellLevel;
if (!hero->spellbookContainsSpell(spellID))
knownWeight += spellWeight;
totalWeight += spellWeight;
}
if (totalWeight == 0)
return 0.0;
return static_cast<double>(knownWeight) / totalWeight;
};
const auto & getSpellLevelKnownSpellsFactor = [&](int level)
{
uint64_t totalWeight = 0;
uint64_t knownWeight = 0;
for (auto spellID : VLC->spellh->getDefaultAllowed())
{
auto spell = spellID.toEntity(VLC);
if (spell->getLevel() != level)
continue;
if (!hero->spellbookContainsSpell(spellID))
knownWeight += 1;
totalWeight += 1;
}
if (totalWeight == 0)
return 0.0;
return static_cast<double>(knownWeight) / totalWeight;
};
constexpr double notRelevant = 0.0; // artifact is not useful in current conditions
constexpr double relevant = 1.0;
constexpr double veryRelevant = 2.0; // for very situational artifacts, e.g. skill-specific, or army composition-specific
switch (bonus->type)
{
case BonusType::MOVEMENT:
if (hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementSea)
return veryRelevant;
if (!hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementLand)
return relevant;
return notRelevant;
case BonusType::STACKS_SPEED:
case BonusType::STACK_HEALTH:
return getArmyRatioAffectedByLimiter();
case BonusType::MORALE:
return getArmyRatioAffectedByLimiter() * (1 - getArmyPercentageWithBonus(BonusType::UNDEAD)); // TODO: other unaffected, e.g. Golems
case BonusType::LUCK:
return getArmyRatioAffectedByLimiter(); // Do we have luck?
case BonusType::PRIMARY_SKILL:
if (bonus->subtype == PrimarySkill::ATTACK || bonus->subtype == PrimarySkill::DEFENSE)
return getArmyRatioAffectedByLimiter(); // e.g. Vial of Dragonblood - consider only affected unit
else
return relevant; // spellpower / knowledge - always relevant
case BonusType::WATER_WALKING:
case BonusType::FLYING_MOVEMENT:
return hero->boat ? notRelevant : relevant; // boat can't fly
case BonusType::WHIRLPOOL_PROTECTION:
return hero->boat ? relevant : notRelevant;
case BonusType::UNDEAD_RAISE_PERCENTAGE:
return hero->hasBonusOfType(BonusType::IMPROVED_NECROMANCY) ? veryRelevant : notRelevant;
case BonusType::SPELL_DAMAGE:
case BonusType::SPELL_DURATION:
return hero->hasSpellbook() ? relevant : notRelevant;
case BonusType::PERCENTAGE_DAMAGE_BOOST:
if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
return veryRelevant * getArmyPercentageWithBonus(BonusType::SHOOTER);
if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
return veryRelevant * (1 - getArmyPercentageWithBonus(BonusType::SHOOTER));
return 0;
case BonusType::FULL_MANA_REGENERATION:
case BonusType::MANA_REGENERATION:
return hero->mana < hero->manaLimit() ? relevant : notRelevant;
case BonusType::LEARN_BATTLE_SPELL_CHANCE:
return hero->hasBonusOfType(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT) ? relevant : notRelevant;
case BonusType::NO_DISTANCE_PENALTY:
case BonusType::NO_WALL_PENALTY:
return getArmyPercentageWithBonus(BonusType::SHOOTER) * veryRelevant;
case BonusType::SPELLS_OF_SCHOOL:
if (!hero->hasSpellbook())
return notRelevant;
return 1 - getSpellSchoolKnownSpellsFactor(bonus->subtype.as<SpellSchool>());
case BonusType::SPELLS_OF_LEVEL:
if (!hero->hasSpellbook())
return notRelevant;
return 1 - getSpellLevelKnownSpellsFactor(bonus->subtype.getNum());
// Potential TODO's
// case BonusType::MAGIC_RESISTANCE:
// case BonusType::FREE_SHIP_BOARDING:
// case BonusType::GENERATE_RESOURCE:
// case BonusType::CREATURE_GROWTH:
//
// case BonusType::SPELLS_OF_LEVEL:
// case BonusType::SIGHT_RADIUS:
}
return 1.0;
}
int32_t getArtifactBonusScoreImpl(const std::shared_ptr<Bonus> & bonus)
{
switch (bonus->type)
{
case BonusType::MOVEMENT:
if (bonus->subtype == BonusCustomSubtype::heroMovementLand)
return bonus->val * 20;
if (bonus->subtype == BonusCustomSubtype::heroMovementSea)
return bonus->val * 10;
return 0;
case BonusType::STACKS_SPEED:
return bonus->val * 8000;
case BonusType::MORALE:
return bonus->val * 1500;
case BonusType::LUCK:
return bonus->val * 1000;
case BonusType::PRIMARY_SKILL:
return bonus->val * 1000;
case BonusType::SURRENDER_DISCOUNT:
return 0; // irrelevant in gameplay
case BonusType::WATER_WALKING:
return 5000;
case BonusType::FREE_SHIP_BOARDING:
return 10000;
case BonusType::WHIRLPOOL_PROTECTION:
return 5000;
case BonusType::FLYING_MOVEMENT:
return 20000;
case BonusType::UNDEAD_RAISE_PERCENTAGE:
return bonus->val * 400;
case BonusType::GENERATE_RESOURCE:
return bonus->val * VLC->objh->resVals.at(bonus->subtype.as<GameResID>().getNum()) * 10;
case BonusType::SPELL_DURATION:
return bonus->val * 200;
case BonusType::MAGIC_RESISTANCE:
return bonus->val * 400;
case BonusType::PERCENTAGE_DAMAGE_BOOST:
if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
return bonus->val * 200;
if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
return bonus->val * 500;
return 0;
case BonusType::CREATURE_GROWTH:
return (1+bonus->subtype.getNum()) * bonus->val * 400;
case BonusType::FULL_MANA_REGENERATION:
return 15000;
case BonusType::MANA_REGENERATION:
return bonus->val * 500;
case BonusType::SPELLS_OF_SCHOOL:
return 20000;
case BonusType::SPELLS_OF_LEVEL:
return bonus->subtype.getNum() * 6000;
case BonusType::SPELL_DAMAGE:
return bonus->val * 120;
case BonusType::SIGHT_RADIUS:
return bonus->val * 1000;
case BonusType::LEARN_BATTLE_SPELL_CHANCE:
return 0; // irrelevant in gameplay
case BonusType::STACK_HEALTH:
return bonus->val * 5000;
case BonusType::NO_DISTANCE_PENALTY:
return 10000;
case BonusType::NO_WALL_PENALTY:
return 5000;
}
return 0;
// Additional bonuses to consider from H3 artifacts:
// MIND_IMMUNITY
// BLOCK_MAGIC_ABOVE
// SPELL_IMMUNITY
// NEGATE_ALL_NATURAL_IMMUNITIES
// SPELL_RESISTANCE_AURA
// SPELL
// BATTLE_NO_FLEEING
// BLOCK_ALL_MAGIC
// NONEVIL_ALIGNMENT_MIX
// OPENING_BATTLE_SPELL
// IMPROVED_NECROMANCY
// HP_REGENERATION
// CREATURE_GROWTH_PERCENT
// LEVEL_SPELL_IMMUNITY
// FREE_SHOOTING
// FULL_MANA_REGENERATION
}
int32_t getArtifactBonusScore(const std::shared_ptr<Bonus> & bonus)
{
if (bonus->propagator && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
{
if (bonus->limiter)
{
// assume that this is battle wide / other side propagator+limiter -> invert value
return -getArtifactBonusScoreImpl(bonus);
}
else
{
return 0; // TODO? How to consider battle-wide bonuses that affect everyone?
}
}
else
{
return getArtifactBonusScoreImpl(bonus);
}
}
int64_t getPotentialArtifactScore(const CArtifact * type)
{
int64_t totalScore = 0;
for (const auto & bonus : type->getExportedBonusList())
totalScore += getArtifactBonusScore(bonus);
if (type->hasParts())
{
for (const auto & part : type->getConstituents())
{
for (const auto & bonus : part->getExportedBonusList())
totalScore += getArtifactBonusScore(bonus);
}
}
int64_t finalScore = std::max<int64_t>(type->getPrice() / 5, totalScore );
return finalScore;
}
int64_t getArtifactScoreForHero(const CGHeroInstance * hero, const CArtifactInstance * artifact)
{
if (artifact->isScroll())
{
auto spellID = artifact->getScrollSpellID();
auto spell = spellID.toEntity(VLC);
if (hero->getSpellsInSpellbook().count(spellID))
return 0;
else
return spell->getLevel() * 100;
}
const CArtifact * type = artifact->getType();
int64_t totalScore = 0;
if (type->getId() == ArtifactID::SPELLBOOK)
return 0;
for (const auto & bonus : type->getExportedBonusList())
totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
if (type->hasParts())
{
for (const auto & part : type->getConstituents())
{
for (const auto & bonus : part->getExportedBonusList())
totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
}
}
return totalScore;
}
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj)
{
if(!obj)
return false;
//TODO: allow polling of remaining creatures in dwelling
if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
return rewardable->configuration.getResetDuration() == 7;
if(dynamic_cast<const CGDwelling *>(obj))
return true;
switch(obj->ID)
{
case Obj::HILL_FORT:
return true;
case Obj::BORDER_GATE:
case Obj::BORDERGUARD:
return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID); //FIXME: they could be revisited sooner than in a week
}
return false;
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
{
auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
int getDuplicatingSlots(const CArmedInstance * army)
{
int duplicatingSlots = 0;
for(auto stack : army->Slots())
{
if(stack.second->getCreature() && army->getSlotFor(stack.second->getCreature()) != stack.first)
duplicatingSlots++;
}
return duplicatingSlots;
}
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj)
{
auto relations = ai->cb->getPlayerRelations(obj->tempOwner, h->tempOwner);
switch(obj->ID)
{
case Obj::TOWN:
case Obj::HERO: //never visit our heroes at random
return relations == PlayerRelations::ENEMIES; //do not visit our towns at random
case Obj::BORDER_GATE:
{
for(auto q : ai->cb->getMyQuests())
{
if(q.obj == obj)
{
return false; // do not visit guards or gates when wandering
}
}
return true; //we don't have this quest yet
}
case Obj::BORDERGUARD: //open borderguard if possible
return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
case Obj::SEER_HUT:
{
for(auto q : ai->cb->getMyQuests())
{
if(q.obj == obj)
{
if(q.quest->checkQuest(h))
return true; //we completed the quest
else
return false; //we can't complete this quest
}
}
return true; //we don't have this quest yet
}
case Obj::CREATURE_GENERATOR1:
{
if(relations == PlayerRelations::ENEMIES)
return true; //flag just in case
if(relations == PlayerRelations::ALLIES)
return false;
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
auto duplicatingSlotsCount = getDuplicatingSlots(h);
for(auto level : d->creatures)
{
for(auto c : level.second)
{
if(level.first
&& (h->getSlotFor(CreatureID(c)) != SlotID() || duplicatingSlotsCount > 0)
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
{
return true;
}
}
}
return false;
}
case Obj::HILL_FORT:
{
for(auto slot : h->Slots())
{
if(slot.second->getType()->hasUpgrades())
return true; //TODO: check price?
}
return false;
}
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::MONOLITH_TWO_WAY:
case Obj::WHIRLPOOL:
return false;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
if(ai->getFreeGold() < 1000)
return false;
break;
}
case Obj::LIBRARY_OF_ENLIGHTENMENT:
if(h->level < 10)
return false;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)
return false;
TResources myRes = ai->getFreeResources();
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}
case Obj::MAGIC_WELL:
return h->mana < h->manaLimit();
case Obj::PRISON:
return !ai->heroManager->heroCapReached();
case Obj::TAVERN:
case Obj::EYE_OF_MAGI:
case Obj::BOAT:
case Obj::SIGN:
return false;
}
if(obj->wasVisited(h))
return false;
auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
if(rewardable && rewardable->getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
return false;
}
return true;
}
bool townHasFreeTavern(const CGTownInstance * town)
{
if(!town->hasBuilt(BuildingID::TAVERN)) return false;
if(!town->visitingHero) return true;
bool canMoveVisitingHeroToGarrison = !town->getUpperArmy()->stacksCount();
return canMoveVisitingHeroToGarrison;
}
uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy)
{
auto armyStrength = heroArmy->getArmyStrength();
if(hero && hero->commander && hero->commander->alive)
{
armyStrength += 100 * hero->commander->level;
}
return armyStrength;
}
}