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100 lines
2.3 KiB
C++
100 lines
2.3 KiB
C++
/*
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* RecruitHeroBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "RecruitHeroBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/ExecuteHeroChain.h"
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namespace NKAI
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{
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using namespace Goals;
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std::string RecruitHeroBehavior::toString() const
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{
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return "Recruit hero";
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}
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Goals::TGoalVec RecruitHeroBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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auto towns = cb->getTownsInfo();
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auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles();
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auto minScoreToHireMain = std::numeric_limits<float>::max();
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for(auto hero : ourHeroes)
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{
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if(hero.second != HeroRole::MAIN)
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continue;
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auto newScore = ai->nullkiller->heroManager->evaluateHero(hero.first.get());
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if(minScoreToHireMain > newScore)
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{
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// weakest main hero score
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minScoreToHireMain = newScore;
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}
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}
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for(auto town : towns)
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{
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if(ai->nullkiller->heroManager->canRecruitHero(town))
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{
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auto availableHeroes = cb->getAvailableHeroes(town);
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for(auto hero : availableHeroes)
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{
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auto score = ai->nullkiller->heroManager->evaluateHero(hero);
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if(score > minScoreToHireMain)
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200)));
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break;
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}
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}
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int treasureSourcesCount = 0;
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for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
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{
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if((obj->ID == Obj::RESOURCE)
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|| obj->ID == Obj::TREASURE_CHEST
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|| obj->ID == Obj::CAMPFIRE
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|| isWeeklyRevisitable(obj)
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|| obj->ID ==Obj::ARTIFACT)
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{
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auto tile = obj->visitablePos();
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auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
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if(town == closestTown)
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treasureSourcesCount++;
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}
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}
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if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000))
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continue;
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if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
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|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
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&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
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}
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}
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}
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return tasks;
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}
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}
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