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vcmi/AI/Nullkiller2/Behaviors/RecruitHeroBehavior.cpp
2025-09-27 04:27:52 +02:00

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5.0 KiB
C++

/*
* 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/ExecuteHeroChain.h"
#include "../Goals/RecruitHero.h"
#include <algorithm>
namespace NK2AI
{
using namespace Goals;
std::string RecruitHeroBehavior::toString() const
{
return "Recruit hero";
}
Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * aiNk) const
{
Goals::TGoalVec tasks;
const auto ourTowns = aiNk->cc->getTownsInfo();
const auto ourHeroes = aiNk->cc->getHeroesInfo();
constexpr RecruitHeroChoice bestChoice;
bool haveCapitol = false;
int treasureSourcesCount = 0;
// Simplification: Moved this call before getting into the decomposer
// aiNk->dangerHitMap->updateHitMap();
for(const auto * town : ourTowns)
{
// TODO: Mircea: Should consider removing it if necessary
// What if under threat and there is a stronger hero available?
if(town->getVisitingHero() && town->getGarrisonHero())
continue;
uint8_t closestThreatTurn = UINT8_MAX;
for(const auto & threat : aiNk->dangerHitMap->getTownThreats(town))
{
closestThreatTurn = std::min(closestThreatTurn, threat.turn);
}
float visitabilityRatio = 0;
for(const auto * const hero : ourHeroes)
{
if(aiNk->dangerHitMap->getClosestTown(hero->visitablePos()) == town)
visitabilityRatio += 1.0f / ourHeroes.size();
}
// TODO: Mircea: Should check even if hero cap is reached because it should replace heroes if a stronger one appears
if(aiNk->heroManager->canRecruitHero(town))
{
calculateTreasureSources(aiNk->objectClusterizer->getNearbyObjects(), aiNk->playerID, *aiNk->dangerHitMap, treasureSourcesCount, *town);
calculateBestHero(aiNk->cc->getAvailableHeroes(town), *aiNk->heroManager, bestChoice, *town, closestThreatTurn, visitabilityRatio);
}
if(town->hasCapitol())
haveCapitol = true;
}
calculateFinalDecision(*aiNk, tasks, ourHeroes, bestChoice, haveCapitol, treasureSourcesCount);
return tasks;
}
void RecruitHeroBehavior::calculateTreasureSources(
const std::vector<const CGObjectInstance *> & nearbyObjects,
const PlayerColor & playerID,
const DangerHitMapAnalyzer & dangerHitMap,
int & treasureSourcesCount,
const CGTownInstance & town
)
{
for(const auto * obj : nearbyObjects)
{
if(obj->ID == Obj::RESOURCE || obj->ID == Obj::TREASURE_CHEST || obj->ID == Obj::CAMPFIRE || isWeeklyRevisitable(playerID, obj)
|| obj->ID == Obj::ARTIFACT)
{
if(&town == dangerHitMap.getClosestTown(obj->visitablePos()))
treasureSourcesCount++; // TODO: Mircea: Shouldn't it be used to determine the best town?
}
}
}
void RecruitHeroBehavior::calculateBestHero(
const std::vector<const CGHeroInstance *> & availableHeroes,
const HeroManager & heroManager,
const RecruitHeroChoice & bestChoice,
const CGTownInstance & town,
const uint8_t closestThreatTurn,
const float visitabilityRatio
)
{
for(const auto * const hero : availableHeroes)
{
if((town.getVisitingHero() || town.getGarrisonHero()) && closestThreatTurn < 1 && hero->getArmyCost() < GameConstants::HERO_GOLD_COST / 3.0)
continue;
const float heroScore = heroManager.evaluateHero(hero);
float totalScore = heroScore + hero->getArmyCost();
// TODO: Mircea: Score higher if ballista/tent/ammo cart by the cost in gold? Or should that be covered in evaluateHero?
// getArtifactScoreForHero(hero, ...) ArtifactID::BALLISTA
if(hero->getFactionID() == town.getFactionID())
totalScore += heroScore * 1.5;
// prioritize a more developed town especially if no heroes can visit it (smaller ratio, bigger score)
totalScore += heroScore * town.getTownLevel() * (1 - visitabilityRatio);
if(totalScore > bestChoice.score)
{
bestChoice.score = totalScore;
bestChoice.hero = hero;
bestChoice.town = &town;
bestChoice.closestThreat = closestThreatTurn;
}
}
}
void RecruitHeroBehavior::calculateFinalDecision(
const Nullkiller & aiNk,
Goals::TGoalVec & tasks,
const std::vector<const CGHeroInstance *> & ourHeroes,
const RecruitHeroChoice & bestChoice,
const bool haveCapitol,
const int treasureSourcesCount
)
{
if(!vstd::isAlmostZero(bestChoice.score))
{
if(ourHeroes.empty()
|| treasureSourcesCount > ourHeroes.size() * 5
// TODO: Mircea: The next condition should always consider a hero if under attack especially if it has towers
|| (bestChoice.hero->getArmyCost() > GameConstants::HERO_GOLD_COST / 2.0
&& (bestChoice.closestThreat < 1 || !aiNk.buildAnalyzer->isGoldPressureOverMax()))
|| (aiNk.getFreeResources()[EGameResID::GOLD] > 10000 && !aiNk.buildAnalyzer->isGoldPressureOverMax() && haveCapitol)
|| (aiNk.getFreeResources()[EGameResID::GOLD] > 30000 && !aiNk.buildAnalyzer->isGoldPressureOverMax()))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(bestChoice.town, bestChoice.hero).setpriority(3.0 / (ourHeroes.size() + 1))));
}
}
}
}