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