mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-16 10:19:47 +02:00
c186de2d52
Avoid checking float against an exact value. Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
118 lines
2.9 KiB
C++
118 lines
2.9 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/RecruitHero.h"
|
|
#include "../Goals/ExecuteHeroChain.h"
|
|
#include "../lib/CHeroHandler.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
using namespace Goals;
|
|
|
|
std::string RecruitHeroBehavior::toString() const
|
|
{
|
|
return "Recruit hero";
|
|
}
|
|
|
|
Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
|
|
{
|
|
Goals::TGoalVec tasks;
|
|
auto towns = ai->cb->getTownsInfo();
|
|
|
|
auto ourHeroes = ai->heroManager->getHeroRoles();
|
|
auto minScoreToHireMain = std::numeric_limits<float>::max();
|
|
|
|
for(auto hero : ourHeroes)
|
|
{
|
|
if(hero.second != HeroRole::MAIN)
|
|
continue;
|
|
|
|
auto newScore = ai->heroManager->evaluateHero(hero.first.get());
|
|
|
|
if(minScoreToHireMain > newScore)
|
|
{
|
|
// weakest main hero score
|
|
minScoreToHireMain = newScore;
|
|
}
|
|
}
|
|
// If we don't have any heros we might want to lower our expectations.
|
|
if (ourHeroes.empty())
|
|
minScoreToHireMain = 0;
|
|
|
|
const CGHeroInstance* bestHeroToHire = nullptr;
|
|
const CGTownInstance* bestTownToHireFrom = nullptr;
|
|
float bestScore = 0;
|
|
bool haveCapitol = false;
|
|
|
|
ai->dangerHitMap->updateHitMap();
|
|
|
|
for(auto town : towns)
|
|
{
|
|
uint8_t closestThreat = UINT8_MAX;
|
|
for (auto threat : ai->dangerHitMap->getTownThreats(town))
|
|
{
|
|
closestThreat = std::min(closestThreat, threat.turn);
|
|
}
|
|
//Don't hire a hero where there already is one present
|
|
if (town->visitingHero || town->garrisonHero)
|
|
continue;
|
|
float visitability = 0;
|
|
for (auto checkHero : ourHeroes)
|
|
{
|
|
if (ai->dangerHitMap->getClosestTown(checkHero.first.get()->pos) == town)
|
|
visitability++;
|
|
}
|
|
if(ai->heroManager->canRecruitHero(town))
|
|
{
|
|
auto availableHeroes = ai->cb->getAvailableHeroes(town);
|
|
|
|
for(auto hero : availableHeroes)
|
|
{
|
|
auto score = ai->heroManager->evaluateHero(hero);
|
|
if(score > minScoreToHireMain)
|
|
{
|
|
score *= score / minScoreToHireMain;
|
|
}
|
|
score *= hero->getArmyCost();
|
|
if (hero->type->heroClass->faction == town->getFaction())
|
|
score *= 1.5;
|
|
if (vstd::isAlmostZero(visitability))
|
|
score *= 30 * town->getTownLevel();
|
|
else
|
|
score *= town->getTownLevel() / visitability;
|
|
if (score > bestScore)
|
|
{
|
|
bestScore = score;
|
|
bestHeroToHire = hero;
|
|
bestTownToHireFrom = town;
|
|
}
|
|
}
|
|
}
|
|
if (town->hasCapitol())
|
|
haveCapitol = true;
|
|
}
|
|
if (bestHeroToHire && bestTownToHireFrom)
|
|
{
|
|
if (ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|
|
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol))
|
|
{
|
|
tasks.push_back(Goals::sptr(Goals::RecruitHero(bestTownToHireFrom, bestHeroToHire).setpriority((float)3 / ourHeroes.size())));
|
|
}
|
|
}
|
|
|
|
return tasks;
|
|
}
|
|
|
|
}
|