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vcmi/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp
Xilmi 945de7c369 More warnings
Removed unused code
2024-07-20 21:12:43 +02:00

81 lines
2.0 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/RecruitHero.h"
#include "../Goals/ExecuteHeroChain.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;
for(auto town : towns)
{
if(ai->heroManager->canRecruitHero(town))
{
auto availableHeroes = ai->cb->getAvailableHeroes(town);
//TODO: Prioritize non-main-heros too by cost of their units and whether their units fit to the current town
for(auto hero : availableHeroes)
{
auto score = ai->heroManager->evaluateHero(hero);
if(score > minScoreToHireMain || hero->getArmyCost() > GameConstants::HERO_GOLD_COST)
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(200)));
break;
}
}
if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh()))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
}
}
}
return tasks;
}
}