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bbb5157f74
Reworked recruit-behavior to be a bit more conservative and avoid recruiting-sprees. Stuff like buying several heros in a row because the next one is always slightly better than the last but using up the whole starting-bank for that.
99 lines
2.3 KiB
C++
99 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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#include "../lib/CHeroHandler.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 Nullkiller * ai) const
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{
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Goals::TGoalVec tasks;
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auto towns = ai->cb->getTownsInfo();
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auto ourHeroes = ai->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->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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// If we don't have any heros we might want to lower our expectations.
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if (ourHeroes.empty())
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minScoreToHireMain = 0;
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const CGHeroInstance* bestHeroToHire = nullptr;
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const CGTownInstance* bestTownToHireFrom = nullptr;
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float bestScore = 0;
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bool haveCapitol = false;
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for(auto town : towns)
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{
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if(ai->heroManager->canRecruitHero(town))
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{
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auto availableHeroes = ai->cb->getAvailableHeroes(town);
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for(auto hero : availableHeroes)
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{
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auto score = ai->heroManager->evaluateHero(hero);
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if(score > minScoreToHireMain)
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{
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score *= score / minScoreToHireMain;
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}
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score *= hero->getArmyCost();
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if (hero->type->heroClass->faction == town->getFaction())
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score *= 1.5;
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score *= town->getTownLevel();
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if (score > bestScore)
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{
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bestScore = score;
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bestHeroToHire = hero;
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bestTownToHireFrom = town;
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}
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}
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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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if (bestHeroToHire && bestTownToHireFrom)
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{
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if (ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
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|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol))
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(bestTownToHireFrom, bestHeroToHire).setpriority((float)3 / ourHeroes.size())));
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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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