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https://github.com/vcmi/vcmi.git
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224 lines
6.1 KiB
C++
224 lines
6.1 KiB
C++
/*
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* StartupBehavior.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 "StartupBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/BuildThis.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/mapObjects/MapObjects.h" //for victory conditions
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#include "lib/CPathfinder.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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using namespace Goals;
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std::string StartupBehavior::toString() const
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{
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return "Startup";
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}
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const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPath> & paths)
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{
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auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
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{
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if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
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return 1;
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return path.movementCost();
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});
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return shortestPath;
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}
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const CGHeroInstance * getNearestHero(const CGTownInstance * town)
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{
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auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
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if(paths.empty())
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return nullptr;
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auto shortestPath = getShortestPath(town, paths);
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if(shortestPath.nodes.size() > 1
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|| shortestPath.turn() != 0
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|| shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
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|| (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
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return nullptr;
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return shortestPath.targetHero;
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}
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bool needToRecruitHero(const CGTownInstance * startupTown)
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{
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if(!ai->canRecruitAnyHero(startupTown))
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return false;
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if(!startupTown->garrisonHero && !startupTown->visitingHero)
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return true;
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int treasureSourcesCount = 0;
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for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
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{
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if((obj->ID == Obj::RESOURCE && obj->subID == GameResID(EGameResID::GOLD))
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|| obj->ID == Obj::TREASURE_CHEST
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|| obj->ID == Obj::CAMPFIRE
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|| obj->ID == Obj::WATER_WHEEL)
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{
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treasureSourcesCount++;
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}
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}
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auto basicCount = cb->getTownsInfo().size() + 2;
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auto boost = std::min(
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(int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
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treasureSourcesCount / 2);
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logAi->trace("Treasure sources found %d", treasureSourcesCount);
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logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
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return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
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}
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Goals::TGoalVec StartupBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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auto towns = cb->getTownsInfo();
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if(!towns.size())
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return tasks;
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const CGTownInstance * startupTown = towns.front();
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if(towns.size() > 1)
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{
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startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
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{
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if(town->garrisonHero)
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return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
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auto closestHero = getNearestHero(town);
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if(closestHero)
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return ai->nullkiller->heroManager->evaluateHero(closestHero);
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return 0;
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});
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}
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if(!startupTown->hasBuilt(BuildingID::TAVERN)
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&& cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
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{
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tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
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return tasks;
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}
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bool canRecruitHero = needToRecruitHero(startupTown);
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auto closestHero = getNearestHero(startupTown);
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if(closestHero)
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{
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if(!startupTown->visitingHero)
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{
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if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
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{
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auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
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if(paths.size())
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{
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auto path = getShortestPath(startupTown, paths);
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tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, startupTown).setpriority(100)));
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}
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}
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}
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else
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{
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auto visitingHero = startupTown->visitingHero.get();
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auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
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if(startupTown->garrisonHero)
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{
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auto garrisonHero = startupTown->garrisonHero.get();
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auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
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if(visitingHeroScore > garrisonHeroScore
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|| (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
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{
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if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
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}
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}
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else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
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}
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}
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else if(canRecruitHero)
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{
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auto canPickTownArmy = startupTown->stacksCount() == 0
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|| ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
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if(canPickTownArmy)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
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}
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}
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}
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}
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if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
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}
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if(tasks.empty() && !startupTown->visitingHero)
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{
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for(auto town : towns)
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{
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if(!town->visitingHero && needToRecruitHero(town))
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
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break;
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}
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}
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}
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if(tasks.empty() && towns.size())
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{
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for(const CGTownInstance * town : towns)
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{
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if(town->garrisonHero
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&& town->garrisonHero->movement
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&& !town->visitingHero
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&& ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
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}
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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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