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vcmi/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp
Andrii Danylchenko eeea01d778 NKAI: namespace
2022-10-04 08:40:14 +03:00

54 lines
1.2 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/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
namespace NKAI
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
using namespace Goals;
std::string RecruitHeroBehavior::toString() const
{
return "Recruit hero";
}
Goals::TGoalVec RecruitHeroBehavior::decompose() const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
for(auto town : towns)
{
if(!town->garrisonHero && !town->visitingHero && ai->canRecruitAnyHero(town))
{
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| (ai->nullkiller->getFreeResources()[Res::GOLD] > 10000
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
}
}
}
return tasks;
}
}