2021-05-15 18:23:11 +02:00
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/*
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2021-05-15 21:04:26 +02:00
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* CaptureObjectsBehavior.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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2021-05-15 18:23:11 +02:00
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#include "StdInc.h"
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#include "../VCAI.h"
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2021-05-15 20:57:36 +02:00
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#include "../Engine/Nullkiller.h"
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2021-05-15 18:23:11 +02:00
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#include "../AIhelper.h"
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2021-05-16 13:38:53 +02:00
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#include "../Goals/Composition.h"
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2021-05-15 20:56:31 +02:00
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#include "../Goals/ExecuteHeroChain.h"
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2021-05-15 18:23:11 +02:00
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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2021-05-16 13:38:53 +02:00
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template <typename T>
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bool vectorEquals(const std::vector<T> & v1, const std::vector<T> & v2)
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{
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return vstd::contains_if(v1, [&](T o) -> bool
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{
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return vstd::contains(v2, o);
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});
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}
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2021-05-15 20:57:27 +02:00
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std::string CaptureObjectsBehavior::toString() const
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{
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2021-05-15 18:23:11 +02:00
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return "Capture objects";
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}
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2021-05-16 13:38:53 +02:00
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bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) const
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{
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if(specificObjects != other.specificObjects)
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return false;
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if(specificObjects)
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return vectorEquals(objectsToCapture, other.objectsToCapture);
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return vectorEquals(objectTypes, other.objectTypes)
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&& vectorEquals(objectSubTypes, other.objectSubTypes);
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}
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2021-05-16 13:38:26 +02:00
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Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void{
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if(objs.empty())
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{
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return;
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}
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2021-05-16 13:19:00 +02:00
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logAi->debug("Scanning objects, count %d", objs.size());
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for(auto objToVisit : objs)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
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#endif
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2021-05-15 18:23:11 +02:00
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if(!shouldVisitObject(objToVisit))
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continue;
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const int3 pos = objToVisit->visitablePos();
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2021-05-15 20:57:36 +02:00
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2021-05-15 20:56:31 +02:00
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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std::shared_ptr<ExecuteHeroChain> closestWay;
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#if AI_TRACE_LEVEL >= 1
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2021-05-16 12:51:32 +02:00
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(auto & path : paths)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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2021-05-15 20:56:31 +02:00
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if(!shouldVisit(path.targetHero, objToVisit))
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continue;
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2021-05-15 20:56:31 +02:00
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger();
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2021-05-16 12:52:30 +02:00
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2021-05-16 13:13:56 +02:00
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if(ai->ah->getHeroRole(hero) == HeroRole::SCOUT && danger == 0 && path.exchangeCount > 1)
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continue;
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2021-05-16 13:38:53 +02:00
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auto firstBlockedAction = path.getFirstBlockedAction();
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if(firstBlockedAction)
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2019-12-15 15:47:21 +02:00
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{
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auto subGoal = firstBlockedAction->decompose(path.targetHero);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
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#endif
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if(!subGoal->invalid())
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{
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Composition composition;
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composition.addNext(ExecuteHeroChain(path, objToVisit));
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composition.addNext(subGoal);
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tasks.push_back(sptr(composition));
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}
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continue;
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2019-12-15 15:47:21 +02:00
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}
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2021-05-15 20:57:27 +02:00
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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2021-05-16 13:38:26 +02:00
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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objToVisit->getObjectName(),
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hero->name,
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path.getHeroStrength(),
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danger,
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2021-05-16 13:15:03 +02:00
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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auto newWay = std::make_shared<ExecuteHeroChain>(path, objToVisit);
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waysToVisitObj.push_back(newWay);
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2021-05-16 13:38:53 +02:00
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if(!closestWay || closestWay->getPath().movementCost() > newWay->getPath().movementCost())
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closestWay = newWay;
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}
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}
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2021-05-15 20:56:31 +02:00
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if(waysToVisitObj.empty())
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continue;
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2021-05-15 20:56:31 +02:00
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for(auto way : waysToVisitObj)
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{
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2021-05-16 13:13:56 +02:00
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if(ai->nullkiller->arePathHeroesLocked(way->getPath()))
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continue;
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2021-05-16 13:38:53 +02:00
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way->closestWayRatio
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= closestWay->getPath().movementCost() / way->getPath().movementCost();
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2021-05-16 13:13:56 +02:00
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tasks.push_back(sptr(*way));
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}
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}
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};
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2021-05-15 20:57:27 +02:00
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if(specificObjects)
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{
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captureObjects(objectsToCapture);
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}
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else
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{
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captureObjects(std::vector<const CGObjectInstance*>(ai->visitableObjs.begin(), ai->visitableObjs.end()));
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}
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return tasks;
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}
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bool CaptureObjectsBehavior::shouldVisitObject(ObjectIdRef obj) const
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{
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const CGObjectInstance* objInstance = obj;
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if(!objInstance)
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return false;
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if(objectTypes.size() && !vstd::contains(objectTypes, objInstance->ID.num))
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{
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return false;
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}
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2021-05-15 21:04:53 +02:00
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if(objectSubTypes.size() && !vstd::contains(objectSubTypes, objInstance->subID))
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{
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return false;
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}
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2021-05-16 13:22:41 +02:00
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if(isObjectRemovable(obj))
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{
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return true;
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}
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const int3 pos = objInstance->visitablePos();
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2021-05-16 12:52:30 +02:00
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if(objInstance->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->alreadyVisited, objInstance)
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|| obj->wasVisited(ai->playerID))
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{
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return false;
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}
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auto playerRelations = cb->getPlayerRelations(ai->playerID, objInstance->tempOwner);
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if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(objInstance))
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{
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return false;
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}
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//it may be hero visiting this obj
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//we don't try visiting object on which allied or owned hero stands
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// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
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2021-05-15 21:03:58 +02:00
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const CGObjectInstance * topObj = cb->getTopObj(pos);
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if(!topObj)
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return false; // partly visible obj but its visitable pos is not visible.
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if(topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
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return false;
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else
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return true; //all of the following is met
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}
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