2021-05-15 19:59:43 +02:00
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/*
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* AINodeStorage.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 "Actors.h"
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2019-03-17 23:27:09 +02:00
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#include "../VCAI.h"
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2020-05-04 17:58:43 +02:00
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#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "Actions/BuyArmyAction.h"
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2021-05-16 13:19:00 +02:00
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CCreatureSet emptyArmy;
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2021-05-15 20:56:08 +02:00
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bool HeroExchangeArmy::needsLastStack() const
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{
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return true;
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}
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2021-05-16 13:57:26 +02:00
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std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
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{
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std::shared_ptr<SpecialAction> result;
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if(requireBuyArmy)
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{
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result.reset(new AIPathfinding::BuyArmyAction());
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}
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return result;
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}
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2021-05-16 13:56:13 +02:00
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ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
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:hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
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{
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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armyValue = hero->getArmyStrength();
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heroFightingStrength = hero->getFightingStrength();
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}
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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:hero(carrier->hero), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
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baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
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actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
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{
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armyValue = heroArmy->getArmyStrength();
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}
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ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
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:hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
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heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
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{
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initialPosition = obj->visitablePos();
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layer = EPathfindingLayer::LAND;
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armyValue = creatureSet->getArmyStrength();
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}
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2021-05-15 20:54:28 +02:00
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std::string ChainActor::toString() const
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{
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return hero->name;
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}
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ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
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:ChainActor(obj, army, chainMask, initialTurn), object(obj)
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{
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}
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const CGObjectInstance * ObjectActor::getActorObject() const
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{
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return object;
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}
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std::string ObjectActor::toString() const
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{
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return object->getObjectName() + " at " + object->visitablePos().toString();
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}
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HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
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:ChainActor(hero, heroRole, chainMask)
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{
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exchangeMap.reset(new HeroExchangeMap(this, ai));
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setupSpecialActors();
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}
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2019-03-17 23:27:09 +02:00
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HeroActor::HeroActor(
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const ChainActor * carrier,
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const ChainActor * other,
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const HeroExchangeArmy * army,
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const Nullkiller * ai)
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:ChainActor(carrier, other, army)
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{
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exchangeMap.reset(new HeroExchangeMap(this, ai));
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armyCost += army->armyCost;
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actorAction = army->getActorAction();
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setupSpecialActors();
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}
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void ChainActor::setBaseActor(HeroActor * base)
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{
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baseActor = base;
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hero = base->hero;
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heroRole = base->heroRole;
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layer = base->layer;
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initialMovement = base->initialMovement;
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initialTurn = base->initialTurn;
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armyValue = base->armyValue;
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chainMask = base->chainMask;
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creatureSet = base->creatureSet;
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isMovable = base->isMovable;
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heroFightingStrength = base->heroFightingStrength;
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armyCost = base->armyCost;
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actorAction = base->actorAction;
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}
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void HeroActor::setupSpecialActors()
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{
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auto allActors = std::vector<ChainActor *>{ this };
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for(ChainActor & specialActor : specialActors)
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{
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specialActor.setBaseActor(this);
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allActors.push_back(&specialActor);
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}
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for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
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{
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ChainActor * actor = allActors[i];
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2021-05-15 20:04:48 +02:00
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actor->allowBattle = (i & 1) > 0;
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actor->allowSpellCast = (i & 2) > 0;
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actor->allowUseResources = (i & 4) > 0;
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actor->battleActor = allActors[i | 1];
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actor->castActor = allActors[i | 2];
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actor->resourceActor = allActors[i | 4];
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}
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}
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ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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return baseActor->exchange(specialActor, other);
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}
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bool ChainActor::canExchange(const ChainActor * other) const
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{
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return isMovable && baseActor->canExchange(other);
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}
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namespace vstd
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{
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template <class M, class Key, class F>
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typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
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{
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typedef typename M::mapped_type V;
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std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
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V &v = r.first->second;
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if(r.second)
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f(v);
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return v;
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}
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}
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2019-03-17 23:27:09 +02:00
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bool HeroActor::canExchange(const ChainActor * other) const
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{
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return exchangeMap->canExchange(other);
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}
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bool HeroExchangeMap::canExchange(const ChainActor * other)
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{
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return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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result = (actor->chainMask & other->chainMask) == 0;
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if(result)
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{
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2020-05-04 17:58:43 +02:00
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TResources resources = ai->cb->getResourceAmount();
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2021-05-15 20:55:29 +02:00
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2021-05-16 13:19:00 +02:00
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if(!resources.canAfford(actor->armyCost + other->armyCost))
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{
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result = false;
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2021-05-16 13:39:47 +02:00
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#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Can not afford exchange because of total cost %s but we have %s",
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(actor->armyCost + other->armyCost).toString(),
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resources.toString());
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#endif
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return;
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}
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2021-05-16 13:59:35 +02:00
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TResources availableResources = resources - actor->armyCost - other->armyCost;
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2020-05-04 17:58:43 +02:00
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auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(
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actor->creatureSet,
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other->getActorObject(),
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availableResources);
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uint64_t reinforcment = upgradeInfo.upgradeValue;
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if(other->creatureSet->Slots().size())
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reinforcment += ai->armyManager->howManyReinforcementsCanGet(actor->hero, actor->creatureSet, other->creatureSet);
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auto obj = other->getActorObject();
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if(obj && obj->ID == Obj::TOWN)
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{
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reinforcment += ai->armyManager->howManyReinforcementsCanBuy(
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actor->creatureSet,
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ai->cb->getTown(obj->id),
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availableResources - upgradeInfo.upgradeCost);
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}
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2021-05-16 13:19:00 +02:00
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2021-05-16 13:39:47 +02:00
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#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange %s->%s reinforcement: %d, %f%%",
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actor->toString(),
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other->toString(),
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reinforcment,
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100.0f * reinforcment / actor->armyValue);
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#endif
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result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
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}
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});
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}
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2019-03-17 23:27:09 +02:00
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ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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const ChainActor * otherBase = other->baseActor;
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HeroActor * result = exchangeMap->exchange(otherBase);
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if(specialActor == this)
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return result;
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2019-03-17 23:27:09 +02:00
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int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
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{
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return &actor == specialActor;
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});
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return &result->specialActors[index];
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}
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2021-05-16 13:59:32 +02:00
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HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
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:actor(actor), ai(ai)
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{
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}
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2021-05-15 20:56:08 +02:00
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HeroExchangeMap::~HeroExchangeMap()
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{
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for(auto & exchange : exchangeMap)
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{
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delete exchange.second->creatureSet;
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delete exchange.second;
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}
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exchangeMap.clear();
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}
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2019-03-17 23:27:09 +02:00
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HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
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{
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HeroActor * result;
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if(vstd::contains(exchangeMap, other))
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result = exchangeMap.at(other);
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else
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{
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2020-05-04 17:58:43 +02:00
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TResources availableResources = ai->cb->getResourceAmount() - actor->armyCost - other->armyCost;
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2021-05-16 13:57:26 +02:00
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HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
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HeroExchangeArmy * newArmy;
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2021-05-16 13:19:00 +02:00
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if(other->creatureSet->Slots().size())
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{
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if(upgradedInitialArmy)
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{
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newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
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newArmy->armyCost = upgradedInitialArmy->armyCost;
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2021-05-16 13:19:00 +02:00
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delete upgradedInitialArmy;
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}
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else
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{
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newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
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}
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}
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else
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{
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newArmy = upgradedInitialArmy;
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}
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2019-03-17 23:27:09 +02:00
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result = new HeroActor(actor, other, newArmy, ai);
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result->armyCost += newArmy->armyCost;
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2019-03-17 23:27:09 +02:00
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exchangeMap[other] = result;
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}
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return result;
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}
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HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
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const CCreatureSet * army,
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const CGObjectInstance * upgrader,
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TResources resources) const
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2021-05-16 13:19:00 +02:00
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{
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2021-05-16 13:57:26 +02:00
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HeroExchangeArmy * target = new HeroExchangeArmy();
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2020-05-04 17:58:43 +02:00
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auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(army, upgrader, resources);
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2021-05-16 13:19:00 +02:00
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2021-05-16 13:57:26 +02:00
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if(upgradeInfo.upgradeValue)
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{
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for(auto & slotInfo : upgradeInfo.resultingArmy)
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{
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auto targetSlot = target->getFreeSlot();
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target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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}
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resources -= upgradeInfo.upgradeCost;
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target->armyCost += upgradeInfo.upgradeCost;
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}
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else
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{
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for(auto slot : army->Slots())
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{
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auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
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2021-05-16 13:19:00 +02:00
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2021-05-16 13:57:26 +02:00
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target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
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}
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}
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2021-05-16 13:19:00 +02:00
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2021-05-16 13:57:26 +02:00
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if(upgrader->ID == Obj::TOWN)
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2021-05-16 13:19:00 +02:00
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{
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2021-05-16 13:57:26 +02:00
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auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
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for(auto creatureToBuy : buyArmy)
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{
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auto targetSlot = target->getSlotFor(creatureToBuy.cre);
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2021-05-16 13:19:00 +02:00
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2021-05-16 13:57:26 +02:00
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target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
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target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
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target->requireBuyArmy = true;
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}
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2021-05-16 13:19:00 +02:00
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}
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2021-05-16 13:57:26 +02:00
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if(target->getArmyStrength() <= army->getArmyStrength())
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2021-05-16 13:59:32 +02:00
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{
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delete target;
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2021-05-16 13:57:26 +02:00
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return nullptr;
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2021-05-16 13:59:32 +02:00
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}
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2021-05-16 13:57:26 +02:00
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2021-05-16 13:19:00 +02:00
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return target;
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}
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2021-05-16 13:57:26 +02:00
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HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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2021-05-15 19:59:43 +02:00
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{
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2021-05-16 13:57:26 +02:00
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HeroExchangeArmy * target = new HeroExchangeArmy();
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2021-05-16 13:56:42 +02:00
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auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
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2021-05-15 19:59:43 +02:00
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|
2019-03-17 23:27:09 +02:00
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for(auto & slotInfo : bestArmy)
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2021-05-15 19:59:43 +02:00
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{
|
2019-03-17 23:27:09 +02:00
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auto targetSlot = target->getFreeSlot();
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target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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2021-05-15 19:59:43 +02:00
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}
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2019-03-17 23:27:09 +02:00
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return target;
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}
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2021-05-15 19:59:43 +02:00
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2021-05-16 13:19:00 +02:00
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HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
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:ObjectActor(hillFort, &emptyArmy, chainMask, 0)
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{
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}
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|
2019-03-17 23:27:09 +02:00
|
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DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
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2021-05-16 13:19:00 +02:00
|
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|
:ObjectActor(
|
2019-03-17 23:27:09 +02:00
|
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dwelling,
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getDwellingCreatures(dwelling, waitForGrowth),
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chainMask,
|
2021-05-15 20:54:28 +02:00
|
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getInitialTurn(waitForGrowth, dayOfWeek)),
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dwelling(dwelling)
|
2019-03-17 23:27:09 +02:00
|
|
|
{
|
2021-05-15 20:55:29 +02:00
|
|
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for(auto & slot : creatureSet->Slots())
|
|
|
|
{
|
|
|
|
armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
|
|
|
|
}
|
2019-03-17 23:27:09 +02:00
|
|
|
}
|
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|
DwellingActor::~DwellingActor()
|
|
|
|
{
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|
|
|
delete creatureSet;
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|
|
}
|
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|
|
int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
|
|
|
|
{
|
|
|
|
if(!waitForGrowth)
|
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|
|
return 0;
|
|
|
|
|
|
|
|
return 8 - dayOfWeek;
|
|
|
|
}
|
|
|
|
|
2021-05-15 20:54:28 +02:00
|
|
|
std::string DwellingActor::toString() const
|
|
|
|
{
|
|
|
|
return dwelling->typeName + dwelling->visitablePos().toString();
|
|
|
|
}
|
|
|
|
|
2019-03-17 23:27:09 +02:00
|
|
|
CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
|
|
|
|
{
|
|
|
|
CCreatureSet * dwellingCreatures = new CCreatureSet();
|
|
|
|
|
|
|
|
for(auto & creatureInfo : dwelling->creatures)
|
2021-05-15 19:59:43 +02:00
|
|
|
{
|
2019-03-17 23:27:09 +02:00
|
|
|
if(!creatureInfo.second.size())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
auto creature = creatureInfo.second.back().toCreature();
|
|
|
|
auto count = creatureInfo.first;
|
|
|
|
|
|
|
|
if(waitForGrowth)
|
2021-05-15 19:59:43 +02:00
|
|
|
{
|
2019-03-17 23:27:09 +02:00
|
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
|
|
|
|
|
|
|
|
count += town ? town->creatureGrowth(creature->level) : creature->growth;
|
|
|
|
}
|
2021-05-15 19:59:43 +02:00
|
|
|
|
2019-03-17 23:27:09 +02:00
|
|
|
dwellingCreatures->addToSlot(
|
|
|
|
dwellingCreatures->getSlotFor(creature),
|
|
|
|
creature->idNumber,
|
|
|
|
TQuantity(creatureInfo.first));
|
2021-05-15 19:59:43 +02:00
|
|
|
}
|
|
|
|
|
2019-03-17 23:27:09 +02:00
|
|
|
return dwellingCreatures;
|
|
|
|
}
|
|
|
|
|
|
|
|
TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
|
2021-05-16 13:19:00 +02:00
|
|
|
:ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
|
2021-05-15 20:54:28 +02:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string TownGarrisonActor::toString() const
|
2019-03-17 23:27:09 +02:00
|
|
|
{
|
2021-05-15 20:54:28 +02:00
|
|
|
return town->name;
|
2021-05-15 19:59:43 +02:00
|
|
|
}
|