2021-05-15 21:04:26 +02:00
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/*
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* ExchangeSwapTownHeroes.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 "ExchangeSwapTownHeroes.h"
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#include "ExecuteHeroChain.h"
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#include "../VCAI.h"
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#include "../FuzzyHelper.h"
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#include "../AIhelper.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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#include "../Engine/Nullkiller.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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ExchangeSwapTownHeroes::ExchangeSwapTownHeroes(const CGTownInstance * town, const CGHeroInstance * garrisonHero)
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:CGoal(Goals::EXCHANGE_SWAP_TOWN_HEROES), town(town), garrisonHero(garrisonHero)
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{
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}
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std::string ExchangeSwapTownHeroes::name() const
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{
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return "Exchange and swap heroes of " + town->name;
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}
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std::string ExchangeSwapTownHeroes::completeMessage() const
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{
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return "Exchange and swap heroes of " + town->name + " compelete";
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}
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bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
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{
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return town == other.town;
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}
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TSubgoal ExchangeSwapTownHeroes::whatToDoToAchieve()
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{
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return iAmElementar();
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}
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void ExchangeSwapTownHeroes::accept(VCAI * ai)
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{
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if(!garrisonHero)
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{
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if(!town->garrisonHero)
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throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
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cb->swapGarrisonHero(town);
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ai->buildArmyIn(town);
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ai->nullkiller->unlockHero(town->visitingHero.get());
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logAi->debug("Extracted hero %s from garrison of %s", town->visitingHero->name, town->name);
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return;
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}
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if(town->visitingHero && town->visitingHero.get() != garrisonHero)
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cb->swapGarrisonHero(town);
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2021-05-16 13:09:49 +02:00
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makePossibleUpgrades(town);
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2021-05-15 21:04:26 +02:00
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ai->moveHeroToTile(town->visitablePos(), garrisonHero);
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2021-05-16 13:09:49 +02:00
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auto upperArmy = town->getUpperArmy();
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if(!town->garrisonHero && upperArmy->stacksCount() != 0)
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{
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// dismiss creatures we are not able to pick to be able to hide in garrison
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if(upperArmy->getArmyStrength() < 500
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&& town->fortLevel() >= CGTownInstance::CITADEL)
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{
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for(auto slot : upperArmy->Slots())
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{
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cb->dismissCreature(upperArmy, slot.first);
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}
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cb->swapGarrisonHero(town);
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}
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}
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else
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{
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cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
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}
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ai->nullkiller->lockHero(garrisonHero);
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2021-05-15 21:04:26 +02:00
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2021-05-16 13:09:49 +02:00
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if(town->visitingHero && town->visitingHero != garrisonHero)
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2021-05-15 21:04:26 +02:00
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{
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ai->nullkiller->unlockHero(town->visitingHero.get());
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makePossibleUpgrades(town->visitingHero);
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}
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2021-05-16 13:09:49 +02:00
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logAi->debug("Put hero %s to garrison of %s", garrisonHero->name, town->name);
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2021-05-15 21:04:26 +02:00
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}
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