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Nullkiller: temporary hacks to allow army buying
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AI/Nullkiller/Behaviors/BuyArmyBehavior.cpp
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73
AI/Nullkiller/Behaviors/BuyArmyBehavior.cpp
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/*
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* Goals.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 "BuyArmyBehavior.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/VisitTile.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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std::string BuyArmyBehavior::toString() const
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{
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return "Buy army";
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}
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Goals::TGoalVec BuyArmyBehavior::getTasks()
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{
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Goals::TGoalVec tasks;
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if(cb->getDate(Date::DAY) == 1)
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return tasks;
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auto heroes = cb->getHeroesInfo();
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if(heroes.size())
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{
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auto mainHero = vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
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{
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return hero->getFightingStrength();
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});
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for(auto town : cb->getTownsInfo())
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{
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const CGHeroInstance * targetHero = *mainHero;
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/*if(town->visitingHero)
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{
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targetHero = town->visitingHero.get();
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if(ai->ah->howManyReinforcementsCanGet(targetHero, town->getUpperArmy()))
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{
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tasks.push_back(sptr(VisitTile(town->visitablePos()).sethero(targetHero).setpriority(5)));
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continue;
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}
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}*/
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auto reinforcement = ai->ah->howManyReinforcementsCanBuy(targetHero, town);
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if(reinforcement)
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{
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tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(5)));
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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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26
AI/Nullkiller/Behaviors/BuyArmyBehavior.h
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26
AI/Nullkiller/Behaviors/BuyArmyBehavior.h
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@ -0,0 +1,26 @@
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/*
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* Goals.h, 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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#pragma once
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#include "lib/VCMI_Lib.h"
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#include "Behavior.h"
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#include "../AIUtility.h"
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class BuyArmyBehavior : public Behavior
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{
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public:
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BuyArmyBehavior()
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{
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}
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virtual Goals::TGoalVec getTasks() override;
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virtual std::string toString() const override;
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};
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@ -58,6 +58,7 @@ set(VCAI_SRCS
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Behaviors/Behavior.cpp
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Behaviors/CaptureObjectsBehavior.cpp
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Behaviors/RecruitHeroBehavior.cpp
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Behaviors/BuyArmyBehavior.cpp
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main.cpp
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VCAI.cpp
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)
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@ -119,6 +120,7 @@ set(VCAI_HEADERS
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Behaviors/Behavior.h
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Behaviors/CaptureObjectsBehavior.h
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Behaviors/RecruitHeroBehavior.h
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Behaviors/BuyArmyBehavior.h
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VCAI.h
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)
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@ -4,6 +4,7 @@
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#include "../AIHelper.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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#include "../Behaviors/RecruitHeroBehavior.h"
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#include "../Behaviors/BuyArmyBehavior.h"
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#include "../Goals/Invalid.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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@ -74,6 +75,7 @@ void Nullkiller::makeTurn()
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updateAiState();
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Goals::TGoalVec bestTasks = {
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choseBestTask(BuyArmyBehavior()),
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choseBestTask(CaptureObjectsBehavior()),
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choseBestTask(RecruitHeroBehavior())
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};
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@ -2177,7 +2177,7 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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auto res = ah->allResources();
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std::vector<creInfo> creaturesInDwellings;
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for (int i = 0; i < t->creatures.size(); i++)
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for (int i = t->creatures.size() - 1; i >= 0; i--)
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{
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auto ci = infoFromDC(t->creatures[i]);
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@ -2214,6 +2214,11 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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valueBought += ci.count * ci.cre->AIValue;
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}
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if(t->visitingHero)
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{
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moveHeroToTile(t->visitablePos(), t->visitingHero.get());
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}
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throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
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}
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