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AI will now always pick best stacks from towns.
It will also crash when picking stacks from objects, work in progress.
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parent
d0e259864e
commit
0793ce2c4a
@ -779,6 +779,7 @@ void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *do
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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status.addQuery();
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pickBestCreatures (down, up);
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onEnd();
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}
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@ -893,19 +894,59 @@ void VCAI::moveCreaturesToHero(const CGTownInstance * t)
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{
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if(t->visitingHero)
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{
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for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
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pickBestCreatures (t->visitingHero, t);
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}
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}
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void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
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{
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if(const CStackInstance *s = t->getStackPtr(i))
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if (army->stacksCount() == GameConstants::ARMY_SIZE) //try merging our army first
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{
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for (int i = 0; i < GameConstants::ARMY_SIZE; ++i)
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{
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if (const CStackInstance *s = army->getStackPtr(i))
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{
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for (int j = 0; j < GameConstants::ARMY_SIZE; ++j)
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{
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if (i != j && army->mergableStacks(std::pair<TSlot, TSlot>(i, j)))
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{
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cb->mergeStacks (army, army, j, i);
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break;
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}
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}
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}
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}
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}
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for (int i = 0; i < GameConstants::ARMY_SIZE; ++i)
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{
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if(const CStackInstance *s = source->getStackPtr(i))
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{
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//find d
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int dstSlot = t->visitingHero->getSlotFor(s->type);
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int dstSlot = army->getSlotFor(s->type);
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if(dstSlot >= 0)
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{
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if(t->visitingHero->hasStackAtSlot(dstSlot))
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cb->mergeStacks(t, t->visitingHero, i, dstSlot);
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if (army->hasStackAtSlot(dstSlot))
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cb->mergeStacks(source, army, i, dstSlot);
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else
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cb->swapCreatures(t, t->visitingHero, i, dstSlot);
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cb->swapCreatures(source, army, i, dstSlot);
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}
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else //exchange poorest stack with stronger one
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{
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TSlot weakestStack = 0;
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for (int j = 1; j < GameConstants::ARMY_SIZE; ++j)
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{
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const CStackInstance *p = army->getStackPtr(j);
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const CStackInstance *w = army->getStackPtr(weakestStack);
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if (p && w)
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{
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if (p->getPower() < w->getPower())
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weakestStack = j;
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}
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}
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if (const CStackInstance *w = army->getStackPtr(weakestStack))
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if (w->getPower() < s->getPower())
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cb->swapCreatures(source, army, i, weakestStack);
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}
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}
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}
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@ -1098,7 +1139,6 @@ void VCAI::wander(const CGHeroInstance * h)
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break;
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}
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//TODO real solution for moving army
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if(h->visitedTown)
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{
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townVisitsThisWeek[h].push_back(h->visitedTown);
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@ -1332,7 +1372,6 @@ int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
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return howManyTilesWillBeDiscovered(pos + dir, radious);
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}
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void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
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{
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BOOST_FOREACH(const int3 &tile, tiles)
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@ -1610,7 +1649,6 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance
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throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
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}
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int3 VCAI::explorationNewPoint(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
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{
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TimeCheck tc("looking for new exploration point");
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@ -2344,11 +2382,14 @@ bool isWeeklyRevisitable (const CGObjectInstance * obj)
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{ //TODO: allow polling of remaining creatures in dwelling
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if (dynamic_cast<const CGVisitableOPW *>(obj) || dynamic_cast<const CGDwelling *>(obj)) //ensures future compatibility, unlike IDs
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return true;
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switch (obj->ID)
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{
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case Obj::STABLES: //any other potential visitable objects?
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return true;
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}
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return false;
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}
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int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
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{
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int sourceSector = retreiveTile(h->visitablePos()),
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@ -255,6 +255,7 @@ public:
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void buildStructure(const CGTownInstance * t);
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//void recruitCreatures(const CGTownInstance * t);
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void recruitCreatures(const CGDwelling * d);
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void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
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void moveCreaturesToHero(const CGTownInstance * t);
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bool goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h);
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void performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h);
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@ -188,6 +188,7 @@ namespace Obj
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PYRAMID = 63,
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CRYPT = 84,
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SHIPWRECK = 85,
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STABLES = 94,
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TRADING_POST = 99,
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SUBTERRANEAN_GATE = 103,
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WHIRLPOOL = 111,
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