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synced 2025-08-13 19:54:17 +02:00
Accessibility tweaks + fix some compile errors
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@@ -245,7 +245,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
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auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
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if(armedObj)
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if(armedObj)
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{
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{
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float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
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float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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}
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}
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}
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}
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@@ -258,7 +258,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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for(auto cre : guards)
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for(auto cre : guards)
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{
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
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}
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}
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}
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}
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}
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}
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@@ -267,7 +267,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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auto guards = cb->getGuardingCreatures(tile);
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auto guards = cb->getGuardingCreatures(tile);
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for(auto cre : guards)
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for(auto cre : guards)
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{
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
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}
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}
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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@@ -18,13 +18,13 @@ struct SectorMap;
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class engineBase
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class engineBase
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{
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{
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public:
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protected:
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fl::Engine engine;
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fl::Engine engine;
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fl::RuleBlock rules;
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fl::RuleBlock rules;
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engineBase();
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virtual void configure();
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virtual void configure();
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void addRule(const std::string & txt);
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void addRule(const std::string & txt);
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public:
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engineBase();
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};
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};
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class TacticalAdvantageEngine : public engineBase
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class TacticalAdvantageEngine : public engineBase
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@@ -85,13 +85,11 @@ class FuzzyHelper
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{
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{
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friend class VCAI;
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friend class VCAI;
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public:
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TacticalAdvantageEngine tacticalAdvantageEngine;
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TacticalAdvantageEngine tacticalAdvantageEngine;
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VisitTileEngine visitTileEngine;
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VisitTileEngine visitTileEngine;
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GetObjEngine getObjEngine;
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GetObjEngine getObjEngine;
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public:
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::RecruitHero & g);
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float evaluate(Goals::RecruitHero & g);
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float evaluate(Goals::VisitTile & g);
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float evaluate(Goals::VisitTile & g);
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