* Updated class - file - handling
* Renamed color constants * Renamed class AdventureMapButton to CAdventureMapButton * Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses * Moved new creature window from GuiClasses to CCreatureWindow
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@@ -39,7 +39,7 @@ struct EnemyInfo
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{
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const CStack * s;
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int adi, adr;
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std::vector<SBattleHex> attackFrom; //for melee fight
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std::vector<BattleHex> attackFrom; //for melee fight
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EnemyInfo(const CStack * _s) : s(_s)
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{}
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void calcDmg(const CStack * ourStack)
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@@ -60,10 +60,10 @@ bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
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return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
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}
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int distToNearestNeighbour(SBattleHex hex, const std::vector<int> & dists, SBattleHex *chosenHex = NULL)
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int distToNearestNeighbour(BattleHex hex, const std::vector<int> & dists, BattleHex *chosenHex = NULL)
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{
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int ret = 1000000;
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BOOST_FOREACH(SBattleHex n, hex.neighbouringTiles())
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BOOST_FOREACH(BattleHex n, hex.neighbouringTiles())
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{
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if(dists[n] >= 0 && dists[n] < ret)
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{
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@@ -81,12 +81,12 @@ bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const std::vector<in
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return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
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}
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static bool willSecondHexBlockMoreEnemyShooters(const SBattleHex &h1, const SBattleHex &h2)
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static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
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{
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int shooters[2] = {0}; //count of shooters on hexes
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for(int i = 0; i < 2; i++)
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BOOST_FOREACH(SBattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
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BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
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if(const CStack *s = cbc->battleGetStackByPos(neighbour))
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if(s->getCreature()->isShooting())
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shooters[i]++;
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@@ -98,7 +98,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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{
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//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called");
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std::vector<SBattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
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std::vector<int> dists = cb->battleGetDistances(stack);
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std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
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@@ -110,7 +110,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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}
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else
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{
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BOOST_FOREACH(SBattleHex hex, avHexes)
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BOOST_FOREACH(BattleHex hex, avHexes)
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{
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if(CStack::isMeleeAttackPossible(stack, s, hex))
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{
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@@ -182,7 +182,7 @@ void CStupidAI::battleNewRound(int round)
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print("battleNewRound called");
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}
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void CStupidAI::battleStackMoved(const CStack * stack, std::vector<SBattleHex> dest, int distance)
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void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
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print("battleStackMoved called");;
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}
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@@ -233,10 +233,10 @@ void CStupidAI::print(const std::string &text) const
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tlog0 << "CStupidAI [" << this <<"]: " << text << std::endl;
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}
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BattleAction CStupidAI::goTowards(const CStack * stack, SBattleHex hex)
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BattleAction CStupidAI::goTowards(const CStack * stack, BattleHex hex)
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{
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SBattleHex realDest = hex;
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SBattleHex predecessors[GameConstants::BFIELD_SIZE];
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BattleHex realDest = hex;
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BattleHex predecessors[GameConstants::BFIELD_SIZE];
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std::vector<int> dists = cb->battleGetDistances(stack, hex);
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if(distToNearestNeighbour(hex, dists, &realDest) > GameConstants::BFIELD_SIZE)
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{
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@@ -245,7 +245,7 @@ BattleAction CStupidAI::goTowards(const CStack * stack, SBattleHex hex)
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}
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dists = cb->battleGetDistances(stack, realDest, predecessors);
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std::vector<SBattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
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if(!avHexes.size())
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{
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