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nullkiller2: Replace hasBuiltSomeTradeBuilding() with hasBuiltResourceMarketplace()
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@@ -645,7 +645,7 @@ bool Nullkiller::handleTrading()
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ObjectInstanceID marketId;
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for (auto town : cb->getTownsInfo())
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{
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if (town->hasBuiltSomeTradeBuilding())
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if (town->hasBuiltResourceMarketplace())
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{
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marketId = town->id;
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}
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@@ -1578,7 +1578,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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logAi->trace("Should make sure to build market-place instead of %s", task->toString());
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for (auto town : ai->cb->getTownsInfo())
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{
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if (!town->hasBuiltSomeTradeBuilding())
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if (!town->hasBuiltResourceMarketplace())
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return 0;
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}
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}
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@@ -250,9 +250,7 @@ void Nullkiller::invalidatePathfinderData()
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void Nullkiller::updateState()
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{
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#if NK2AI_TRACE_LEVEL >= 1
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logAi->info("PERFORMANCE: AI updateState started");
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#endif
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makingTurnInterruption.interruptionPoint();
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std::unique_lock lockGuard(aiStateMutex);
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@@ -309,8 +307,7 @@ void Nullkiller::updateState()
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armyManager->update();
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#if NK2AI_TRACE_LEVEL >= 1
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if(const auto timeElapsedMs = timeElapsed(start); timeElapsedMs > 499)
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if(const auto timeElapsedMs = timeElapsed(start); timeElapsedMs > 999)
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{
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logAi->warn("PERFORMANCE: AI updateState took %ld ms", timeElapsedMs);
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}
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@@ -318,7 +315,6 @@ void Nullkiller::updateState()
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{
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logAi->info("PERFORMANCE: AI updateState took %ld ms", timeElapsedMs);
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}
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#endif
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}
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bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
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@@ -382,14 +378,10 @@ void Nullkiller::makeTurn()
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decompose(tasks, sptr(ExplorationBehavior()), MAX_DEPTH);
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TTaskVec selectedTasks;
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#if NK2AI_TRACE_LEVEL >= 1
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int prioOfTask = 0;
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#endif
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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#if NK2AI_TRACE_LEVEL >= 1
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prioOfTask = prio;
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#endif
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selectedTasks = buildPlan(tasks, prio);
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if (!selectedTasks.empty() || settings->isUseFuzzy())
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break;
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@@ -1628,7 +1628,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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logAi->trace("Should make sure to build market-place instead of %s", task->toString());
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for (auto town : aiNk->cc->getTownsInfo())
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{
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if (!town->hasBuiltSomeTradeBuilding())
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if (!town->hasBuiltResourceMarketplace())
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return 0;
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}
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}
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@@ -20,7 +20,7 @@ bool ResourceTrader::trade(BuildAnalyzer & buildAnalyzer, CCallback & cc, const
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// Are those used anywhere? To inspect.
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for(const auto * const town : cc.getTownsInfo())
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{
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if(town->hasBuiltSomeTradeBuilding())
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if(town->hasBuiltResourceMarketplace())
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{
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marketId = town->id;
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break;
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