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NKAI: a few crash/hang fixes
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ae1d2c50e2
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@ -774,8 +774,10 @@ void AIGateway::makeTurn()
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retrieveVisitableObjs();
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}
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#if NKAI_TRACE_LEVEL == 0
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try
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{
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#endif
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nullkiller->makeTurn();
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//for debug purpose
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@ -784,6 +786,7 @@ void AIGateway::makeTurn()
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if (h->movement)
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logAi->warn("Hero %s has %d MP left", h->name, h->movement);
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}
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#if NKAI_TRACE_LEVEL == 0
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}
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catch (boost::thread_interrupted & e)
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{
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@ -795,6 +798,7 @@ void AIGateway::makeTurn()
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{
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logAi->debug("Making turn thread has caught an exception: %s", e.what());
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}
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#endif
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endTurn();
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}
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@ -307,7 +307,7 @@ void Nullkiller::executeTask(Goals::TTask task)
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{
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logAi->trace("Task %s completed", task->toString());
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}
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catch(std::exception & e)
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catch(cannotFulfillGoalException & e)
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{
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logAi->debug("Failed to realize subgoal of type %s, I will stop.", taskDescr);
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logAi->debug("The error message was: %s", e.what());
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@ -1086,7 +1086,7 @@ void AINodeStorage::calculateTownPortal(
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for(const CGTownInstance * targetTown : towns)
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{
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// TODO: allow to hide visiting hero in garrison
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if(targetTown->visitingHero)
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if(targetTown->visitingHero && maskMap.find(targetTown->visitingHero.get()) != maskMap.end())
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{
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auto basicMask = maskMap.at(targetTown->visitingHero.get());
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bool heroIsInChain = (actor->chainMask & basicMask) != 0;
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@ -339,7 +339,7 @@ void CPathfinder::calculatePaths()
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auto hlp = config->getOrCreatePathfinderHelper(source, gs);
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if(hlp->isHeroPatrolLocked())
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break;
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continue;
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pq.push(initialNode);
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}
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