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Simplified CollectRes - rely on VisitObj now
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@ -1137,22 +1137,10 @@ TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
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}
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for (auto obj : ourObjs)
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{
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int3 dest = obj->visitablePos();
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auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
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if (t.valid()) //we know any path at all
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if (ai->isAccessibleForHero(obj->visitablePos(), h))
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{
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if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
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{
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if (isSafeToVisit(h, dest))
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{
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if (dest != t) //there is something blocking our way
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ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
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else
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ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
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}
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else //we need to get army in order to pick that object
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ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
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}
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//further decomposition and evaluation will be handled by VisitObj
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ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
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}
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}
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}
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