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NKAI: mutex for internal AI state
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@ -588,6 +588,8 @@ void AIGateway::heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, s
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{
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if(hPtr.validAndSet())
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{
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std::unique_lock<std::mutex> lockGuard(nullkiller->aiStateMutex);
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nullkiller->heroManager->update();
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answerQuery(queryID, nullkiller->heroManager->selectBestSkill(hPtr, skills));
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}
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@ -661,14 +663,18 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
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if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
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sel = components.size();
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// TODO: Find better way to understand it is Chest of Treasures
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if(hero.validAndSet()
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&& components.size() == 2
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&& components.front().type == ComponentType::RESOURCE
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&& (nullkiller->heroManager->getHeroRole(hero) != HeroRole::MAIN
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|| nullkiller->buildAnalyzer->getGoldPreasure() > MAX_GOLD_PEASURE))
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{
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sel = 1; // for now lets pick gold from a chest.
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std::unique_lock<std::mutex>(nullkiller->aiStateMutex);
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// TODO: Find better way to understand it is Chest of Treasures
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if(hero.validAndSet()
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&& components.size() == 2
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&& components.front().type == ComponentType::RESOURCE
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&& (nullkiller->heroManager->getHeroRole(hero) != HeroRole::MAIN
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|| nullkiller->buildAnalyzer->getGoldPreasure() > MAX_GOLD_PEASURE))
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{
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sel = 1; // for now lets pick gold from a chest.
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}
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}
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answerQuery(askID, sel);
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@ -859,6 +865,8 @@ void AIGateway::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h
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{
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makePossibleUpgrades(h.get());
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std::unique_lock<std::mutex> lockGuard(nullkiller->aiStateMutex);
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if(!h->visitedTown->garrisonHero || !nullkiller->isHeroLocked(h->visitedTown->garrisonHero))
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moveCreaturesToHero(h->visitedTown);
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@ -115,6 +115,8 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
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void Nullkiller::resetAiState()
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{
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std::unique_lock<std::mutex> lockGuard(aiStateMutex);
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lockedResources = TResources();
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scanDepth = ScanDepth::MAIN_FULL;
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playerID = ai->playerID;
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@ -127,6 +129,8 @@ void Nullkiller::updateAiState(int pass, bool fast)
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{
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boost::this_thread::interruption_point();
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std::unique_lock<std::mutex> lockGuard(aiStateMutex);
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auto start = std::chrono::high_resolution_clock::now();
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activeHero = nullptr;
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@ -73,6 +73,7 @@ public:
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std::unique_ptr<ArmyFormation> armyFormation;
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PlayerColor playerID;
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std::shared_ptr<CCallback> cb;
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std::mutex aiStateMutex;
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Nullkiller();
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void init(std::shared_ptr<CCallback> cb, PlayerColor playerID);
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