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https://github.com/vcmi/vcmi.git
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Fix defence crashes and hangs
This commit is contained in:
parent
3dc76cfe35
commit
3d91f2e988
@ -155,14 +155,14 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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logAi->debug("Scanning objects, count %d", objs.size());
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for(auto objToVisit : objs)
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{
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{
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if(!objectMatchesFilter(objToVisit))
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continue;
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
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#endif
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if(!objectMatchesFilter(objToVisit))
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continue;
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const int3 pos = objToVisit->visitablePos();
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auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
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@ -14,8 +14,11 @@
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/DismissHero.h"
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#include "../Goals/Composition.h"
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#include "../Markers/DefendTown.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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@ -42,28 +45,9 @@ Goals::TGoalVec DefenceBehavior::decompose() const
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return tasks;
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}
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uint64_t townArmyIncome(const CGTownInstance * town)
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{
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uint64_t result = 0;
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for(auto creatureInfo : town->creatures)
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{
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if(creatureInfo.second.empty())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
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}
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return result;
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}
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void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
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{
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auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 40000.0f)
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+ town->dailyIncome()[Res::GOLD] / 10000.0f;
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logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
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logAi->debug("Evaluating defence for %s", town->name);
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auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
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auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
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@ -195,11 +179,13 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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continue;
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}
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std::vector<Goals::ExecuteHeroChain> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<AIPath>> defferedPaths;
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std::vector<int> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
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for(AIPath & path : paths)
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for(int i = 0; i < paths.size(); i++)
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{
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auto & path = paths[i];
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#if AI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
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@ -215,27 +201,29 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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town->name,
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path.targetHero->name);
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defferedPaths[path.targetHero].push_back(path);
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defferedPaths[path.targetHero].push_back(i);
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continue;
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}
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float priority = basicPriority * std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger)
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- treat.turn * 0.2f;
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if(treat.turn < path.turn())
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priority /= (path.turn() - treat.turn) * 2;
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if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Put %s to garrison of town %s with priority %f",
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logAi->trace("Put %s to garrison of town %s",
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path.targetHero->name,
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town->name,
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priority);
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town->name);
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#endif
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE).setpriority(priority)));
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// dismiss creatures we are not able to pick to be able to hide in garrison
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if(town->garrisonHero
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|| town->getUpperArmy()->stacksCount() == 0
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|| town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL)
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{
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tasks.push_back(
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Goals::sptr(Composition()
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.addNext(DefendTown(town, treat, path.targetHero))
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.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
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}
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continue;
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}
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@ -245,25 +233,26 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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if(ai->nullkiller->arePathHeroesLocked(path))
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Can not move %s to defend town %s with priority %f. Path is locked.",
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logAi->trace("Can not move %s to defend town %s. Path is locked.",
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path.targetHero->name,
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town->name,
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priority);
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town->name);
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#endif
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continue;
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}
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pathsToDefend.push_back(Goals::ExecuteHeroChain(path, town).setpriority(priority));
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pathsToDefend.push_back(i);
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}
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}
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for(Goals::ExecuteHeroChain & chain : pathsToDefend)
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for(int i : pathsToDefend)
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{
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auto path = chain.getPath();
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AIPath & path = paths[i];
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for(AIPath & defferedPath : defferedPaths[path.targetHero])
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for(int j : defferedPaths[path.targetHero])
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{
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AIPath & defferedPath = paths[j];
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if(defferedPath.getHeroStrength() >= path.getHeroStrength()
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&& defferedPath.turn() <= path.turn())
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{
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@ -272,13 +261,35 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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}
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Move %s to defend town %s with priority %f",
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logAi->trace("Move %s to defend town %s",
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path.targetHero->name,
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town->name,
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chain.priority);
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town->name);
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#endif
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Composition composition;
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composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
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auto firstBlockedAction = path.getFirstBlockedAction();
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if(firstBlockedAction)
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{
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auto subGoal = firstBlockedAction->decompose(path.targetHero);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
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#endif
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tasks.push_back(Goals::sptr(chain));
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if(subGoal->invalid())
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Path is invalid. Skipping");
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#endif
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continue;
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}
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composition.addNext(subGoal);
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}
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tasks.push_back(Goals::sptr(composition));
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}
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}
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@ -176,7 +176,13 @@ Goals::TGoalVec StartupBehavior::decompose() const
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}
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else if(canRecruitHero)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
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auto canPickTownArmy = startupTown->stacksCount() == 0
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|| ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
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if(canPickTownArmy)
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{
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tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
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}
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}
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}
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}
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@ -37,6 +37,7 @@ set(VCAI_SRCS
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Markers/ArmyUpgrade.cpp
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Markers/HeroExchange.cpp
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Markers/UnlockCluster.cpp
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Markers/DefendTown.cpp
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Engine/Nullkiller.cpp
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Engine/DeepDecomposer.cpp
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Engine/PriorityEvaluator.cpp
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@ -97,6 +98,7 @@ set(VCAI_HEADERS
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Markers/ArmyUpgrade.h
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Markers/HeroExchange.h
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Markers/UnlockCluster.h
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Markers/DefendTown.h
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Engine/Nullkiller.h
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Engine/DeepDecomposer.h
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Engine/PriorityEvaluator.h
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@ -24,6 +24,7 @@
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#include "../Goals/BuildThis.h"
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#include "../Markers/HeroExchange.h"
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#include "../Markers/ArmyUpgrade.h"
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#include "../Markers/DefendTown.h"
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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@ -493,6 +494,51 @@ public:
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}
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};
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class DefendTownEvaluator : public IEvaluationContextBuilder
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{
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private:
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uint64_t townArmyIncome(const CGTownInstance * town) const
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{
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uint64_t result = 0;
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for(auto creatureInfo : town->creatures)
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{
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if(creatureInfo.second.empty())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
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}
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return result;
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}
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public:
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virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
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{
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if(task->goalType != Goals::DEFEND_TOWN)
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return;
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Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
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const CGTownInstance * town = defendTown.town;
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auto & treat = defendTown.getTreat();
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auto armyIncome = townArmyIncome(town);
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auto dailyIncome = town->dailyIncome()[Res::GOLD];
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auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
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float multiplier = 1;
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if(treat.turn < defendTown.getTurn())
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multiplier /= 1 + (defendTown.getTurn() - treat.turn);
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evaluationContext.armyReward += armyIncome * multiplier;
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evaluationContext.goldReward += dailyIncome * 5 * multiplier;
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evaluationContext.strategicalValue += strategicalValue * multiplier;
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}
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};
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class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
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{
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public:
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@ -653,6 +699,8 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
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evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
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evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
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evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
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evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
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evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
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}
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EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
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@ -65,7 +65,8 @@ namespace Goals
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CLUSTER_BEHAVIOR,
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UNLOCK_CLUSTER,
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HERO_EXCHANGE,
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ARMY_UPGRADE
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ARMY_UPGRADE,
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DEFEND_TOWN
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};
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class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>
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@ -199,7 +199,7 @@ TGoalVec CompleteQuest::missionKeymaster() const
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TGoalVec CompleteQuest::missionResources() const
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{
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TGoalVec solutions;
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TGoalVec solutions = tryCompleteQuest();
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/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
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@ -61,24 +61,15 @@ void ExchangeSwapTownHeroes::accept(VCAI * ai)
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auto upperArmy = town->getUpperArmy();
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if(!town->garrisonHero && upperArmy->stacksCount() != 0)
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if(!town->garrisonHero)
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{
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// dismiss creatures we are not able to pick to be able to hide in garrison
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if(upperArmy->getArmyStrength() < 500
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&& town->fortLevel() >= CGTownInstance::CITADEL)
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while(upperArmy->stacksCount() != 0)
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{
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for(auto slot : upperArmy->Slots())
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{
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cb->dismissCreature(upperArmy, slot.first);
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}
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cb->swapGarrisonHero(town);
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cb->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
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}
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}
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else
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{
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cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
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}
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cb->swapGarrisonHero(town);
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ai->nullkiller->lockHero(garrisonHero, lockingReason);
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40
AI/Nullkiller/Markers/DefendTown.cpp
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40
AI/Nullkiller/Markers/DefendTown.cpp
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@ -0,0 +1,40 @@
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/*
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* ArmyUpgrade.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "DefendTown.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIUtility.h"
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using namespace Goals;
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DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
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: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
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{
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settown(town);
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sethero(defencePath.targetHero);
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}
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DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender)
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: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defender->getTotalStrength()), turn(0)
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{
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settown(town);
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sethero(defender);
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}
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bool DefendTown::operator==(const DefendTown & other) const
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{
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return false;
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}
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std::string DefendTown::toString() const
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{
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return "Defend town " + town->getObjectName();
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}
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39
AI/Nullkiller/Markers/DefendTown.h
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39
AI/Nullkiller/Markers/DefendTown.h
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@ -0,0 +1,39 @@
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/*
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* ArmyUpgrade.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../Goals/CGoal.h"
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#include "../Pathfinding/AINodeStorage.h"
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#include "../Analyzers/ArmyManager.h"
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#include "../Analyzers/DangerHitMapAnalyzer.h"
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namespace Goals
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{
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class DLL_EXPORT DefendTown : public CGoal<DefendTown>
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{
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private:
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uint64_t defenceArmyStrength;
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HitMapInfo treat;
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uint8_t turn;
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public:
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DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
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DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
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virtual bool operator==(const DefendTown & other) const override;
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virtual std::string toString() const override;
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const HitMapInfo & getTreat() const { return treat; }
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uint64_t getDefenceStrength() const { return defenceArmyStrength; }
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uint8_t getTurn() const { return turn; }
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};
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}
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@ -11,7 +11,7 @@
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#pragma once
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#define PATHFINDER_TRACE_LEVEL 0
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#define AI_TRACE_LEVEL 1
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#define AI_TRACE_LEVEL 0
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#define SCOUT_TURN_DISTANCE_LIMIT 3
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#include "../../../lib/CPathfinder.h"
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@ -283,6 +283,7 @@ HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
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{
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newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
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newArmy->armyCost = upgradedInitialArmy->armyCost;
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newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
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delete upgradedInitialArmy;
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}
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