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- AI will now wander with all the heroes that have spare movement points. It should prevent stalling.
- Fixed #1030
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d8cb3a34d3
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@ -1073,7 +1073,7 @@ void VCAI::makeTurnInternal()
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bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
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bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
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{
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{
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int3 dst = obj->visitablePos();
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int3 dst = obj->visitablePos();
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BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
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BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
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return moveHeroToTile(dst, h);
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return moveHeroToTile(dst, h);
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}
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}
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@ -1541,7 +1541,7 @@ void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, boo
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{
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{
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foreach_tile_pos([&](const int3 &pos)
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foreach_tile_pos([&](const int3 &pos)
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{
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{
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BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(pos, false))
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BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
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{
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{
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if(includeOwned || obj->tempOwner != playerID)
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if(includeOwned || obj->tempOwner != playerID)
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out.push_back(obj);
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out.push_back(obj);
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@ -1916,7 +1916,8 @@ std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
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BOOST_FOREACH(auto h, lockedHeroes)
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BOOST_FOREACH(auto h, lockedHeroes)
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{
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{
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if (!h.second.invalid()) //we can use heroes without valid goal
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//if (!h.second.invalid()) //we can use heroes without valid goal
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if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
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remove_if_present(ret, h.first);
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remove_if_present(ret, h.first);
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}
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}
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return ret;
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return ret;
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@ -3241,6 +3242,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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}
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}
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}
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}
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return true; //we don't have this quest yet
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return true; //we don't have this quest yet
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break;
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}
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}
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR1:
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{
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{
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@ -3257,13 +3259,15 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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}
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}
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}
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}
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return canRecruitCreatures;
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return canRecruitCreatures;
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break;
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}
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}
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case Obj::MONOLITH1:
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case Obj::MONOLITH1:
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case Obj::MONOLITH2:
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case Obj::MONOLITH2:
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case Obj::MONOLITH3:
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case Obj::MONOLITH3:
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case Obj::WHIRLPOOL:
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case Obj::WHIRLPOOL:
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//TODO: mehcanism for handling monoliths
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//TODO: mechanism for handling monoliths
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return false;
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return false;
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break;
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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case Obj::SCHOOL_OF_WAR:
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{
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{
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@ -3275,6 +3279,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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if (h->level < 12)
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if (h->level < 12)
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return false;
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return false;
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break;
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case Obj::TREE_OF_KNOWLEDGE:
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case Obj::TREE_OF_KNOWLEDGE:
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{
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{
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TResources myRes = ai->myCb->getResourceAmount();
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TResources myRes = ai->myCb->getResourceAmount();
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@ -3284,7 +3289,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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break;
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break;
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}
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}
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if (obj->wasVisited(h))
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if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
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return false;
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return false;
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return true;
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return true;
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@ -3530,7 +3530,7 @@ void CGVisitableOPW::newTurn() const
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}
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}
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bool CGVisitableOPW::wasVisited(ui8 player) const
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bool CGVisitableOPW::wasVisited(ui8 player) const
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{
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{
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return !visited; //TODO: other players should see object as unvisited
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return visited; //TODO: other players should see object as unvisited
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}
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}
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void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
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void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
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