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Update ExplorationBehavior.cpp
Added missing bracked and changed indenting to make it less confusing.
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@ -37,26 +37,27 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * ai) const
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{
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{
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switch (obj->ID.num)
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switch (obj->ID.num)
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{
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{
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case Obj::REDWOOD_OBSERVATORY:
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case Obj::REDWOOD_OBSERVATORY:
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case Obj::PILLAR_OF_FIRE:
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case Obj::PILLAR_OF_FIRE:
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{
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auto rObj = dynamic_cast<const CRewardableObject*>(obj);
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if (!rObj->wasScouted(ai->playerID))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
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break;
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}
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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case Obj::WHIRLPOOL:
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{
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auto tObj = dynamic_cast<const CGTeleport*>(obj);
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for (auto exit : cb->getTeleportChannelExits(tObj->channel))
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{
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{
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if (exit != tObj->id)
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auto rObj = dynamic_cast<const CRewardableObject*>(obj);
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if (!rObj->wasScouted(ai->playerID))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
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break;
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}
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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case Obj::WHIRLPOOL:
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{
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auto tObj = dynamic_cast<const CGTeleport*>(obj);
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for (auto exit : cb->getTeleportChannelExits(tObj->channel))
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{
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{
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if (!cb->isVisible(cb->getObjInstance(exit)))
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if (exit != tObj->id)
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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{
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if (!cb->isVisible(cb->getObjInstance(exit)))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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}
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}
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}
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}
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}
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}
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}
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