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VCAI will now not be confused by Border Gates and attempt to find Keymaster to cross them.
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@ -1781,15 +1781,15 @@ void VCAI::tryRealize(CGoal g)
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//cb->recalculatePaths();
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if(!g.hero->movement)
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throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
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if(!g.isBlockedBorderGate(g.tile))
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{
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//if(!g.isBlockedBorderGate(g.tile))
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//{
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if (ai->moveHeroToTile(g.tile, g.hero.get()))
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{
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throw goalFulfilledException("");
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}
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}
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else
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throw cannotFulfillGoalException("There's a blocked gate!"); //TODO: get keymaster tent
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//}
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//else
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// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
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}
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break;
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case BUILD_STRUCTURE:
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@ -2710,7 +2710,9 @@ TSubgoal CGoal::whatToDoToAchieve()
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int3 tileToHit = sm.firstTileToGet(h, tile);
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//if(isSafeToVisit(h, tileToHit))
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if(isBlockedBorderGate(tileToHit))
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throw cannotFulfillGoalException("There's blocked border gate!");
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{ //FIXME: this way we'll not visit gate and activate quest :?
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return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
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}
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if(tileToHit == tile)
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{
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