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VCAI: safety checks to avoid crashes with boat objects
Probably we should rewrite boat-related code to make AI boat handling easier.
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@ -115,15 +115,16 @@ void VCAI::heroMoved(const TryMoveHero & details)
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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cachedSectorMaps.clear();
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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const int3 from = CGHeroInstance::convertPosition(details.start, false),
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to = CGHeroInstance::convertPosition(details.end, false);
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const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
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*o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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auto t1 = dynamic_cast<const CGTeleport *>(o1);
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auto t2 = dynamic_cast<const CGTeleport *>(o2);
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if(t1 && t2)
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@ -139,6 +140,17 @@ void VCAI::heroMoved(const TryMoveHero & details)
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}
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}
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}
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else if(details.result == TryMoveHero::EMBARK && hero)
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{
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//make sure AI not attempt to visit used boat
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validateObject(hero->boat);
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}
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else if(details.result == TryMoveHero::DISEMBARK && o1)
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{
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auto boat = dynamic_cast<const CGBoat *>(o1);
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if(boat)
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addVisitableObj(boat);
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}
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}
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void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
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@ -405,6 +417,9 @@ void VCAI::objectRemoved(const CGObjectInstance *obj)
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{
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vstd::erase_if_present(visitableObjs, hero->boat);
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vstd::erase_if_present(alreadyVisited, hero->boat);
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for (auto h : cb->getHeroesInfo())
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unreserveObject(h, hero->boat);
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}
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}
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