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Commiting some minor tweaks before next dev version.
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@ -486,7 +486,10 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
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if (topObj)
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{
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if (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
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{
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throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h)));
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continue; //do not capure object reserved by other hero
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}
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if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
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if (topObj != hero.get(true)) //the hero we want to free
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@ -523,7 +526,7 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
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if (ret.empty())
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{
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logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
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throw goalFulfilledException (sptr(*this)); //make sure asigned hero gets unlocked
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throw goalFulfilledException (sptr(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked
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}
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return ret;
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@ -1409,7 +1409,7 @@ void VCAI::completeGoal (Goals::TSubgoal goal)
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{
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for (auto p : lockedHeroes)
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{
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if (p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
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if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
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{
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logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
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lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
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@ -2712,8 +2712,7 @@ void SectorMap::exploreNewSector(crint3 pos, int num)
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{
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auto obj = t->visitableObjects.front();
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if (vstd::contains(ai->knownSubterraneanGates, obj))
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{ //not really sure what does it do, but subtrranean gates do not make one sector
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//toVisit.push(ai->knownSubterraneanGates[obj]->visitablePos());
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{
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s.subterraneanGates.push_back (obj);
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}
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}
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@ -2875,10 +2874,13 @@ For ship construction etc, another function (goal?) is needed
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int sourceSector = retreiveTile(h->visitablePos()),
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destinationSector = retreiveTile(dst);
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if(sourceSector != destinationSector)
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const Sector *src = &infoOnSectors[sourceSector],
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*dest = &infoOnSectors[destinationSector];
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if(sourceSector != destinationSector) //use ships, shipyards etc..
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{
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const Sector *src = &infoOnSectors[sourceSector],
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*dest = &infoOnSectors[destinationSector];
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if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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return dst;
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std::map<const Sector*, const Sector*> preds;
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std::queue<const Sector *> sectorQueue;
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@ -2918,8 +2920,6 @@ For ship construction etc, another function (goal?) is needed
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if(!preds[dest])
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{
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//write("test.txt");
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//ai->completeGoal (sptr(Goals::Explore(h))); //if we can't find the way, seemingly all tiles were explored
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//TODO: more organized way?
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return ret;
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//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
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@ -2934,7 +2934,9 @@ For ship construction etc, another function (goal?) is needed
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if(preds[dest])
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{
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//TODO: would be nice to find sectors in loop
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const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
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if(!src->water && sectorToReach->water) //embark
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{
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//embark on ship -> look for an EP with a boat
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@ -3022,6 +3024,12 @@ For ship construction etc, another function (goal?) is needed
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}
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else //use subterranean gates
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{
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//auto t = findFirstVisitableTile (h, dst);
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//if (t.valid())
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// return t;
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//TODO: pop sectors linked by Subterranean Gate in loop
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auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
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{
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//make sure no hero block the way
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@ -3050,34 +3058,7 @@ For ship construction etc, another function (goal?) is needed
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}
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else
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{
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int3 curtile = dst;
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while(curtile != h->visitablePos())
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{
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auto topObj = cb->getTopObj(curtile);
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if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
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{
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logAi->warnStream() << ("Another allied hero stands in our way");
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return ret;
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}
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if(cb->getPathInfo(curtile)->reachable())
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{
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return curtile;
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}
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else
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{
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auto i = parent.find(curtile);
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if(i != parent.end())
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{
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assert(curtile != i->second);
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curtile = i->second;
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}
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else
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{
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return ret;
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//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
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}
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}
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}
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return findFirstVisitableTile(h, dst);
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}
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//FIXME: find out why this line is reached
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@ -3085,6 +3066,41 @@ For ship construction etc, another function (goal?) is needed
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return ret;
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}
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int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
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{
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int3 ret(-1,-1,-1);
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int3 curtile = dst;
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while(curtile != h->visitablePos())
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{
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auto topObj = cb->getTopObj(curtile);
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if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
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{
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logAi->warnStream() << ("Another allied hero stands in our way");
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return ret;
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}
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if(cb->getPathInfo(curtile)->reachable())
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{
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return curtile;
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}
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else
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{
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auto i = parent.find(curtile);
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if(i != parent.end())
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{
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assert(curtile != i->second);
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curtile = i->second;
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}
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else
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{
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return ret;
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//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
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}
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}
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}
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return ret;
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}
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void SectorMap::makeParentBFS(crint3 source)
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{
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parent.clear();
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@ -110,6 +110,7 @@ struct SectorMap
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void makeParentBFS(crint3 source);
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int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
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int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
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};
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//Set of buildings for different goals. Does not include any prerequisites.
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