1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

more thread_local removal in NK2, still WIP

This commit is contained in:
Mircea TheHonestCTO
2025-09-05 18:10:14 +02:00
parent 51e3e42b07
commit b49ba08a45
17 changed files with 58 additions and 75 deletions

View File

@@ -46,7 +46,7 @@ void BuildAnalyzer::update()
for(const CGTownInstance * town : towns) for(const CGTownInstance * town : towns)
{ {
if(town->built >= ccTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)) if(town->built >= aiNk->cc->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
continue; // Not much point in trying anything - can't built in this town anymore today continue; // Not much point in trying anything - can't built in this town anymore today
#if NK2AI_TRACE_LEVEL >= 1 #if NK2AI_TRACE_LEVEL >= 1

View File

@@ -310,13 +310,9 @@ void ObjectClusterizer::clusterize()
{ {
for(auto id : invalidated) for(auto id : invalidated)
{ {
auto obj = ccTl->getObj(id, false); if(auto obj = aiNk->cc->getObj(id, false))
if(obj)
{
objs.push_back(obj); objs.push_back(obj);
} }
}
invalidated.clear(); invalidated.clear();
} }
@@ -353,7 +349,7 @@ void ObjectClusterizer::clusterize()
for(auto pair : blockedObjects) for(auto pair : blockedObjects)
{ {
auto blocker = ccTl->getObj(pair.first); auto blocker = aiNk->cc->getObj(pair.first);
logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size()); logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());

View File

@@ -27,29 +27,23 @@ std::string BuyArmyBehavior::toString() const
Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
{ {
Goals::TGoalVec tasks; Goals::TGoalVec tasks;
const auto heroes = aiNk->cc->getHeroesInfo();
auto heroes = ccTl->getHeroesInfo();
if(heroes.empty()) if(heroes.empty())
{
return tasks; return tasks;
}
// Simplification: Moved this call before getting into the decomposer // Simplification: Moved this call before getting into the decomposer
// aiNk->dangerHitMap->updateHitMap(); // aiNk->dangerHitMap->updateHitMap();
for(auto town : ccTl->getTownsInfo()) for(const auto town : aiNk->cc->getTownsInfo())
{ {
uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn; uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
if(closestThreat >= 2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) &&
if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && ccTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN) aiNk->cc->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
{ {
return tasks; return tasks;
} }
auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet( auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(town, aiNk->getFreeResources());
town,
aiNk->getFreeResources());
for(const CGHeroInstance * targetHero : heroes) for(const CGHeroInstance * targetHero : heroes)
{ {

View File

@@ -50,12 +50,12 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * aiNk) const
case Obj::SUBTERRANEAN_GATE: case Obj::SUBTERRANEAN_GATE:
case Obj::WHIRLPOOL: case Obj::WHIRLPOOL:
{ {
auto tObj = dynamic_cast<const CGTeleport*>(obj); const auto tObj = dynamic_cast<const CGTeleport*>(obj);
for (auto exit : ccTl->getTeleportChannelExits(tObj->channel)) for (auto exit : aiNk->cc->getTeleportChannelExits(tObj->channel))
{ {
if (exit != tObj->id) if (exit != tObj->id)
{ {
if (!ccTl->isVisible(ccTl->getObjInstance(exit))) if (!aiNk->cc->isVisible(aiNk->cc->getObjInstance(exit)))
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj)))); tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
} }
} }

View File

@@ -312,7 +312,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * aiNk, const C
&& aiNk->heroManager->canRecruitHero(upgrader) && aiNk->heroManager->canRecruitHero(upgrader)
&& path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit()) // TODO: Mircea: Inspect what this does && path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit()) // TODO: Mircea: Inspect what this does
{ {
for(auto hero : ccTl->getAvailableHeroes(upgrader)) for(const auto * const hero : aiNk->cc->getAvailableHeroes(upgrader))
{ {
auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader); auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader);

View File

@@ -97,15 +97,15 @@ bool needToRecruitHero(const Nullkiller * aiNk, const CGTownInstance * startupTo
} }
} }
auto basicCount = ccTl->getTownsInfo().size() + 2; const auto basicCount = aiNk->cc->getTownsInfo().size() + 2;
auto boost = std::min( const auto boost = std::min(
(int)std::floor(std::pow(1 + (ccTl->getMapSize().x / 50), 2)), (int)std::floor(std::pow(1 + aiNk->cc->getMapSize().x / 50, 2)),
treasureSourcesCount / 2); treasureSourcesCount / 2);
logAi->trace("Treasure sources found %d", treasureSourcesCount); logAi->trace("Treasure sources found %d", treasureSourcesCount);
logAi->trace("Startup allows %d+%d heroes", basicCount, boost); logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
return ccTl->getHeroCount(aiNk->playerID, true) < basicCount + boost; return aiNk->cc->getHeroCount(aiNk->playerID, true) < basicCount + boost;
} }
Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const

View File

@@ -583,7 +583,7 @@ float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut,
return role == HeroRole::SCOUT ? 2 : 0; return role == HeroRole::SCOUT ? 2 : 0;
if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
|| static_cast<int>(hero->secSkills.size()) >= ccTl->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO)) || static_cast<int>(hero->secSkills.size()) >= aiNk->cc->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
return 0; return 0;
auto score = aiNk->heroManager->evaluateSecSkill(skill, hero); auto score = aiNk->heroManager->evaluateSecSkill(skill, hero);

View File

@@ -59,10 +59,9 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
if (hero->isGarrisoned()) if (hero->isGarrisoned())
aiGw->cc->swapGarrisonHero(hero->getVisitedTown()); aiGw->cc->swapGarrisonHero(hero->getVisitedTown());
auto wait = ccTl->waitTillRealize; const auto wait = aiGw->cc->waitTillRealize;
aiGw->cc->waitTillRealize = true;
ccTl->waitTillRealize = true; aiGw->cc->castSpell(hero, spellID, tile);
ccTl->castSpell(hero, spellID, tile);
if(town && townPortalEffect) if(town && townPortalEffect)
{ {
@@ -70,8 +69,7 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(hero, aiGw->cc)); aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(hero, aiGw->cc));
} }
ccTl->waitTillRealize = wait; aiGw->cc->waitTillRealize = wait;
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

View File

@@ -45,12 +45,12 @@ void BuildBoat::accept(AIGateway * aiGw)
TResources boatCost; TResources boatCost;
shipyard->getBoatCost(boatCost); shipyard->getBoatCost(boatCost);
if(!ccTl->getResourceAmount().canAfford(boatCost)) if(!aiGw->cc->getResourceAmount().canAfford(boatCost))
{ {
throw cannotFulfillGoalException("Can not afford boat"); throw cannotFulfillGoalException("Can not afford boat");
} }
if(ccTl->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES) if(aiGw->cc->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{ {
throw cannotFulfillGoalException("Can not build boat in enemy shipyard"); throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
} }
@@ -65,7 +65,7 @@ void BuildBoat::accept(AIGateway * aiGw)
shipyard->getObject()->visitablePos().toString(), shipyard->getObject()->visitablePos().toString(),
shipyard->bestLocation().toString()); shipyard->bestLocation().toString());
ccTl->buildBoat(shipyard); aiGw->cc->buildBoat(shipyard);
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

View File

@@ -52,11 +52,11 @@ void BuildThis::accept(AIGateway * aiGw)
if(town) if(town)
{ {
if(ccTl->canBuildStructure(town, b) == EBuildingState::ALLOWED) if(aiGw->cc->canBuildStructure(town, b) == EBuildingState::ALLOWED)
{ {
logAi->debug("Player %d will build %s in town of %s at %s", logAi->debug("Player %d will build %s in town of %s at %s",
aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString()); aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
ccTl->buildBuilding(town, b); aiGw->cc->buildBuilding(town, b);
return; return;
} }

View File

@@ -48,7 +48,7 @@ void BuyArmy::accept(AIGateway * aiGw)
for(int i = 0; valueBought < value && i < armyToBuy.size(); i++) for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
{ {
auto res = ccTl->getResourceAmount(); auto res = aiGw->cc->getResourceAmount();
auto & ci = armyToBuy[i]; auto & ci = armyToBuy[i];
if(objid != CreatureID::NONE && ci.creID.getNum() != objid) if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
@@ -81,12 +81,12 @@ void BuyArmy::accept(AIGateway * aiGw)
} }
if (lowestValueSlot.validSlot()) if (lowestValueSlot.validSlot())
{ {
ccTl->dismissCreature(town->getUpperArmy(), lowestValueSlot); aiGw->cc->dismissCreature(town->getUpperArmy(), lowestValueSlot);
} }
} }
if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction
{ {
ccTl->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level); aiGw->cc->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
} }
valueBought += ci.count * ci.creID.toCreature()->getAIValue(); valueBought += ci.count * ci.creID.toCreature()->getAIValue();
} }

View File

@@ -22,7 +22,7 @@ using namespace Goals;
bool isKeyMaster(const QuestInfo & q) bool isKeyMaster(const QuestInfo & q)
{ {
auto object = q.getObject(ccTl); const auto object = q.getObject(ccTl);
return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD); return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD);
} }
@@ -39,7 +39,7 @@ TGoalVec CompleteQuest::decompose(const Nullkiller * aiNk) const
} }
logAi->debug("Trying to realize quest: %s", questToString()); logAi->debug("Trying to realize quest: %s", questToString());
auto quest = q.getQuest(ccTl); const auto quest = q.getQuest(aiNk->cc.get());
if(!quest->mission.artifacts.empty()) if(!quest->mission.artifacts.empty())
return missionArt(aiNk); return missionArt(aiNk);
@@ -108,14 +108,14 @@ std::string CompleteQuest::questToString() const
TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const
{ {
auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos()); auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool vstd::erase_if(paths, [&](const AIPath & path) -> bool
{ {
return !q.getQuest(ccTl)->checkQuest(path.targetHero); return !q.getQuest(aiNk->cc.get())->checkQuest(path.targetHero);
}); });
return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl)); return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
} }
TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
@@ -127,7 +127,7 @@ TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
CaptureObjectsBehavior findArts; CaptureObjectsBehavior findArts;
for(auto art : q.getQuest(ccTl)->mission.artifacts) for(auto art : q.getQuest(aiNk->cc.get())->mission.artifacts)
{ {
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum()))); solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum())));
} }
@@ -150,14 +150,14 @@ TGoalVec CompleteQuest::missionHero(const Nullkiller * aiNk) const
TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const
{ {
auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos()); auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool vstd::erase_if(paths, [&](const AIPath & path) -> bool
{ {
return !CQuest::checkMissionArmy(q.getQuest(ccTl), path.heroArmy); return !CQuest::checkMissionArmy(q.getQuest(aiNk->cc.get()), path.heroArmy);
}); });
return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl)); return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
} }
TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * aiNk) const
@@ -172,13 +172,13 @@ TGoalVec CompleteQuest::missionLevel(const Nullkiller * aiNk) const
TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * aiNk) const
{ {
if(isObjectPassable(aiNk, q.getObject(ccTl))) if(isObjectPassable(aiNk, q.getObject(aiNk->cc.get())))
{ {
return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk); return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
} }
else else
{ {
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(ccTl)->subID).decompose(aiNk); return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(aiNk->cc.get())->subID).decompose(aiNk);
} }
} }
@@ -190,12 +190,11 @@ TGoalVec CompleteQuest::missionResources(const Nullkiller * aiNk) const
TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const
{ {
auto obj = aiNk->cc->getObj(q.getQuest(ccTl)->killTarget); const auto obj = aiNk->cc->getObj(q.getQuest(aiNk->cc.get())->killTarget);
if(!obj) if(!obj)
return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk); return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner); const auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner);
//if(relations == PlayerRelations::SAME_PLAYER) //if(relations == PlayerRelations::SAME_PLAYER)
//{ //{

View File

@@ -26,8 +26,7 @@ void DismissHero::accept(AIGateway * aiGw)
if(!hero) if(!hero)
throw cannotFulfillGoalException("Invalid hero!"); throw cannotFulfillGoalException("Invalid hero!");
ccTl->dismissHero(hero); aiGw->cc->dismissHero(hero);
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

View File

@@ -65,7 +65,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
if(!currentGarrisonHero) if(!currentGarrisonHero)
throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison."); throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
ccTl->swapGarrisonHero(town); aiGw->cc->swapGarrisonHero(town);
if(currentGarrisonHero != town->getVisitingHero()) if(currentGarrisonHero != town->getVisitingHero())
{ {
@@ -81,7 +81,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
} }
if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero()) if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero())
ccTl->swapGarrisonHero(town); aiGw->cc->swapGarrisonHero(town);
aiGw->makePossibleUpgrades(town); aiGw->makePossibleUpgrades(town);
aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(getGarrisonHero(), aiGw->cc)); aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(getGarrisonHero(), aiGw->cc));
@@ -94,12 +94,12 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
{ {
while (upperArmy->stacksCount() != 0) while (upperArmy->stacksCount() != 0)
{ {
ccTl->dismissCreature(upperArmy, upperArmy->Slots().begin()->first); aiGw->cc->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
} }
} }
} }
ccTl->swapGarrisonHero(town); aiGw->cc->swapGarrisonHero(town);
if(lockingReason != HeroLockedReason::NOT_LOCKED) if(lockingReason != HeroLockedReason::NOT_LOCKED)
{ {

View File

@@ -38,15 +38,13 @@ void RecruitHero::accept(AIGateway * aiGw)
logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString()); logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString());
auto heroes = ccTl->getAvailableHeroes(t); const auto heroes = aiGw->cc->getAvailableHeroes(t);
if(!heroes.size()) if(!heroes.size())
{ {
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName()); throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
} }
auto heroToHire = heroToBuy; auto heroToHire = heroToBuy;
if(!heroToHire) if(!heroToHire)
{ {
for(auto hero : heroes) for(auto hero : heroes)
@@ -61,13 +59,13 @@ void RecruitHero::accept(AIGateway * aiGw)
if(t->getVisitingHero()) if(t->getVisitingHero())
{ {
ccTl->swapGarrisonHero(t); aiGw->cc->swapGarrisonHero(t);
} }
if(t->getVisitingHero()) if(t->getVisitingHero())
throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!"); throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
ccTl->recruitHero(t, heroToHire); aiGw->cc->recruitHero(t, heroToHire);
{ {
// TODO: Mircea: Consider same behavior when a hero is lost? Relevant? // TODO: Mircea: Consider same behavior when a hero is lost? Relevant?

View File

@@ -86,8 +86,7 @@ void ObjectGraph::removeObject(const CGObjectInstance * obj)
{ {
vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
{ {
auto tile = ccTl->getTile(link.first, false); const auto tile = ccTl->getTile(link.first, false);
return tile && tile->isWater(); return tile && tile->isWater();
}); });
} }

View File

@@ -205,12 +205,12 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
auto obj1 = actorObjectMap[path1.targetHero]; auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero]; auto obj2 = actorObjectMap[path2.targetHero];
auto tile1 = ccTl->getTile(pos1); auto tile1 = aiNk->cc->getTile(pos1);
auto tile2 = ccTl->getTile(pos2); auto tile2 = aiNk->cc->getTile(pos2);
if(tile2->isWater() && !tile1->isWater()) if(tile2->isWater() && !tile1->isWater())
{ {
if(!ccTl->getTile(pos)->isWater()) if(!aiNk->cc->getTile(pos)->isWater())
continue; continue;
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1); auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
@@ -295,7 +295,7 @@ void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos); objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(randomizer); objectActor->initObj(randomizer);
if(ccTl->getTile(visitablePos)->isWater()) if(aiNk->cc->getTile(visitablePos)->isWater())
{ {
objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get()); objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get());
} }