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Nullkiller: stabilisation fixes
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17a960e850
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162
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp
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162
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp
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/*
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* GatherArmyBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIhelper.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "GatherArmyBehavior.h"
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#include "../AIUtility.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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#define AI_TRACE_LEVEL 2
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std::string GatherArmyBehavior::toString() const
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{
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return "Gather army";
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}
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Goals::TGoalVec GatherArmyBehavior::getTasks()
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{
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Goals::TGoalVec tasks;
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auto heroes = cb->getHeroesInfo();
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if(heroes.empty())
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{
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return tasks;
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}
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for(const CGHeroInstance * hero : heroes)
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{
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if(ai->ah->getHeroRole(hero) != HeroRole::MAIN
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|| hero->getArmyStrength() < 300)
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{
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping hero %s", hero->name);
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#endif
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continue;
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}
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const int3 pos = hero->visitablePos();
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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if(ai->nullkiller->isHeroLocked(hero))
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{
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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continue;
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}
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(auto & path : paths)
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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bool skip = path.targetHero == hero;
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for(auto node : path.nodes)
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{
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skip |= (node.targetHero == hero);
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}
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if(skip) continue;
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(path.getFirstBlockedAction())
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{
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#ifdef AI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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float armyValue = (float)ai->ah->howManyReinforcementsCanGet(hero, path.heroArmy) / hero->getArmyStrength();
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// avoid transferring very small amount of army
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if(armyValue < 0.1f)
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continue;
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// avoid trying to move bigger army to the weaker one.
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if(armyValue > 0.5f)
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continue;
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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hero->name,
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path.targetHero->name,
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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auto newWay = std::make_shared<ExecuteHeroChain>(path, hero);
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newWay->evaluationContext.strategicalValue = armyValue;
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waysToVisitObj.push_back(newWay);
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}
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}
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if(waysToVisitObj.empty())
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continue;
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for(auto way : waysToVisitObj)
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{
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if(ai->nullkiller->arePathHeroesLocked(way->getPath()))
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continue;
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if(ai->nullkiller->getHeroLockedReason(way->hero.get()) == HeroLockedReason::STARTUP)
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continue;
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way->evaluationContext.closestWayRatio = 1;
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tasks.push_back(sptr(*way));
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}
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}
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return tasks;
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}
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32
AI/Nullkiller/Behaviors/GatherArmyBehavior.h
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32
AI/Nullkiller/Behaviors/GatherArmyBehavior.h
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@ -0,0 +1,32 @@
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/*
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* GatherArmyBehavior.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "lib/VCMI_Lib.h"
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#include "Behavior.h"
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#include "../AIUtility.h"
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class GatherArmyBehavior : public Behavior {
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private:
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std::vector<int> objectTypes;
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std::vector<int> objectSubTypes;
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std::vector<const CGObjectInstance *> objectsToCapture;
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bool specificObjects;
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public:
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GatherArmyBehavior()
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{
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objectTypes = std::vector<int>();
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specificObjects = false;
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}
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virtual Goals::TGoalVec getTasks() override;
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virtual std::string toString() const override;
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};
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@ -60,6 +60,7 @@ set(VCAI_SRCS
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Behaviors/DefenceBehavior.cpp
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Behaviors/StartupBehavior.cpp
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Behaviors/BuildingBehavior.cpp
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Behaviors/GatherArmyBehavior.cpp
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main.cpp
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VCAI.cpp
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)
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@ -130,6 +131,7 @@ set(VCAI_HEADERS
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Behaviors/DefenceBehavior.h
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Behaviors/StartupBehavior.h
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Behaviors/BuildingBehavior.h
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Behaviors/GatherArmyBehavior.h
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VCAI.h
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)
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#include "../Behaviors/StartupBehavior.h"
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#include "../Behaviors/DefenceBehavior.h"
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#include "../Behaviors/BuildingBehavior.h"
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#include "../Behaviors/GatherArmyBehavior.h"
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#include "../Goals/Invalid.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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@ -117,7 +118,8 @@ void Nullkiller::makeTurn()
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choseBestTask(std::make_shared<CaptureObjectsBehavior>()),
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choseBestTask(std::make_shared<RecruitHeroBehavior>()),
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choseBestTask(std::make_shared<DefenceBehavior>()),
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choseBestTask(std::make_shared<BuildingBehavior>())
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choseBestTask(std::make_shared<BuildingBehavior>()),
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choseBestTask(std::make_shared<GatherArmyBehavior>())
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};
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if(cb->getDate(Date::DAY) == 1)
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evaluationContext.goldReward = getGoldReward(target, hero);
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evaluationContext.armyReward = getArmyReward(target, hero, army, checkGold);
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evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);
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evaluationContext.strategicalValue = getStrategicalValue(target);
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evaluationContext.strategicalValue += getStrategicalValue(target);
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evaluationContext.goldCost = getGoldCost(target, hero, army);
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evaluationContext.turn = chain.getPath().turn();
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{
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return f->evaluate(*this);
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}
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EvaluationContext::EvaluationContext()
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: movementCost(0.0),
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manaCost(0),
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danger(0),
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closestWayRatio(1),
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armyLoss(0),
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heroStrength(0),
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movementCostByRole(),
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skillReward(0),
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goldReward(0),
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goldCost(0),
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armyReward(0),
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armyLossPersentage(0),
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heroRole(HeroRole::SCOUT),
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turn(0),
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strategicalValue(0)
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{
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}
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HeroRole heroRole;
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uint8_t turn;
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EvaluationContext()
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: movementCost(0.0),
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manaCost(0),
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danger(0),
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closestWayRatio(1),
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armyLoss(0),
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heroStrength(0),
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movementCostByRole(),
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skillReward(0),
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goldReward(0),
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goldCost(0),
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armyReward(0),
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armyLossPersentage(0),
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heroRole(HeroRole::SCOUT),
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turn(0)
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{
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}
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EvaluationContext();
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};
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class DLL_EXPORT AbstractGoal
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{
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auto specialGoal = node.specialAction->whatToDo(hero);
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specialGoal->accept(ai);
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try
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{
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specialGoal->accept(ai);
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}
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catch(cannotFulfillGoalException e)
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{
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logAi->warn("Can not complete %s because of an exception: %s", specialGoal->name(), e.what());
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throw;
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}
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}
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else
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{
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@ -104,7 +113,7 @@ void ExecuteHeroChain::accept(VCAI * ai)
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}
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}
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if(node.turns == 0)
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if(node.turns == 0 && node.coord != hero->visitablePos())
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{
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auto targetNode = cb->getPathsInfo(hero.get())->getPathInfo(node.coord);
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@ -146,6 +155,9 @@ void ExecuteHeroChain::accept(VCAI * ai)
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}
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}
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if(node.coord == hero->visitablePos())
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continue;
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if(node.turns == 0)
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{
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logAi->error(
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