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Leftover stuff: rename GET_OBJ
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@ -77,7 +77,7 @@ std::string Goals::AbstractGoal::name() const //TODO: virtualize
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case GATHER_TROOPS:
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desc = "GATHER TROOPS";
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break;
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case GET_OBJ:
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case VISIT_OBJ:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if(obj)
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@ -153,7 +153,7 @@ bool Goals::AbstractGoal::operator==(AbstractGoal & g)
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break;
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//assigned hero and object
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case GET_OBJ:
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case VISIT_OBJ:
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case FIND_OBJ: //TODO: use subtype?
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case VISIT_HERO:
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case GET_ART_TYPE:
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@ -560,13 +560,13 @@ TSubgoal VisitObj::whatToDoToAchieve()
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{
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auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
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if(bestGoal->goalType == Goals::GET_OBJ && bestGoal->hero)
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if(bestGoal->goalType == Goals::VISIT_OBJ && bestGoal->hero)
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bestGoal->setisElementar(true);
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return bestGoal;
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}
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Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::GET_OBJ)
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Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::VISIT_OBJ)
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{
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objid = Objid;
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tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
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@ -46,7 +46,7 @@ enum EGoals
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GATHER_TROOPS, // val of creatures with objid
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OBJECT_GOALS_BEGIN,
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GET_OBJ, //visit or defeat or collect the object
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VISIT_OBJ, //visit or defeat or collect the object
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FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
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VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
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@ -1470,7 +1470,7 @@ void VCAI::wander(HeroPtr h)
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decomposeGoal(bestObjectGoal)->accept(this);
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//wander should not cause heroes to be reserved - they are always considered free
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if(bestObjectGoal->goalType == Goals::GET_OBJ)
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if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
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{
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auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
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if(chosenObject != nullptr)
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