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AI can now use external dwellings.
AI will weekly revisit dwellings & mills.
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e7783479d2
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bdd71b4f38
@ -190,7 +190,7 @@ void FuzzyHelper::initTacticalAdvantage()
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tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY or OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY and OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
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//tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is MANY then Threat is MEDIUM", engine));
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@ -9,6 +9,8 @@ CLogger &aiLogger = tlog6;
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extern FuzzyHelper fh;
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class CGVisitableOPW;
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const int ACTUAL_RESOURCE_COUNT = 7;
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const double SAFE_ATTACK_CONSTANT = 1.5;
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@ -59,33 +61,6 @@ bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
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return a1->getArmyStrength() < a2->getArmyStrength();
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}
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//TODO integrate with that constants file
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namespace Obj
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{
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enum
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{
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BOAT = 8,
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CREATURE_BANK = 16,
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CREATURE_GENERATOR1 = 17,
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DERELICT_SHIP = 24,
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DRAGON_UTOPIA = 25,
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GARRISON = 33,
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MONOLITH1 = 43,
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MONOLITH2 = 44,
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MONOLITH3 = 45,
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MINE = 53,
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MONSTER = 54,
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OBELISK = 57,
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PYRAMID = 63,
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CRYPT = 84,
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SHIPWRECK = 85,
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TRADING_POST = 99,
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SUBTERRANEAN_GATE = 103,
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WHIRLPOOL = 111,
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BORDER_GATE = 212,
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GARRISON2 = 219,
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};
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}
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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@ -540,8 +515,12 @@ void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visi
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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if(start && visitedObj->ID != Obj::MONSTER)
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alreadyVisited.push_back(visitedObj);
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if (start)
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{
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visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember teh object and wait for return
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if(visitedObj->ID != Obj::MONSTER) //TODO: poll bank if it was cleared
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alreadyVisited.push_back(visitedObj);
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}
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}
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void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
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@ -850,8 +829,14 @@ void VCAI::makeTurn()
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retreiveVisitableObjs(objs, true);
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BOOST_FOREACH(const CGObjectInstance *obj, objs)
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{
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if(obj->ID == Obj::CREATURE_GENERATOR1 && !vstd::contains(visitableObjs, obj))
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visitableObjs.push_back(obj);
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if (isWeeklyRevisitable(obj))
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{
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if (!vstd::contains(visitableObjs, obj))
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visitableObjs.push_back(obj);
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auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
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if (o != alreadyVisited.end())
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alreadyVisited.erase(o);
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}
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}
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}
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if(cb->getSelectedHero())
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@ -894,6 +879,16 @@ bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
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return moveHeroToTile(dst, h);
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}
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void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h)
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{
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switch (obj->ID)
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{
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case Obj::CREATURE_GENERATOR1:
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recruitCreatures(dynamic_cast<const CGDwelling *>(obj));
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break;
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}
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}
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void VCAI::moveCreaturesToHero(const CGTownInstance * t)
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{
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if(t->visitingHero)
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@ -916,15 +911,15 @@ void VCAI::moveCreaturesToHero(const CGTownInstance * t)
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}
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}
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void VCAI::recruitCreatures(const CGTownInstance * t)
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void VCAI::recruitCreatures(const CGDwelling * d)
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{
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for(int i = 0; i < t->creatures.size(); i++)
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for(int i = 0; i < d->creatures.size(); i++)
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{
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if(!t->creatures[i].second.size())
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if(!d->creatures[i].second.size())
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continue;
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int count = t->creatures[i].first;
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int creID = t->creatures[i].second.back();
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int count = d->creatures[i].first;
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int creID = d->creatures[i].second.back();
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// const CCreature *c = VLC->creh->creatures[creID];
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// if(containsSavedRes(c->cost))
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// continue;
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@ -933,7 +928,7 @@ void VCAI::recruitCreatures(const CGTownInstance * t)
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myRes[Res::GOLD] -= GOLD_RESERVE;
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amin(count, myRes / VLC->creh->creatures[creID]->cost);
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if(count > 0)
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cb->recruitCreatures(t, creID, count, i);
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cb->recruitCreatures(d, creID, count, i);
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}
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}
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@ -999,8 +994,11 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHero
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validateVisitableObjs();
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std::vector<const CGObjectInstance *> possibleDestinations;
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BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
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if(cb->getPathInfo(obj->visitablePos())->reachable() && obj->tempOwner != playerID)
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{
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if(cb->getPathInfo(obj->visitablePos())->reachable() &&
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(obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
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possibleDestinations.push_back(obj);
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}
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boost::sort(possibleDestinations, isCloser);
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@ -1253,6 +1251,7 @@ public:
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bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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{
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visitedObject = NULL;
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int3 startHpos = h->visitablePos();
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bool ret = false;
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if(startHpos == dst)
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@ -1301,6 +1300,8 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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}
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ret = !i;
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}
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if (visitedObject) //we step into something interesting
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performObjectInteraction (visitedObject, h);
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if(h->tempOwner == playerID) //lost hero after last move
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cb->recalculatePaths();
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@ -1371,7 +1372,9 @@ void VCAI::tryRealize(CGoal g)
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if(!g.hero->movement)
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throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
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if(!g.isBlockedBorderGate(g.tile))
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{
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ai->moveHeroToTile(g.tile, g.hero);
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}
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else
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throw cannotFulfillGoalException("There's a blocked gate!");
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}
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@ -2337,6 +2340,13 @@ void SectorMap::write(crstring fname)
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}
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}
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bool isWeeklyRevisitable (const CGObjectInstance * obj)
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{ //TODO: allow polling of remaining creatures in dwelling
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if (dynamic_cast<const CGVisitableOPW *>(obj) || dynamic_cast<const CGDwelling *>(obj)) //ensures future compatibility, unlike IDs
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return true;
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return false;
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}
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int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
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@ -37,7 +37,7 @@ public:
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enum EGoals
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{
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INVALID = -1,
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WIN, DO_NOT_LOSE, CONQUER, BUILD, EXPLORE,
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WIN, DO_NOT_LOSE, CONQUER, BUILD, EXPLORE, //GATHER_ARMY,// BOOST_HERO,
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RECRUIT_HERO,
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BUILD_STRUCTURE, //if hero set, then in visited town
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COLLECT_RES,
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@ -172,6 +172,8 @@ public:
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CGoal currentGoal;
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CGObjectInstance * visitedObject; //remember currently viisted object
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boost::thread *makingTurn;
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void tryRealize(CGoal g);
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@ -251,9 +253,11 @@ public:
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void recruitHero(const CGTownInstance * t);
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std::vector<const CGObjectInstance *> getPossibleDestinations(const CGHeroInstance *h);
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void buildStructure(const CGTownInstance * t);
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void recruitCreatures(const CGTownInstance * t);
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//void recruitCreatures(const CGTownInstance * t);
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void recruitCreatures(const CGDwelling * d);
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void moveCreaturesToHero(const CGTownInstance * t);
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bool goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h);
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void performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h);
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bool moveHeroToTile(int3 dst, const CGHeroInstance * h);
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void waitTillFree();
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@ -284,4 +288,6 @@ template<int id>
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bool objWithID(const CGObjectInstance *obj)
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{
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return obj->ID == id;
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}
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}
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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@ -169,6 +169,33 @@ namespace EBattleStackState
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enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR};
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}
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namespace Obj
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{
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enum
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{
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BOAT = 8,
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CREATURE_BANK = 16,
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CREATURE_GENERATOR1 = 17,
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DERELICT_SHIP = 24,
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DRAGON_UTOPIA = 25,
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GARRISON = 33,
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MONOLITH1 = 43,
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MONOLITH2 = 44,
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MONOLITH3 = 45,
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MINE = 53,
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MONSTER = 54,
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OBELISK = 57,
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PYRAMID = 63,
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CRYPT = 84,
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SHIPWRECK = 85,
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TRADING_POST = 99,
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SUBTERRANEAN_GATE = 103,
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WHIRLPOOL = 111,
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BORDER_GATE = 212,
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GARRISON2 = 219,
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};
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}
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// Typedef declarations
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typedef si64 expType;
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typedef ui32 TSpell;
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