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Ignoring savegames from newer versions of VCMI.
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294276ea13
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@ -59,6 +59,7 @@ typename Container::value_type frontOrNull(const Container &c) //returns first e
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return NULL;
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}
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#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
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#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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@ -658,6 +659,12 @@ void VCAI::objectRemoved(const CGObjectInstance *obj)
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LOG_ENTRY;
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if(remove_if_present(visitableObjs, obj))
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assert(obj->isVisitable());
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BOOST_FOREACH(auto &p, reservedHeroesMap)
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remove_if_present(p.second, obj);
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//TODO
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//there are other places where CGObjectinstance ptrs are stored...
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}
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void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
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@ -1145,9 +1152,11 @@ void VCAI::wander(const CGHeroInstance * h)
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{
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while(1)
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{
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std::vector <const CGObjectInstance *> dests (reservedHeroesMap[h].begin(), reservedHeroesMap[h].end()); //copy constructor
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std::vector <ObjectIdRef> dests;
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range::copy(reservedHeroesMap[h], std::back_inserter(dests));
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if (!dests.size())
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dests = getPossibleDestinations(h);
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range::copy(getPossibleDestinations(h), std::back_inserter(dests));
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if(!dests.size())
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{
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auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
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@ -1170,7 +1179,7 @@ void VCAI::wander(const CGHeroInstance * h)
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if(townsReachable.size())
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{
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boost::sort(townsReachable, compareReinforcements);
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dests.push_back(townsReachable.back());
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dests.emplace_back(townsReachable.back());
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}
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else if(townsNotReachable.size())
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{
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@ -1208,12 +1217,19 @@ void VCAI::wander(const CGHeroInstance * h)
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break;
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}
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}
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const CGObjectInstance * obj = dests.front();
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if(!goVisitObj(obj, h))
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const ObjectIdRef&dest = dests.front();
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if(!goVisitObj(dest, h))
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{
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BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
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reserveObject(h, obj); //reserve that object - we predict it will be reached soon
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setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos()));
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if(!dest)
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{
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BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
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}
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else
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{
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BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
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reserveObject(h, dest); //reserve that object - we predict it will be reached soon
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setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
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}
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break;
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}
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@ -1238,6 +1254,7 @@ void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
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void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
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NET_EVENT_HANDLER;
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assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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@ -1247,6 +1264,7 @@ void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int
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void VCAI::battleEnd(const BattleResult *br)
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{
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ONGOING_BATTLE);
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status.setBattle(ENDING_BATTLE);
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bool won = br->winner == myCb->battleGetMySide();
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@ -2852,3 +2870,28 @@ unsigned char & SectorMap::retreiveTile(crint3 pos)
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{
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return retreiveTileN(sector, pos);
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}
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const CGObjectInstance * ObjectIdRef::operator->() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::operator const CGObjectInstance*() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::ObjectIdRef(int _id) : id(_id)
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{
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}
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ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
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{
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}
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bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
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{
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return id < rhs.id;
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}
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@ -148,6 +148,27 @@ struct CIssueCommand : CGoal
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CIssueCommand(boost::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
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};
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// AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
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// This class stores object id, so we can detect when we lose access to the underlying object.
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struct ObjectIdRef
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{
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int id;
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const CGObjectInstance *operator->() const;
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operator const CGObjectInstance *() const;
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ObjectIdRef(int _id);
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ObjectIdRef(const CGObjectInstance *obj);
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bool operator<(const ObjectIdRef &rhs) const;
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};
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class ObjsVector : public std::vector<ObjectIdRef>
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{
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private:
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};
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class VCAI : public CAdventureAI
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{
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public:
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@ -330,7 +330,12 @@ void CLoadFile::openNextFile(const std::string &fname, int minimalVersion)
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*this >> myVersion;
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if(myVersion < minimalVersion)
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{
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tlog1 << "Error: Old file format! (file " << fname << " )\n";
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tlog1 << "Error: Too old file format! (file " << fname << " )\n";
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sfile.release();
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}
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if(myVersion > version)
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{
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tlog1 << "Error: Too new file format! (file " << fname << " )\n";
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sfile.release();
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}
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}
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