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https://github.com/vcmi/vcmi.git
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A bit of clean-up for merge
Set back trace level to 0 Removed EvaluationContexts that weren't used Encapsulated many debug-messages behinde trace-levels
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@@ -350,6 +350,11 @@ void Nullkiller::makeTurn()
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const int MAX_DEPTH = 10;
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resetAiState();
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Goals::TGoalVec bestTasks;
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#if NKAI_TRACE_LEVEL >= 1
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float totalHeroStrength = 0;
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int totalTownLevel = 0;
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for (auto heroInfo : cb->getHeroesInfo())
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@@ -360,12 +365,8 @@ void Nullkiller::makeTurn()
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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resetAiState();
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Goals::TGoalVec bestTasks;
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logAi->info("Beginning: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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#endif
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for(int i = 1; i <= settings->getMaxPass() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME; i++)
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{
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auto start = std::chrono::high_resolution_clock::now();
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@@ -385,7 +386,9 @@ void Nullkiller::makeTurn()
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if(bestTask->priority > 0)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Pass %d: Performing task %s with prio: %d", i, bestTask->toString(), bestTask->priority);
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#endif
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if(!executeTask(bestTask))
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return;
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@@ -485,7 +488,9 @@ void Nullkiller::makeTurn()
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continue;
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}
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Pass %d: Performing prio %d task %s with prio: %d", i, prioOfTask, bestTask->toString(), bestTask->priority);
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#endif
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if(!executeTask(bestTask))
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{
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if(hasAnySuccess)
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@@ -501,6 +506,17 @@ void Nullkiller::makeTurn()
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if(!hasAnySuccess)
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{
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logAi->trace("Nothing was done this turn. Ending turn.");
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#if NKAI_TRACE_LEVEL >= 1
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for (auto heroInfo : cb->getHeroesInfo())
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{
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totalHeroStrength += heroInfo->getTotalStrength();
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}
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for (auto townInfo : cb->getTownsInfo())
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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logAi->info("End: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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#endif
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return;
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}
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@@ -509,15 +525,6 @@ void Nullkiller::makeTurn()
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logAi->warn("Maxpass exceeded. Terminating AI turn.");
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}
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}
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for (auto heroInfo : cb->getHeroesInfo())
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{
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totalHeroStrength += heroInfo->getTotalStrength();
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}
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for (auto townInfo : cb->getTownsInfo())
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{
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totalTownLevel += townInfo->getTownLevel();
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}
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logAi->info("End: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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}
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bool Nullkiller::areAffectedObjectsPresent(Goals::TTask task) const
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@@ -611,10 +618,10 @@ bool Nullkiller::handleTrading()
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TResources required = buildAnalyzer->getTotalResourcesRequired();
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TResources income = buildAnalyzer->getDailyIncome();
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TResources available = cb->getResourceAmount();
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#if NKAI_TRACE_LEVEL >= 2
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logAi->debug("Available %s", available.toString());
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logAi->debug("Required %s", required.toString());
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#endif
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int mostWanted = -1;
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int mostExpendable = -1;
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float minRatio = std::numeric_limits<float>::max();
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@@ -660,9 +667,9 @@ bool Nullkiller::handleTrading()
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mostExpendable = i;
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}
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}
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#if NKAI_TRACE_LEVEL >= 2
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logAi->debug("mostExpendable: %d mostWanted: %d", mostExpendable, mostWanted);
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#endif
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if (mostExpendable == mostWanted || mostWanted == -1 || mostExpendable == -1)
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return false;
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@@ -674,7 +681,9 @@ bool Nullkiller::handleTrading()
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if (toGive && toGive <= available[mostExpendable]) //don't try to sell 0 resources
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{
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cb->trade(m->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Traded %d of %s for %d of %s at %s", toGive, mostExpendable, toGet, mostWanted, obj->getObjectName());
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#endif
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haveTraded = true;
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shouldTryToTrade = true;
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}
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