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Fixed AI-exploration-data being lost after loading savegame
The information of whether objects like a redwood-observatory or subterranian gates have been interacted with by the AI will now be retrieved from the game-state instead of using an AI-internal memory that won't survive loading a save-game.
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@ -35,44 +35,29 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * ai) const
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for(auto obj : ai->memory->visitableObjs)
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for(auto obj : ai->memory->visitableObjs)
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{
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{
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if(!vstd::contains(ai->memory->alreadyVisited, obj))
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switch (obj->ID.num)
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{
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{
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switch(obj->ID.num)
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case Obj::REDWOOD_OBSERVATORY:
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case Obj::PILLAR_OF_FIRE:
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{
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{
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case Obj::REDWOOD_OBSERVATORY:
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auto rObj = dynamic_cast<const CRewardableObject*>(obj);
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case Obj::PILLAR_OF_FIRE:
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if(!rObj->wasScouted(ai->playerID))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
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break;
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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auto tObj = dynamic_cast<const CGTeleport *>(obj);
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if(TeleportChannel::IMPASSABLE != ai->memory->knownTeleportChannels[tObj->channel]->passability)
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{
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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}
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break;
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break;
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}
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}
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}
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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else
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case Obj::MONOLITH_TWO_WAY:
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{
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case Obj::SUBTERRANEAN_GATE:
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switch(obj->ID.num)
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{
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{
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case Obj::MONOLITH_TWO_WAY:
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auto tObj = dynamic_cast<const CGTeleport*>(obj);
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case Obj::SUBTERRANEAN_GATE:
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for (auto exit : cb->getTeleportChannelExits(tObj->channel))
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auto tObj = dynamic_cast<const CGTeleport *>(obj);
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if(TeleportChannel::IMPASSABLE == ai->memory->knownTeleportChannels[tObj->channel]->passability)
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break;
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for(auto exit : ai->memory->knownTeleportChannels[tObj->channel]->exits)
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{
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{
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if(!cb->getObj(exit))
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if (exit != tObj->id)
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{
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{
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// Always attempt to visit two-way teleports if one of channel exits is not visible
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if (!cb->isVisible(cb->getObjInstance(exit)))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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break;
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}
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}
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}
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}
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break;
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}
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}
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}
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}
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}
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}
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