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VCAI can now exchange armies between heroes. By default, it will pass army to main hero.
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@ -641,6 +641,21 @@ void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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auto firstHero = cb->getHero(hero1);
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auto secondHero = cb->getHero(hero2);
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requestActionASAP([=]()
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{
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if (firstHero->getHeroStrength() > secondHero->getHeroStrength())
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pickBestCreatures (firstHero, secondHero);
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else
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pickBestCreatures (secondHero, firstHero);
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completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
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completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
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//TODO: exchange artifacts
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});
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}
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void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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@ -1815,6 +1830,16 @@ void VCAI::tryRealize(CGoal g)
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// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
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}
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break;
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case VISIT_HERO:
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{
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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 (ai->moveHeroToTile(g.tile, g.hero.get()))
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{
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throw goalFulfilledException("");
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}
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}
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break;
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case BUILD_STRUCTURE:
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{
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const CGTownInstance *t = g.town;
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@ -1844,7 +1869,7 @@ void VCAI::tryRealize(CGoal g)
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throw cannotFulfillGoalException("Cannot build a given structure!");
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}
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break;
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case DIG_AT_TILE:
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case DIG_AT_TILE:
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{
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assert(g.hero->visitablePos() == g.tile);
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if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
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@ -2742,6 +2767,17 @@ TSubgoal CGoal::whatToDoToAchieve()
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return CGoal(VISIT_TILE).settile(pos);
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}
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break;
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case VISIT_HERO:
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{
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const CGObjectInstance * obj = cb->getObj(objid);
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if(!obj)
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return CGoal(EXPLORE);
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int3 pos = cb->getObj(objid)->visitablePos();
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if (hero && ai->isAccessibleForHero(obj->pos, hero, true))
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return CGoal(*this).settile(pos).setisElementar(true);
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}
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break;
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case GET_ART_TYPE:
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{
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TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
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@ -3120,22 +3156,61 @@ TSubgoal CGoal::whatToDoToAchieve()
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}
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else
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{
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if (hero == ai->primaryHero()) //we can get army from other heroes
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{
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auto otherHeroes = cb->getHeroesInfo();
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auto heroDummy = hero;
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erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
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{
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return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->pos, h, true));
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});
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if (otherHeroes.size())
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{
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boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
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int primaryPath, secondaryPath;
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auto h = otherHeroes.back();
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cb->setSelection(hero.h);
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primaryPath = cb->getPathInfo(h->pos)->turns;
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cb->setSelection(h);
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secondaryPath = cb->getPathInfo(hero->pos)->turns;
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if (primaryPath < secondaryPath)
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return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
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else
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return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
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}
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}
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std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
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ai->retreiveVisitableObjs(objs);
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erase_if(objs, [&](const CGObjectInstance *obj)
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{
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return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
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return (obj->ID != Obj::CREATURE_GENERATOR1);
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});
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if(objs.empty()) //no possible objects, we did eveyrthing already
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return CGoal(EXPLORE).sethero(hero);
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//TODO: check if we can recruit any creatures there, evaluate army
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boost::sort(objs, isCloser);
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BOOST_FOREACH(const CGObjectInstance *obj, objs)
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{ //find safe dwelling
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auto pos = obj->visitablePos();
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if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero)) //TODO: make use of multiple heroes
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return CGoal(VISIT_TILE).sethero(hero).settile(pos);
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if (objs.size())
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{
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boost::sort(objs, isCloser);
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HeroPtr h = NULL;
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BOOST_FOREACH(const CGObjectInstance *obj, objs)
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{ //find safe dwelling
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auto pos = obj->visitablePos();
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if (shouldVisit (hero, obj)) //creatures fit in army
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h = hero;
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else
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{
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BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
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{
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if (shouldVisit(ourHero, obj))
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h = ourHero;
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}
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}
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if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
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return CGoal(VISIT_TILE).sethero(h).settile(pos);
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}
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}
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}
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@ -3319,6 +3394,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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case Obj::SEER_HUT:
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case Obj::QUEST_GUARD:
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{
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return false; //fixme: avoid crash
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BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
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{
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if (q.obj == obj)
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@ -78,15 +78,13 @@ enum EGoals
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OBJECT_GOALS_BEGIN,
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GET_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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GET_ART_TYPE,
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//BUILD_STRUCTURE,
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ISSUE_COMMAND,
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//hero
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//VISIT_OBJ, //hero + tile
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VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
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CLEAR_WAY_TO,
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DIG_AT_TILE //elementar with hero on tile
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