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NKAI: mana recovery
This commit is contained in:
parent
2dd0d76412
commit
ebe155fa95
@ -190,6 +190,41 @@ bool HeroManager::heroCapReached() const
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|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
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}
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float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
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{
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auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
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auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
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auto manaLimit = hero->manaLimit();
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auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
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auto score = 0.0f;
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for(auto spellId : hero->getSpellsInSpellbook())
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{
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auto spell = spellId.toSpell();
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auto schoolLevel = hero->getSpellSchoolLevel(spell);
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score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
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}
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vstd::amin(score, 1);
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score *= std::min(1.0f, spellPower / 10.0f);
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if(hasFly)
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score += 0.3f;
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if(hasTownPortal && hasEarth)
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score += 0.6f;
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vstd::amin(score, 1);
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score *= std::min(1.0f, manaLimit / 100.0f);
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return std::min(score, 1.0f);
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}
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bool HeroManager::canRecruitHero(const CGTownInstance * town) const
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{
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if(!town)
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@ -34,6 +34,7 @@ public:
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virtual bool heroCapReached() const = 0;
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virtual const CGHeroInstance * findHeroWithGrail() const = 0;
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virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
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virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
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};
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class DLL_EXPORT ISecondarySkillRule
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@ -76,6 +77,7 @@ public:
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bool heroCapReached() const override;
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const CGHeroInstance * findHeroWithGrail() const override;
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const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
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float getMagicStrength(const CGHeroInstance * hero) const override;
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private:
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float evaluateFightingStrength(const CGHeroInstance * hero) const;
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@ -94,16 +94,22 @@ const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) cons
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{
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for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
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auto blockers = ai->cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
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std::vector<const CGObjectInstance *> blockers = {};
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if(guard)
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if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
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blockers = ai->cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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blockers.insert(blockers.begin(), guard);
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
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if(guard)
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{
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blockers.insert(blockers.begin(), guard);
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}
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}
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}
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70
AI/Nullkiller/Behaviors/StayAtTownBehavior.cpp
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70
AI/Nullkiller/Behaviors/StayAtTownBehavior.cpp
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@ -0,0 +1,70 @@
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/*
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* StartupBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "StayAtTownBehavior.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
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#include "../Goals/StayAtTown.h"
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#include "../Goals/Composition.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "lib/mapObjects/MapObjects.h" //for victory conditions
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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using namespace Goals;
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std::string StayAtTownBehavior::toString() const
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{
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return "StayAtTownBehavior";
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}
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Goals::TGoalVec StayAtTownBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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auto towns = cb->getTownsInfo();
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if(!towns.size())
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return tasks;
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for(auto town : towns)
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{
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if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
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continue;
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auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
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for(auto & path : paths)
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{
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if(town->visitingHero && town->visitingHero.get() != path.targetHero)
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continue;
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if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
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{
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if(path.targetHero->mana == path.targetHero->manaLimit())
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continue;
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Composition stayAtTown;
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stayAtTown.addNextSequence({
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sptr(ExecuteHeroChain(path)),
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sptr(StayAtTown(town, path))
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});
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tasks.push_back(sptr(stayAtTown));
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}
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}
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}
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return tasks;
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}
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}
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39
AI/Nullkiller/Behaviors/StayAtTownBehavior.h
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39
AI/Nullkiller/Behaviors/StayAtTownBehavior.h
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@ -0,0 +1,39 @@
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/*
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* StayAtTownBehavior.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "lib/VCMI_Lib.h"
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#include "../Goals/CGoal.h"
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#include "../AIUtility.h"
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namespace NKAI
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{
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namespace Goals
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{
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class StayAtTownBehavior : public CGoal<StayAtTownBehavior>
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{
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public:
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StayAtTownBehavior()
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:CGoal(STAY_AT_TOWN_BEHAVIOR)
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{
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}
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virtual TGoalVec decompose() const override;
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virtual std::string toString() const override;
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virtual bool operator==(const StayAtTownBehavior & other) const override
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{
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return true;
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}
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};
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}
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}
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@ -35,6 +35,7 @@ set(Nullkiller_SRCS
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Goals/ExecuteHeroChain.cpp
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Goals/ExchangeSwapTownHeroes.cpp
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Goals/CompleteQuest.cpp
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Goals/StayAtTown.cpp
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Markers/ArmyUpgrade.cpp
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Markers/HeroExchange.cpp
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Markers/UnlockCluster.cpp
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@ -53,6 +54,7 @@ set(Nullkiller_SRCS
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Behaviors/BuildingBehavior.cpp
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Behaviors/GatherArmyBehavior.cpp
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Behaviors/ClusterBehavior.cpp
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Behaviors/StayAtTownBehavior.cpp
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Helpers/ArmyFormation.cpp
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AIGateway.cpp
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)
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@ -99,6 +101,7 @@ set(Nullkiller_HEADERS
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Goals/ExchangeSwapTownHeroes.h
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Goals/CompleteQuest.h
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Goals/Goals.h
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Goals/StayAtTown.h
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Markers/ArmyUpgrade.h
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Markers/HeroExchange.h
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Markers/UnlockCluster.h
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@ -117,6 +120,7 @@ set(Nullkiller_HEADERS
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Behaviors/BuildingBehavior.h
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Behaviors/GatherArmyBehavior.h
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Behaviors/ClusterBehavior.h
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Behaviors/StayAtTownBehavior.h
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Helpers/ArmyFormation.h
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AIGateway.h
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)
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@ -18,6 +18,7 @@
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#include "../Behaviors/BuildingBehavior.h"
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#include "../Behaviors/GatherArmyBehavior.h"
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#include "../Behaviors/ClusterBehavior.h"
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#include "../Behaviors/StayAtTownBehavior.h"
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#include "../Goals/Invalid.h"
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#include "../Goals/Composition.h"
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@ -262,7 +263,8 @@ void Nullkiller::makeTurn()
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choseBestTask(sptr(CaptureObjectsBehavior()), 1),
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choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
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choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
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choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
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choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
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choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
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};
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if(cb->getDate(Date::DAY) == 1)
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@ -22,6 +22,7 @@
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#include "../../../lib/filesystem/Filesystem.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/BuildThis.h"
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#include "../Goals/StayAtTown.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "../Goals/DismissHero.h"
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#include "../Markers/UnlockCluster.h"
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@ -309,6 +310,9 @@ uint64_t RewardEvaluator::getArmyReward(
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: 0;
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case Obj::PANDORAS_BOX:
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return 5000;
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case Obj::MAGIC_WELL:
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case Obj::MAGIC_SPRING:
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return getManaRecoveryArmyReward(hero);
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default:
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return 0;
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}
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@ -450,6 +454,11 @@ uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
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return result;
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}
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uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
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{
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return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
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}
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float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
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{
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if(!target)
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@ -693,6 +702,22 @@ public:
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}
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};
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class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
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{
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public:
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virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
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{
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if(task->goalType != Goals::STAY_AT_TOWN)
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return;
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Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
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evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero().get());
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evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
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evaluationContext.movementCost += stayAtTown.getMovementWasted();
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}
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};
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void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
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{
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HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
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@ -998,6 +1023,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
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evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
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evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
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evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
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evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
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}
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EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
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@ -49,6 +49,7 @@ public:
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uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
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const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
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uint64_t townArmyGrowth(const CGTownInstance * town) const;
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uint64_t getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
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};
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struct DLL_EXPORT EvaluationContext
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@ -71,7 +71,9 @@ namespace Goals
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ARMY_UPGRADE,
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DEFEND_TOWN,
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CAPTURE_OBJECT,
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SAVE_RESOURCES
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SAVE_RESOURCES,
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STAY_AT_TOWN_BEHAVIOR,
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STAY_AT_TOWN
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};
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class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>
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52
AI/Nullkiller/Goals/StayAtTown.cpp
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52
AI/Nullkiller/Goals/StayAtTown.cpp
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@ -0,0 +1,52 @@
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/*
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* ArmyUpgrade.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "StayAtTown.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIUtility.h"
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namespace NKAI
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{
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using namespace Goals;
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StayAtTown::StayAtTown(const CGTownInstance * town, AIPath & path)
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: ElementarGoal(Goals::STAY_AT_TOWN)
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{
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sethero(path.targetHero);
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settown(town);
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movementWasted = static_cast<float>(hero->movementPointsRemaining()) / hero->movementPointsLimit(!hero->boat) - path.movementCost();
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vstd::amax(movementWasted, 0);
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}
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bool StayAtTown::operator==(const StayAtTown & other) const
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{
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return hero == other.hero && town == other.town;
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}
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std::string StayAtTown::toString() const
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{
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return "Stay at town " + town->getNameTranslated()
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+ " hero " + hero->getNameTranslated()
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+ ", mana: " + std::to_string(hero->mana);
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}
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void StayAtTown::accept(AIGateway * ai)
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{
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if(hero->visitedTown != town)
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{
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logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
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}
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ai->nullkiller->lockHero(hero.get(), HeroLockedReason::DEFENCE);
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}
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}
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36
AI/Nullkiller/Goals/StayAtTown.h
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36
AI/Nullkiller/Goals/StayAtTown.h
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@ -0,0 +1,36 @@
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/*
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* ArmyUpgrade.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../Goals/CGoal.h"
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#include "../Pathfinding/AINodeStorage.h"
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#include "../Analyzers/ArmyManager.h"
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#include "../Analyzers/DangerHitMapAnalyzer.h"
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namespace NKAI
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{
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namespace Goals
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{
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class DLL_EXPORT StayAtTown : public ElementarGoal<StayAtTown>
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{
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private:
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float movementWasted;
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public:
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StayAtTown(const CGTownInstance * town, AIPath & path);
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virtual bool operator==(const StayAtTown & other) const override;
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virtual std::string toString() const override;
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void accept(AIGateway * ai) override;
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float getMovementWasted() const { return movementWasted; }
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};
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}
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}
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@ -279,9 +279,10 @@ void AINodeStorage::commit(
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
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"Commited %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
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source->coord.toString(),
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destination->coord.toString(),
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destination->layer,
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destination->getCost(),
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std::to_string(destination->turns),
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destination->moveRemains,
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@ -1343,6 +1344,7 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
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pathNode.coord = node->coord;
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pathNode.parentIndex = parentIndex;
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pathNode.actionIsBlocked = false;
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pathNode.layer = node->layer;
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if(pathNode.specialAction)
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{
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@ -65,6 +65,7 @@ struct AIPathNodeInfo
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float cost;
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uint8_t turns;
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int3 coord;
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EPathfindingLayer layer;
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uint64_t danger;
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const CGHeroInstance * targetHero;
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int parentIndex;
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