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NKAI: fix crash
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@@ -182,8 +182,10 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
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{
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auto weakest = getWeakestCreature(resultingArmy);
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if(weakest != resultingArmy.end() && weakest->count == 1) //we check iterator validity for playing with settings that allow 0 stacks armies
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if(weakest->count == 1)
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{
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assert(resultingArmy.size() > 1);
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resultingArmy.erase(weakest);
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}
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else
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@@ -250,10 +250,13 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
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auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
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if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
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if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
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{
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upgrade.upgradeValue +=
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ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);
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ai->nullkiller->armyManager->howManyReinforcementsCanGet(
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path.targetHero,
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path.heroArmy,
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upgrader->getUpperArmy());
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}
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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@@ -274,12 +274,12 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
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return result;
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}
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if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
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return result;
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if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
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return result;
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TResources availableResources = resources - actor->armyCost - other->armyCost;
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HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
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HeroExchangeArmy * newArmy;
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TResources availableResources = resources - actor->armyCost - other->armyCost;
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HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
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HeroExchangeArmy * newArmy;
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if(other->creatureSet->Slots().size())
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{
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@@ -303,20 +303,25 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
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if(!newArmy) return result;
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auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
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auto newArmyStrength = newArmy->getArmyStrength();
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auto oldArmyStrength = actor->creatureSet->getArmyStrength();
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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if(newArmyStrength <= oldArmyStrength) return result;
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auto reinforcement = newArmyStrength - oldArmyStrength;
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange %s->%s reinforcement: %d, %f%%",
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actor->toString(),
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other->toString(),
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reinforcement,
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100.0f * reinforcement / actor->armyValue);
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#endif
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#endif
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if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
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{
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delete newArmy;
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if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
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{
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delete newArmy;
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return result;
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}
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@@ -365,7 +370,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
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{
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auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
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for(auto creatureToBuy : buyArmy)
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for(auto & creatureToBuy : buyArmy)
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{
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auto targetSlot = target->getSlotFor(creatureToBuy.cre);
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