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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
313 lines
6.9 KiB
C++
313 lines
6.9 KiB
C++
/*
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* AIUtility.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 "AIUtility.h"
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#include "VCAI.h"
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#include "FuzzyHelper.h"
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#include "Goals/Goals.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CQuest.h"
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#include "../../lib/mapping/CMapDefines.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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//extern static const int3 dirs[8];
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const CGObjectInstance * ObjectIdRef::operator->() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::operator const CGObjectInstance *() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::operator bool() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
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: id(_id)
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{
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}
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ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
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: id(obj->id)
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{
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}
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bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
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{
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return id < rhs.id;
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}
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HeroPtr::HeroPtr(const CGHeroInstance * H)
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{
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if(!H)
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{
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//init from nullptr should equal to default init
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*this = HeroPtr();
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return;
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}
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h = H;
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name = h->name;
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hid = H->id;
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// infosCount[ai->playerID][hid]++;
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}
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HeroPtr::HeroPtr()
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{
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h = nullptr;
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hid = ObjectInstanceID();
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}
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HeroPtr::~HeroPtr()
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{
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// if(hid >= 0)
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// infosCount[ai->playerID][hid]--;
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}
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bool HeroPtr::operator<(const HeroPtr & rhs) const
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{
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return hid < rhs.hid;
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}
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const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
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{
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//TODO? check if these all assertions every time we get info about hero affect efficiency
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//
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//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
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assert(doWeExpectNull || h);
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if(h)
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{
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auto obj = cb->getObj(hid);
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const bool owned = obj && obj->tempOwner == ai->playerID;
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if(doWeExpectNull && !owned)
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{
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return nullptr;
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}
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else
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{
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assert(obj);
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assert(owned);
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}
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}
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return h;
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}
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const CGHeroInstance * HeroPtr::operator->() const
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{
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return get();
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}
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bool HeroPtr::validAndSet() const
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{
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return get(true);
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}
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const CGHeroInstance * HeroPtr::operator*() const
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{
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return get();
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}
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bool HeroPtr::operator==(const HeroPtr & rhs) const
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{
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return h == rhs.get(true);
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}
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void foreach_tile_pos(std::function<void(const int3 & pos)> foo)
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{
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// some micro-optimizations since this function gets called a LOT
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// callback pointer is thread-specific and slow to retrieve -> read map size only once
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int3 mapSize = cb->getMapSize();
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for(int i = 0; i < mapSize.x; i++)
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{
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for(int j = 0; j < mapSize.y; j++)
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{
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for(int k = 0; k < mapSize.z; k++)
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foo(int3(i, j, k));
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}
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}
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}
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void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo)
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{
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int3 mapSize = cbp->getMapSize();
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for(int i = 0; i < mapSize.x; i++)
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{
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for(int j = 0; j < mapSize.y; j++)
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{
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for(int k = 0; k < mapSize.z; k++)
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foo(cbp, int3(i, j, k));
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}
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}
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}
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void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo)
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{
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CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
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for(const int3 & dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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foo(pos + dir);
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}
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}
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void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo)
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{
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for(const int3 & dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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foo(cbp, pos + dir);
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}
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}
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bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
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{
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const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
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const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
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return ln->getCost() < rn->getCost();
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}
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bool isSafeToVisit(HeroPtr h, crint3 tile)
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{
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return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
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}
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
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{
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const ui64 heroStrength = h->getTotalStrength();
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if(dangerStrength)
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{
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return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
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}
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return true; //there's no danger
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}
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bool isObjectRemovable(const CGObjectInstance * obj)
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{
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//FIXME: move logic to object property!
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switch (obj->ID)
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{
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case Obj::MONSTER:
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case Obj::RESOURCE:
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case Obj::CAMPFIRE:
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case Obj::TREASURE_CHEST:
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case Obj::ARTIFACT:
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case Obj::BORDERGUARD:
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case Obj::FLOTSAM:
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case Obj::PANDORAS_BOX:
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case Obj::OCEAN_BOTTLE:
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case Obj::SEA_CHEST:
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case Obj::SHIPWRECK_SURVIVOR:
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case Obj::SPELL_SCROLL:
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return true;
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break;
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default:
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return false;
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break;
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}
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}
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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{
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// TODO: Such information should be provided by pathfinder
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// Tile must be free or with unoccupied boat
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if(!t->blocked)
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{
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return true;
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}
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else if(!fromWater) // do not try to board when in water sector
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{
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if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
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return true;
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}
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return false;
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}
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bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
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{
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if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
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return false;
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auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
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return !gate->passableFor(ai->playerID);
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}
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bool isBlockVisitObj(const int3 & pos)
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{
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if(auto obj = cb->getTopObj(pos))
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{
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if(obj->blockVisit) //we can't stand on that object
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return true;
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}
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return false;
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}
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creInfo infoFromDC(const dwellingContent & dc)
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{
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creInfo ci;
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ci.count = dc.first;
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ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
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if (ci.creID != -1)
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{
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ci.cre = VLC->creh->objects[ci.creID];
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ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
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}
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else
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{
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ci.cre = nullptr;
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ci.level = 0;
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}
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return ci;
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}
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
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{
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return h1->getTotalStrength() < h2->getTotalStrength();
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}
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
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{
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return a1->getArmyStrength() < a2->getArmyStrength();
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}
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
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{
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auto art1 = a1->artType;
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auto art2 = a2->artType;
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if(art1->price == art2->price)
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return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
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else
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return art1->price > art2->price;
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}
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