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78a560767b
That is suboptimal way as well, but let us avoid infinite loop there. Fix issue 2461
519 lines
14 KiB
C++
519 lines
14 KiB
C++
#include "StdInc.h"
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#include "AIUtility.h"
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#include "VCAI.h"
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#include "Fuzzy.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/CPathfinder.h"
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#include "../../lib/mapping/CMapDefines.h"
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/*
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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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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::ObjectIdRef(ObjectInstanceID _id) : id(_id)
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{
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}
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ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : 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 /*= false*/) 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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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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for(int j = 0; j < mapSize.y; j++)
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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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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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for(int j = 0; j < mapSize.y; j++)
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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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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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std::string strFromInt3(int3 pos)
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{
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std::ostringstream oss;
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oss << pos;
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return oss.str();
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}
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bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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{
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const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
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*rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
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if(ln->turns != rn->turns)
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return ln->turns < rn->turns;
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return (ln->moveRemains > rn->moveRemains);
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}
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bool compareMovement(HeroPtr lhs, HeroPtr rhs)
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{
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return lhs->movement > rhs->movement;
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}
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ui64 evaluateDanger(crint3 tile)
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{
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const TerrainTile *t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0, guardDanger = 0;
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auto visObjs = cb->getVisitableObjs(tile);
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if(visObjs.size())
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objectDanger = evaluateDanger(visObjs.back());
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int3 guardPos = cb->getGuardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos);
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
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{
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const TerrainTile *t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0, guardDanger = 0;
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auto visitableObjects = cb->getVisitableObjs(tile);
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// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
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if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
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vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
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{
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return !objWithID<Obj::HERO>(obj);
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});
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if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
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{
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objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
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if (objectDanger)
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{
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//TODO: don't downcast objects AI shouldn't know about!
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auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
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if (armedObj)
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{
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float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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}
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}
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if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
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{ //check guard on the other side of the gate
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auto it = ai->knownSubterraneanGates.find(dangerousObject);
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if (it != ai->knownSubterraneanGates.end())
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{
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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for (auto cre : guards)
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{
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vstd::amax (guardDanger, evaluateDanger(cre) *
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fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
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}
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}
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}
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}
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auto guards = cb->getGuardingCreatures(tile);
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for (auto cre : guards)
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{
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vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
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}
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 evaluateDanger(const CGObjectInstance *obj)
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{
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if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
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return 0;
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switch(obj->ID)
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{
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case Obj::HERO:
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{
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InfoAboutHero iah;
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cb->getHeroInfo(obj, iah);
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return iah.army.getStrength();
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}
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case Obj::TOWN:
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case Obj::GARRISON: case Obj::GARRISON2: //garrison
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{
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InfoAboutTown iat;
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cb->getTownInfo(obj, iat);
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return iat.army.getStrength();
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}
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case Obj::MONSTER:
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{
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//TODO!!!!!!!!
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const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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{
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const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
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return d->getArmyStrength();
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}
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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{
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const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
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return a->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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case Obj::SHIPWRECK: //shipwreck
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case Obj::DERELICT_SHIP: //derelict ship
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// case Obj::PYRAMID:
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return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
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case Obj::PYRAMID:
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{
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if(obj->subID == 0)
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return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
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else
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return 0;
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}
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default:
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return 0;
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}
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}
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bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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{
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return evaluateDanger(lhs) < evaluateDanger(rhs);
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}
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bool isSafeToVisit(HeroPtr h, crint3 tile)
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{
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const ui64 heroStrength = h->getTotalStrength(),
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dangerStrength = evaluateDanger(tile, *h);
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if(dangerStrength)
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{
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if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
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{
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logAi->trace("It's safe for %s to visit tile %s", h->name, tile());
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return true;
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}
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else
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return false;
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}
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return true; //there's no danger
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}
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bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
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{
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//tile must be free of with unoccupied boat
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return !t->blocked
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|| (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
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//do not try to board when in water sector
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}
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int3 whereToExplore(HeroPtr h)
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{
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TimeCheck tc ("where to explore");
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int radius = h->getSightRadius();
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int3 hpos = h->visitablePos();
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auto sm = ai->getCachedSectorMap(h);
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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std::vector<const CGObjectInstance *> nearbyVisitableObjs;
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for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
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{
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for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
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{
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for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
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{
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int3 op = obj->visitablePos();
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CGPath p;
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ai->myCb->getPathsInfo(h.get())->getPath(p, op);
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if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
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if (ai->isGoodForVisit(obj, h, *sm))
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nearbyVisitableObjs.push_back(obj);
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}
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}
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}
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vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
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boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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if(nearbyVisitableObjs.size())
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return nearbyVisitableObjs.back()->visitablePos();
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try //check if nearby tiles allow us to reveal anything - this is quick
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{
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return ai->explorationBestNeighbour(hpos, radius, h);
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}
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catch(cannotFulfillGoalException &e)
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{
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//perform exhaustive search
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return ai->explorationNewPoint(h);
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}
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}
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bool isBlockedBorderGate(int3 tileToHit)
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{
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return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
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(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
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}
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
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{ //TODO: do not explore dead-end boundaries
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x,y,pos.z);
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if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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{
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if (!boundaryBetweenTwoPoints (pos, npos, cbp))
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ret++;
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}
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}
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}
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return ret;
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}
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
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{
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int xMin = std::min (pos1.x, pos2.x);
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int xMax = std::max (pos1.x, pos2.x);
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int yMin = std::min (pos1.y, pos2.y);
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int yMax = std::max (pos1.y, pos2.y);
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for (int x = xMin; x <= xMax; ++x)
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{
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for (int y = yMin; y <= yMax; ++y)
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{
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int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
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if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
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{
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if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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return false;
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}
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}
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}
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return true; //if all are visible and blocked, we're at dead end
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}
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
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{
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return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
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}
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void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
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{
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for(const int3 &tile : tiles)
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{
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foreach_neighbour(tile, [&](int3 neighbour)
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{
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if(cb->isVisible(neighbour))
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out.push_back(neighbour);
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});
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}
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}
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
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{
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ui64 ret = 0;
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int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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std::vector<const CStackInstance *> toMove;
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for(auto const slot : t->Slots())
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{
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//can be merged woth another stack?
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SlotID dst = h->getSlotFor(slot.second->getCreatureID());
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if(h->hasStackAtSlot(dst))
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ret += t->getPower(slot.first);
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else
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toMove.push_back(slot.second);
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}
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boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
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{
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return lhs->getPower() < rhs->getPower();
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});
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for (auto & stack : boost::adaptors::reverse(toMove))
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{
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if(freeHeroSlots)
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{
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ret += stack->getPower();
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freeHeroSlots--;
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}
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else
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break;
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}
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return ret;
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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)
|
|
return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
|
|
else if(art1->price > art2->price)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|