Pārlūkot izejas kodu

Merged master into develop

Ivan Savenko 2 gadi atpakaļ
vecāks
revīzija
537f9fa048
90 mainītis faili ar 1766 papildinājumiem un 717 dzēšanām
  1. 2 2
      AI/BattleAI/BattleAI.cpp
  2. 1 1
      AI/BattleAI/BattleAI.h
  3. 41 37
      AI/Nullkiller/AIGateway.cpp
  4. 1 2
      AI/Nullkiller/AIGateway.h
  5. 0 4
      AI/Nullkiller/AIUtility.cpp
  6. 60 8
      AI/Nullkiller/Analyzers/ArmyManager.cpp
  7. 34 8
      AI/Nullkiller/Analyzers/ArmyManager.h
  8. 39 13
      AI/Nullkiller/Analyzers/BuildAnalyzer.cpp
  9. 161 17
      AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp
  10. 12 1
      AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h
  11. 36 7
      AI/Nullkiller/Analyzers/HeroManager.cpp
  12. 4 0
      AI/Nullkiller/Analyzers/HeroManager.h
  13. 6 1
      AI/Nullkiller/Analyzers/ObjectClusterizer.cpp
  14. 10 6
      AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp
  15. 236 115
      AI/Nullkiller/Behaviors/DefenceBehavior.cpp
  16. 5 0
      AI/Nullkiller/Behaviors/DefenceBehavior.h
  17. 105 20
      AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp
  18. 21 0
      AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp
  19. 2 0
      AI/Nullkiller/CMakeLists.txt
  20. 4 6
      AI/Nullkiller/Engine/FuzzyHelper.cpp
  21. 42 13
      AI/Nullkiller/Engine/Nullkiller.cpp
  22. 6 2
      AI/Nullkiller/Engine/Nullkiller.h
  23. 205 76
      AI/Nullkiller/Engine/PriorityEvaluator.cpp
  24. 6 0
      AI/Nullkiller/Engine/PriorityEvaluator.h
  25. 1 1
      AI/Nullkiller/Goals/BuyArmy.cpp
  26. 49 9
      AI/Nullkiller/Goals/Composition.cpp
  27. 2 6
      AI/Nullkiller/Goals/Composition.h
  28. 14 0
      AI/Nullkiller/Goals/ExecuteHeroChain.cpp
  29. 12 9
      AI/Nullkiller/Goals/RecruitHero.cpp
  30. 7 5
      AI/Nullkiller/Goals/RecruitHero.h
  31. 68 0
      AI/Nullkiller/Helpers/ArmyFormation.cpp
  32. 38 0
      AI/Nullkiller/Helpers/ArmyFormation.h
  33. 7 0
      AI/Nullkiller/Markers/ArmyUpgrade.cpp
  34. 1 0
      AI/Nullkiller/Markers/ArmyUpgrade.h
  35. 2 2
      AI/Nullkiller/Markers/DefendTown.cpp
  36. 4 1
      AI/Nullkiller/Markers/DefendTown.h
  37. 1 1
      AI/Nullkiller/Markers/HeroExchange.cpp
  38. 5 1
      AI/Nullkiller/Pathfinding/AINodeStorage.cpp
  39. 3 3
      AI/Nullkiller/Pathfinding/AINodeStorage.h
  40. 5 0
      AI/Nullkiller/Pathfinding/AIPathfinder.cpp
  41. 1 0
      AI/Nullkiller/Pathfinding/Actors.cpp
  42. 1 1
      AI/StupidAI/StupidAI.cpp
  43. 1 1
      AI/StupidAI/StupidAI.h
  44. 12 8
      AI/VCAI/VCAI.cpp
  45. 1 1
      AI/VCAI/VCAI.h
  46. 4 0
      CMakeLists.txt
  47. 10 1
      ChangeLog.md
  48. 19 1
      Mods/vcmi/config/vcmi/polish.json
  49. 1 2
      README.md
  50. 16 18
      client/CPlayerInterface.cpp
  51. 1 3
      client/CPlayerInterface.h
  52. 1 1
      client/Client.cpp
  53. 2 2
      client/battle/BattleWindow.cpp
  54. 1 1
      client/gui/ShortcutHandler.cpp
  55. 13 22
      client/renderSDL/CursorHardware.cpp
  56. 5 0
      client/widgets/Buttons.cpp
  57. 9 0
      client/windows/CCastleInterface.cpp
  58. 2 0
      client/windows/CCastleInterface.h
  59. 155 105
      config/ai/object-priorities.txt
  60. 1 1
      config/objects/rewardableOncePerWeek.json
  61. 2 2
      config/objects/rewardableOnceVisitable.json
  62. 1 1
      config/objects/rewardablePickable.json
  63. 2 2
      config/schemas/settings.json
  64. 0 0
      config/widgets/battleWindow2.json
  65. 3 3
      config/widgets/settings/adventureOptionsTab.json
  66. 1 1
      debian/changelog
  67. 1 1
      launcher/eu.vcmi.VCMI.metainfo.xml
  68. 4 4
      launcher/translation/german.ts
  69. 8 8
      launcher/translation/polish.ts
  70. 2 2
      lib/CGameInterface.cpp
  71. 1 1
      lib/CGameInterface.h
  72. 12 0
      lib/CGeneralTextHandler.cpp
  73. 4 4
      lib/CGeneralTextHandler.h
  74. 6 2
      lib/CTownHandler.cpp
  75. 1 1
      lib/CTownHandler.h
  76. 1 1
      lib/IGameEventsReceiver.h
  77. 4 6
      lib/NetPacksLib.cpp
  78. 1 0
      lib/battle/BattleInfo.cpp
  79. 5 0
      lib/battle/BattleInfo.h
  80. 1 2
      lib/gameState/CGameState.cpp
  81. 14 7
      lib/gameState/CGameStateCampaign.cpp
  82. 25 10
      lib/mapObjects/CGHeroInstance.cpp
  83. 1 0
      lib/mapObjects/CGHeroInstance.h
  84. 26 2
      lib/rmg/modificators/ObjectManager.cpp
  85. 1 1
      lib/serializer/CSerializer.h
  86. 28 28
      mapeditor/translation/german.ts
  87. 61 61
      mapeditor/translation/polish.ts
  88. 30 17
      server/CGameHandler.cpp
  89. 1 1
      server/CQuery.cpp
  90. 5 4
      server/HeroPoolProcessor.cpp

+ 2 - 2
AI/BattleAI/BattleAI.cpp

@@ -826,7 +826,7 @@ void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcas
 	ps.value = totalGain;
 }
 
-void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
+void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
 {
 	LOG_TRACE(logAi);
 	side = Side;
@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 
 	bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
 
-	if(!bs.canFlee || !bs.canSurrender)
+	if(!bs.canFlee && !bs.canSurrender)
 	{
 		return std::nullopt;
 	}

+ 1 - 1
AI/BattleAI/BattleAI.h

@@ -83,7 +83,7 @@ public:
 	BattleAction selectStackAction(const CStack * stack);
 	std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
+	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
 	//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
 	//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
 	//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack

+ 41 - 37
AI/Nullkiller/AIGateway.cpp

@@ -29,7 +29,7 @@ namespace NKAI
 {
 
 // our to enemy strength ratio constants
-const float SAFE_ATTACK_CONSTANT = 1.2f;
+const float SAFE_ATTACK_CONSTANT = 1.1f;
 const float RETREAT_THRESHOLD = 0.3f;
 const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
 
@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
 	LOG_TRACE(logAi);
 	NET_EVENT_HANDLER;
 
-	validateObject(details.id); //enemy hero may have left visible area
 	auto hero = cb->getHero(details.id);
 
+	if(!hero)
+		validateObject(details.id); //enemy hero may have left visible area
+
 	const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
 	const int3 to   = hero ? hero->convertToVisitablePos(details.end)   : (details.end   - int3(0,1,0));
 
@@ -777,28 +779,21 @@ void AIGateway::makeTurn()
 	boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
 	setThreadName("AIGateway::makeTurn");
 
+	cb->sendMessage("vcmieagles");
+
+	retrieveVisitableObjs();
+
 	if(cb->getDate(Date::DAY_OF_WEEK) == 1)
 	{
-		std::vector<const CGObjectInstance *> objs;
-		retrieveVisitableObjs(objs, true);
-
-		for(const CGObjectInstance * obj : objs)
+		for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
 		{
 			if(isWeeklyRevisitable(obj))
 			{
-				addVisitableObj(obj);
 				nullkiller->memory->markObjectUnvisited(obj);
 			}
 		}
 	}
 
-	cb->sendMessage("vcmieagles");
-
-	if(cb->getDate(Date::DAY) == 1)
-	{
-		retrieveVisitableObjs();
-	}
-
 #if NKAI_TRACE_LEVEL == 0
 	try
 	{
@@ -809,7 +804,7 @@ void AIGateway::makeTurn()
 		for (auto h : cb->getHeroesInfo())
 		{
 			if (h->movementPointsRemaining())
-				logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
+				logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
 		}
 #if NKAI_TRACE_LEVEL == 0
 	}
@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
 
 	auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
 
+	for(auto army : armies)
+	{
+		// move first stack at first slot if empty to avoid can not take away last creature
+		if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
+		{
+			cb->mergeOrSwapStacks(
+				army,
+				army,
+				SlotID(0),
+				army->Slots().begin()->first);
+		}
+	}
+
 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 	for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
 	{
@@ -1059,20 +1067,25 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
 		int count = d->creatures[i].first;
 		CreatureID creID = d->creatures[i].second.back();
 
+		if(!recruiter->getSlotFor(creID).validSlot())
+		{
+			continue;
+		}
+
 		vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
 		if(count > 0)
 			cb->recruitCreatures(d, recruiter, creID, count, i);
 	}
 }
 
-void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
+void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	NET_EVENT_HANDLER;
 	assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
 	status.setBattle(ONGOING_BATTLE);
 	const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
-	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
+	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
 void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
@@ -1083,12 +1096,16 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
 	bool won = br->winner == myCb->battleGetMySide();
 	logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
 	battlename.clear();
-	status.addQuery(queryID, "Combat result dialog");
-	const int confirmAction = 0;
-	requestActionASAP([=]()
+
+	if (queryID != -1)
 	{
-		answerQuery(queryID, confirmAction);
-	});
+		status.addQuery(queryID, "Combat result dialog");
+		const int confirmAction = 0;
+		requestActionASAP([=]()
+		{
+			answerQuery(queryID, confirmAction);
+		});
+	}
 	CAdventureAI::battleEnd(br, queryID);
 }
 
@@ -1098,26 +1115,13 @@ void AIGateway::waitTillFree()
 	status.waitTillFree();
 }
 
-void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
-{
-	foreach_tile_pos([&](const int3 & pos)
-	{
-		for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
-		{
-			if(includeOwned || obj->tempOwner != playerID)
-				out.push_back(obj);
-		}
-	});
-}
-
 void AIGateway::retrieveVisitableObjs()
 {
 	foreach_tile_pos([&](const int3 & pos)
 	{
 		for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
 		{
-			if(obj->tempOwner != playerID)
-				addVisitableObj(obj);
+			addVisitableObj(obj);
 		}
 	});
 }
@@ -1175,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
 	if(startHpos == dst)
 	{
 		//FIXME: this assertion fails also if AI moves onto defeated guarded object
-		assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
+		//assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
 		cb->moveHero(*h, h->convertFromVisitablePos(dst));
 		afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
 		// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared

+ 1 - 2
AI/Nullkiller/AIGateway.h

@@ -169,7 +169,7 @@ public:
 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
 	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
+	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
 	void battleEnd(const BattleResult * br, QueryID queryID) override;
 
 	void makeTurn();
@@ -195,7 +195,6 @@ public:
 
 	void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
 	void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
-	void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
 	void retrieveVisitableObjs();
 	virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
 

+ 0 - 4
AI/Nullkiller/AIUtility.cpp

@@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
 
 	if(dynamic_cast<const CGDwelling *>(obj))
 		return true;
-	if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
-		return true;
 
 	switch(obj->ID)
 	{
-	case Obj::STABLES:
-	case Obj::MAGIC_WELL:
 	case Obj::HILL_FORT:
 		return true;
 	case Obj::BORDER_GATE:

+ 60 - 8
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -13,6 +13,7 @@
 #include "../Engine/Nullkiller.h"
 #include "../../../CCallback.h"
 #include "../../../lib/mapObjects/MapObjects.h"
+#include "../../../lib/GameConstants.h"
 
 namespace NKAI
 {
@@ -33,6 +34,45 @@ public:
 	}
 };
 
+void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
+{
+	for(auto slot : army)
+	{
+		resultingArmy.push_back(slot);
+
+		upgradeValue += slot.power;
+		upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
+	}
+}
+
+void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
+{
+	for(auto slot : army)
+	{
+		resultingArmy.push_back(slot);
+
+		upgradeValue += slot.power;
+	}
+}
+
+std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
+{
+	std::vector<SlotInfo> result;
+
+	for(auto i : army)
+	{
+		SlotInfo slot;
+
+		slot.creature = VLC->creh->objects[i.cre->getId()];
+		slot.count = i.count;
+		slot.power = evaluateStackPower(i.cre, i.count);
+
+		result.push_back(slot);
+	}
+
+	return result;
+}
+
 uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
 {
 	return howManyReinforcementsCanGet(hero, hero, source);
@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 		{
 			if(vstd::contains(allowedFactions, slot.creature->getFaction()))
 			{
-				auto slotID = newArmyInstance.getSlotFor(slot.creature);
+				auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
 
 				if(slotID.validSlot())
 				{
@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 ui64 ArmyManager::howManyReinforcementsCanBuy(
 	const CCreatureSet * targetArmy,
 	const CGDwelling * dwelling,
-	const TResources & availableResources) const
+	const TResources & availableResources,
+	uint8_t turn) const
 {
 	ui64 aivalue = 0;
 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
 std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 	const CCreatureSet * hero,
 	const CGDwelling * dwelling,
-	TResources availableRes) const
+	TResources availableRes,
+	uint8_t turn) const
 {
 	std::vector<creInfo> creaturesInDwellings;
 	int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
+	bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
+
+	const CGTownInstance * town = dwelling->ID == Obj::TOWN
+		? dynamic_cast<const CGTownInstance *>(dwelling)
+		: nullptr;
 
 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 	{
 		auto ci = infoFromDC(dwelling->creatures[i]);
 
-		if(!ci.count || ci.creID == -1)
-			continue;
+		if(ci.creID == -1) continue;
+
+		if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
+		{
+			ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
+		}
+
+		if(!ci.count) continue;
 
 		SlotID dst = hero->getSlotFor(ci.creID);
 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
@@ -282,8 +335,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 
 		vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
 
-		if(!ci.count)
-			continue;
+		if(!ci.count) continue;
 
 		ci.level = i; //this is important for Dungeon Summoning Portal
 		creaturesInDwellings.push_back(ci);
@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
 	return newArmy > oldArmy ? newArmy - oldArmy : 0;
 }
 
-uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
+uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
 {
 	return creature->getAIValue() * count;
 }

+ 34 - 8
AI/Nullkiller/Analyzers/ArmyManager.h

@@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
 	std::vector<SlotInfo> resultingArmy;
 	uint64_t upgradeValue = 0;
 	TResources upgradeCost;
+
+	void addArmyToBuy(std::vector<SlotInfo> army);
+	void addArmyToGet(std::vector<SlotInfo> army);
 };
 
 class DLL_EXPORT IArmyManager //: public: IAbstractManager
@@ -45,20 +48,33 @@ public:
 	virtual	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const = 0;
+		const TResources & availableResources,
+		uint8_t turn = 0) const = 0;
+
 	virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
-	virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
+	virtual ui64 howManyReinforcementsCanGet(
+		const IBonusBearer * armyCarrier,
+		const CCreatureSet * target,
+		const CCreatureSet * source) const = 0;
+
 	virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
 	virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
 	virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
-	virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
+	virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
+
+	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
+	virtual std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const = 0;
+
+	virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
 	virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
 	virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
 		const CCreatureSet * army,
 		const CGObjectInstance * upgrader,
 		const TResources & availableResources) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
 	virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
 };
 
@@ -74,20 +90,30 @@ private:
 public:
 	ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
 	void update() override;
+
 	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
 	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const override;
+		const TResources & availableResources,
+		uint8_t turn = 0) const override;
+
 	ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
 	ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
 	std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
-	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
+	std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
+
 	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
+	std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const override;
+
 	std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
-	uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
+	uint64_t evaluateStackPower(const Creature * creature, int count) const override;
 	SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
 	ArmyUpgradeInfo calculateCreaturesUpgrade(
 		const CCreatureSet * army, 

+ 39 - 13
AI/Nullkiller/Analyzers/BuildAnalyzer.cpp

@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
 	logAi->trace("Checking other buildings");
 
 	std::vector<std::vector<BuildingID>> otherBuildings = {
-		{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
+		{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
+		{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
 	};
 
 	if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
 	{
 		otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
+		otherBuildings.push_back({BuildingID::HORDE_1});
+		otherBuildings.push_back({BuildingID::HORDE_2});
 	}
 
 	for(auto & buildingSet : otherBuildings)
 	{
 		for(auto & buildingID : buildingSet)
 		{
-			if(!developmentInfo.town->hasBuilt(buildingID))
+			if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
 			{
 				developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
 
@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
 	}
 	else
 	{
-		goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
-			+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
+		goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+			+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
 	}
 
 	logAi->trace("Gold preasure: %f", goldPreasure);
@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
 	const CCreature * creature = nullptr;
 	CreatureID baseCreatureID;
 
+	int creatureLevel = -1;
+	int creatureUpgrade = 0;
+
 	if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
 	{
-		int level = toBuild - BuildingID::DWELL_FIRST;
-		auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
-		auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
-			? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
+		creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
+		creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
+	}
+	else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
+	{
+		creatureLevel = townInfo->hordeLvl.at(0);
+	}
+	else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
+	{
+		creatureLevel = townInfo->hordeLvl.at(1);
+	}
+
+	if(creatureLevel >=  0)
+	{
+		auto creatures = townInfo->creatures.at(creatureLevel);
+		auto creatureID = creatures.size() > creatureUpgrade
+			? creatures.at(creatureUpgrade)
 			: creatures.front();
 
 		baseCreatureID = creatures.front();
@@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
 		}
 		else
 		{
-			creatureGrows = creature->getGrowth();
+			if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
+			{
+				creatureGrows = creature->getGrowth();
 
-			if(town->hasBuilt(BuildingID::CASTLE))
-				creatureGrows *= 2;
-			else if(town->hasBuilt(BuildingID::CITADEL))
-				creatureGrows += creatureGrows / 2;
+				if(town->hasBuilt(BuildingID::CASTLE))
+					creatureGrows *= 2;
+				else if(town->hasBuilt(BuildingID::CITADEL))
+					creatureGrows += creatureGrows / 2;
+			}
+			else
+			{
+				creatureGrows = creature->getHorde();
+			}
 		}
 
 		armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);

+ 161 - 17
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp

@@ -17,20 +17,29 @@ namespace NKAI
 
 HitMapInfo HitMapInfo::NoTreat;
 
+double HitMapInfo::value() const
+{
+	return danger / std::sqrt(turn / 3.0f + 1);
+}
+
 void DangerHitMapAnalyzer::updateHitMap()
 {
-	if(upToDate)
+	if(hitMapUpToDate)
 		return;
 
 	logAi->trace("Update danger hitmap");
 
-	upToDate = true;
+	hitMapUpToDate = true;
 	auto start = std::chrono::high_resolution_clock::now();
 
 	auto cb = ai->cb.get();
 	auto mapSize = ai->cb->getMapSize();
-	hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+	
+	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
+		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+
 	enemyHeroAccessibleObjects.clear();
+	townTreats.clear();
 
 	std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
 
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 				if(path.getFirstBlockedAction())
 					continue;
 
-				auto tileDanger = path.getHeroStrength();
-				auto turn = path.turn();
 				auto & node = hitMap[pos.x][pos.y][pos.z];
 
-				if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
-					|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
+				HitMapInfo newTreat;
+
+				newTreat.hero = path.targetHero;
+				newTreat.turn = path.turn();
+				newTreat.danger = path.getHeroStrength();
+
+				if(newTreat.value() > node.maximumDanger.value())
 				{
-					node.maximumDanger.danger = tileDanger;
-					node.maximumDanger.turn = turn;
-					node.maximumDanger.hero = path.targetHero;
+					node.maximumDanger = newTreat;
 				}
 
-				if(turn < node.fastestDanger.turn
-					|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
+				if(newTreat.turn < node.fastestDanger.turn
+					|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
 				{
-					node.fastestDanger.danger = tileDanger;
-					node.fastestDanger.turn = turn;
-					node.fastestDanger.hero = path.targetHero;
+					node.fastestDanger = newTreat;
 				}
 
-				if(turn == 0)
+				if(newTreat.turn == 0)
 				{
 					auto objects = cb->getVisitableObjs(pos, false);
 					
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
 					{
 						if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
 							enemyHeroAccessibleObjects[path.targetHero].insert(obj);
+
+						if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
+						{
+							auto & treats = townTreats[obj->id];
+							auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
+								{
+									return i.hero.hid == path.targetHero->id;
+								});
+
+							if(treat == treats.end())
+							{
+								treats.emplace_back();
+								treat = std::prev(treats.end(), 1);
+							}
+
+							if(newTreat.value() > treat->value())
+							{
+								*treat = newTreat;
+							}
+						}
 					}
 				}
 			}
@@ -104,6 +132,122 @@ void DangerHitMapAnalyzer::updateHitMap()
 	logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
 }
 
+void DangerHitMapAnalyzer::calculateTileOwners()
+{
+	if(tileOwnersUpToDate) return;
+
+	tileOwnersUpToDate = true;
+
+	auto cb = ai->cb.get();
+	auto mapSize = ai->cb->getMapSize();
+
+	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
+		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+
+	std::map<const CGHeroInstance *, HeroRole> townHeroes;
+	std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
+	PathfinderSettings pathfinderSettings;
+
+	pathfinderSettings.mainTurnDistanceLimit = 5;
+
+	auto addTownHero = [&](const CGTownInstance * town)
+	{
+			auto townHero = new CGHeroInstance();
+			CRandomGenerator rng;
+			auto visitablePos = town->visitablePos();
+			
+			townHero->setOwner(ai->playerID); // lets avoid having multiple colors
+			townHero->initHero(rng, static_cast<HeroTypeID>(0));
+			townHero->pos = townHero->convertFromVisitablePos(visitablePos);
+			townHero->initObj(rng);
+			
+			heroTownMap[townHero] = town;
+			townHeroes[townHero] = HeroRole::MAIN;
+	};
+
+	for(auto obj : ai->memory->visitableObjs)
+	{
+		if(obj && obj->ID == Obj::TOWN)
+		{
+			addTownHero(dynamic_cast<const CGTownInstance *>(obj));
+		}
+	}
+
+	for(auto town : cb->getTownsInfo())
+	{
+		addTownHero(town);
+	}
+
+	ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
+
+	pforeachTilePos(mapSize, [&](const int3 & pos)
+		{
+			float ourDistance = std::numeric_limits<float>::max();
+			float enemyDistance = std::numeric_limits<float>::max();
+			const CGTownInstance * enemyTown = nullptr;
+			const CGTownInstance * ourTown = nullptr;
+
+			for(AIPath & path : ai->pathfinder->getPathInfo(pos))
+			{
+				if(!path.targetHero || path.getFirstBlockedAction())
+					continue;
+
+				auto town = heroTownMap[path.targetHero];
+
+				if(town->getOwner() == ai->playerID)
+				{
+					if(ourDistance > path.movementCost())
+					{
+						ourDistance = path.movementCost();
+						ourTown = town;
+					}
+				}
+				else
+				{
+					if(enemyDistance > path.movementCost())
+					{
+						enemyDistance = path.movementCost();
+						enemyTown = town;
+					}
+				}
+			}
+
+			if(ourDistance == enemyDistance)
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
+			}
+			else if(!enemyTown || ourDistance < enemyDistance)
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
+			}
+			else
+			{
+				hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
+			}
+		});
+}
+
+const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownTreats(const CGTownInstance * town) const
+{
+	static const std::vector<HitMapInfo> empty = {};
+
+	auto result = townTreats.find(town->id);
+
+	return result == townTreats.end() ? empty : result->second;
+}
+
+PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
+{
+	auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
+
+	return town ? town->getOwner() : PlayerColor::NEUTRAL;
+}
+
+const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
+{
+	return hitMap[tile.x][tile.y][tile.z].closestTown;
+}
+
 uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
 {
 	int3 tile = path.targetTile();
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
 
 void DangerHitMapAnalyzer::reset()
 {
-	upToDate = false;
+	hitMapUpToDate = false;
 }
 
 }

+ 12 - 1
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h

@@ -35,6 +35,8 @@ struct HitMapInfo
 		turn = 255;
 		hero = HeroPtr();
 	}
+
+	double value() const;
 };
 
 struct HitMapNode
@@ -42,6 +44,8 @@ struct HitMapNode
 	HitMapInfo maximumDanger;
 	HitMapInfo fastestDanger;
 
+	const CGTownInstance * closestTown = nullptr;
+
 	HitMapNode() = default;
 
 	void reset()
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
 private:
 	boost::multi_array<HitMapNode, 3> hitMap;
 	std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
-	bool upToDate;
+	bool hitMapUpToDate = false;
+	bool tileOwnersUpToDate = false;
 	const Nullkiller * ai;
+	std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
 
 public:
 	DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
 
 	void updateHitMap();
+	void calculateTileOwners();
 	uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
 	const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
 	const HitMapNode & getTileTreat(const int3 & tile) const;
 	const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
 	void reset();
+	void resetTileOwners() { tileOwnersUpToDate = false; }
+	PlayerColor getTileOwner(const int3 & tile) const;
+	const CGTownInstance * getClosestTown(const int3 & tile) const;
+	const std::vector<HitMapInfo> & getTownTreats(const CGTownInstance * town) const;
 };
 
 }

+ 36 - 7
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -125,6 +125,7 @@ void HeroManager::update()
 	}
 
 	std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
+	heroRoles.clear();
 
 	for(auto hero : myHeroes)
 	{
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
 	return evaluateFightingStrength(hero);
 }
 
+bool HeroManager::heroCapReached() const
+{
+	const bool includeGarnisoned = true;
+	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
+
+	return heroCount >= ALLOWED_ROAMING_HEROES
+		|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
+}
+
 bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 {
 	if(!town)
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 	if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
 		return false;
 
-	const bool includeGarnisoned = true;
-	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
-
-	if(heroCount >= ALLOWED_ROAMING_HEROES)
-		return false;
-
-	if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
+	if(heroCapReached())
 		return false;
 
 	if(!cb->getAvailableHeroes(town).size())
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
 	return nullptr;
 }
 
+const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
+{
+	const CGHeroInstance * weakestHero = nullptr;
+	auto myHeroes = ai->cb->getHeroesInfo();
+
+	for(auto existingHero : myHeroes)
+	{
+		if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
+			|| existingHero->getArmyStrength() >armyLimit
+			|| getHeroRole(existingHero) == HeroRole::MAIN
+			|| existingHero->movementPointsRemaining()
+			|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
+		{
+			continue;
+		}
+
+		if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
+		{
+			weakestHero = existingHero;
+		}
+	}
+
+	return weakestHero;
+}
+
 SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
 	:scoreMap(scoreMap)
 {

+ 4 - 0
AI/Nullkiller/Analyzers/HeroManager.h

@@ -31,7 +31,9 @@ public:
 	virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
 	virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
 	virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
+	virtual bool heroCapReached() const = 0;
 	virtual const CGHeroInstance * findHeroWithGrail() const = 0;
+	virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
 };
 
 class DLL_EXPORT ISecondarySkillRule
@@ -71,7 +73,9 @@ public:
 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
 	float evaluateHero(const CGHeroInstance * hero) const override;
 	bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
+	bool heroCapReached() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
+	const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
 
 private:
 	float evaluateFightingStrength(const CGHeroInstance * hero) const;

+ 6 - 1
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
 			auto obj = objs[i];
 
 			if(!shouldVisitObject(obj))
-				return;
+			{
+#if NKAI_TRACE_LEVEL >= 2
+				logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
+#endif
+				continue;
+			}
 
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());

+ 10 - 6
AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp

@@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 	tasks.reserve(paths.size());
 
-	const AIPath * closestWay = nullptr;
+	std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
 	std::vector<ExecuteHeroChain *> waysToVisitObj;
 
 	for(auto & path : paths)
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 			auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
 
-			if(heroRole == HeroRole::SCOUT
-				&& (!closestWay || closestWay->movementCost() > path.movementCost()))
+			auto & closestWay = closestWaysByRole[heroRole];
+
+			if(!closestWay || closestWay->movementCost() > path.movementCost())
 			{
 				closestWay = &path;
 			}
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 		}
 	}
 
-	if(closestWay)
+	for(auto way : waysToVisitObj)
 	{
-		for(auto way : waysToVisitObj)
+		auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
+		auto closestWay = closestWaysByRole[heroRole];
+
+		if(closestWay)
 		{
 			way->closestWayRatio
 				= closestWay->movementCost() / way->getPath().movementCost();
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
 	{
 		captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
 
-		if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
+		if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
 			captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
 	}
 

+ 236 - 115
AI/Nullkiller/Behaviors/DefenceBehavior.cpp

@@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
 	return tasks;
 }
 
-void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
+bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
 {
-	logAi->trace("Evaluating defence for %s", town->getNameTranslated());
-
-	auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
-	auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
-
 	int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
 
-	if(town->garrisonHero)
+	for(const AIPath & path : paths)
 	{
-		if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
+		bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
+		bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
+
+		if(treatIsWeak && !needToSaveGrowth)
 		{
-			if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
+			if((path.exchangeCount == 1 && path.turn() < treat.turn)
+				|| path.turn() < treat.turn - 1
+				|| (path.turn() < treat.turn && treat.turn >= 2))
 			{
+#if NKAI_TRACE_LEVEL >= 1
 				logAi->trace(
-					"Extracting hero %s from garrison of town %s",
-					town->garrisonHero->getNameTranslated(),
-					town->getNameTranslated());
-
-				tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+					"Hero %s can eliminate danger for town %s using path %s.",
+					path.targetHero->getObjectName(),
+					town->getObjectName(),
+					path.toString());
+#endif
 
-				return;
+				return true;
 			}
 		}
+	}
+
+	return false;
+}
+
+void handleCounterAttack(
+	const CGTownInstance * town,
+	const HitMapInfo & treat,
+	const HitMapInfo & maximumDanger,
+	Goals::TGoalVec & tasks)
+{
+	if(treat.hero.validAndSet()
+		&& treat.turn <= 1
+		&& (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
+	{
+		auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
+		auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
+
+		for(int i = 0; i < heroCapturingPaths.size(); i++)
+		{
+			AIPath & path = heroCapturingPaths[i];
+			TSubgoal goal = goals[i];
+
+			if(!goal || goal->invalid() || !goal->isElementar()) continue;
+
+			Composition composition;
+
+			composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
+
+			tasks.push_back(Goals::sptr(composition));
+		}
+	}
+}
 
+bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
+{
+	if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
+	{
 		logAi->trace(
 			"Hero %s in garrison of town %s is suposed to defend the town",
 			town->garrisonHero->getNameTranslated(),
 			town->getNameTranslated());
 
+		return true;
+	}
+
+	if(!town->visitingHero)
+	{
+		if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
+		{
+			logAi->trace(
+				"Extracting hero %s from garrison of town %s",
+				town->garrisonHero->getNameTranslated(),
+				town->getNameTranslated());
+
+			tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+
+			return true;
+		}
+		else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
+		{
+			auto armyDismissLimit = 1000;
+			auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
+
+			if(heroToDismiss)
+			{
+				tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
+
+				return true;
+			}
+		}
+	}
+
+	return false;
+}
+
+void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
+{
+	logAi->trace("Evaluating defence for %s", town->getNameTranslated());
+
+	auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
+	std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
+	
+	treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
+
+	if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
+	{
 		return;
 	}
 
@@ -109,103 +191,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 			std::to_string(treat.turn),
 			treat.hero->getNameTranslated());
 
-		bool treatIsUnderControl = false;
+		handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
 
-		for(AIPath & path : paths)
+		if(isTreatUnderControl(town, treat, paths))
 		{
-			if(town->visitingHero && path.targetHero != town->visitingHero.get())
-				continue;
-
-			if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
-				continue;
-
-			if(treat.hero.validAndSet()
-				&& treat.turn <= 1
-				&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
-				&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
-			{
-				Composition composition;
-
-				composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
-
-				tasks.push_back(Goals::sptr(composition));
-			}
-
-			bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
-			bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
-
-			if(treatIsWeak && !needToSaveGrowth)
-			{
-				if((path.exchangeCount == 1 && path.turn() < treat.turn)
-					|| path.turn() < treat.turn - 1
-					|| (path.turn() < treat.turn && treat.turn >= 2))
-				{
-#if NKAI_TRACE_LEVEL >= 1
-					logAi->trace(
-						"Hero %s can eliminate danger for town %s using path %s.",
-						path.targetHero->getObjectName(),
-						town->getObjectName(),
-						path.toString());
-#endif
-
-					treatIsUnderControl = true;
-
-					break;
-				}
-			}
-		}
-
-		if(treatIsUnderControl)
 			continue;
-
-		if(!town->visitingHero
-			&& town->hasBuilt(BuildingID::TAVERN)
-			&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
-		{
-			auto heroesInTavern = cb->getAvailableHeroes(town);
-
-			for(auto hero : heroesInTavern)
-			{
-				if(hero->getTotalStrength() > treat.danger)
-				{
-					auto myHeroes = cb->getHeroesInfo();
-
-					if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
-					{
-#if NKAI_TRACE_LEVEL >= 1
-						logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
-#endif
-						tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
-						continue;
-					}
-					else
-					{
-						const CGHeroInstance * weakestHero = nullptr;
-
-						for(auto existingHero : myHeroes)
-						{
-							if(ai->nullkiller->isHeroLocked(existingHero)
-								|| existingHero->getArmyStrength() > hero->getArmyStrength()
-								|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
-								|| existingHero->movementPointsRemaining()
-								|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
-								continue;
-
-							if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
-							{
-								weakestHero = existingHero;
-							}
-
-							if(weakestHero)
-							{
-								tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
-							}
-						}
-					}
-				}
-			}
 		}
 
+		evaluateRecruitingHero(tasks, treat, town);
+
 		if(paths.empty())
 		{
 			logAi->trace("No ways to defend town %s", town->getNameTranslated());
@@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				path.movementCost(),
 				path.toString());
 #endif
+
+			auto townDefenseStrength = town->garrisonHero
+				? town->garrisonHero->getTotalStrength()
+				: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
+
+			if(town->visitingHero && path.targetHero == town->visitingHero.get())
+			{
+				if(path.getHeroStrength() < townDefenseStrength)
+					continue;
+			}
+			else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
+			{
+				if(path.getHeroStrength() < townDefenseStrength)
+					continue;
+			}
+
 			if(path.turn() <= treat.turn - 2)
 			{
 #if NKAI_TRACE_LEVEL >= 1
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				tasks.push_back(
 					Goals::sptr(Composition()
 						.addNext(DefendTown(town, treat, path))
-						.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
-						.addNext(ExecuteHeroChain(path, town))
-						.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
+						.addNextSequence({
+								sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
+								sptr(ExecuteHeroChain(path, town)),
+								sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
+							})));
 
 				continue;
 			}
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 					continue;
 				}
 			}
+			Composition composition;
+
+			composition.addNext(DefendTown(town, treat, path));
+			TGoalVec sequence;
+
+			if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
+			{
+				composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
+				tasks.push_back(Goals::sptr(composition));
 
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Move %s to defend town %s",
-				path.targetHero->getObjectName(),
-				town->getObjectName());
+				logAi->trace("Locking hero %s in garrison of %s",
+					town->garrisonHero.get()->getObjectName(),
+					town->getObjectName());
 #endif
-			Composition composition;
 
-			composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
+				continue;
+			}
+			else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
+			{
+				if(town->garrisonHero)
+				{
+					if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
+						&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
+					{
+						if(path.turn() == 0)
+							sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
+					}
+					else
+					{
+#if NKAI_TRACE_LEVEL >= 1
+						logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
+							path.targetHero->getObjectName(),
+							town->getObjectName());
+#endif
+						continue;
+					}
+				}
+				else if(path.turn() == 0)
+				{
+					sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+				}
+			}
+
+#if NKAI_TRACE_LEVEL >= 1
+				logAi->trace("Move %s to defend town %s",
+					path.targetHero->getObjectName(),
+					town->getObjectName());
+#endif
+
+			sequence.push_back(sptr(ExecuteHeroChain(path, town)));
+			composition.addNextSequence(sequence);
 
 			auto firstBlockedAction = path.getFirstBlockedAction();
 			if(firstBlockedAction)
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 	logAi->debug("Found %d tasks", tasks.size());
 }
 
+void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
+{
+	if(town->hasBuilt(BuildingID::TAVERN)
+		&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
+	{
+		auto heroesInTavern = cb->getAvailableHeroes(town);
+
+		for(auto hero : heroesInTavern)
+		{
+			if(hero->getTotalStrength() < treat.danger)
+				continue;
+
+			auto myHeroes = cb->getHeroesInfo();
+
+#if NKAI_TRACE_LEVEL >= 1
+			logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
+#endif
+			bool needSwap = false;
+			const CGHeroInstance * heroToDismiss = nullptr;
+
+			if(town->visitingHero)
+			{
+				if(!town->garrisonHero)
+					needSwap = true;
+				else
+				{
+					if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
+					{
+						if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
+							continue;
+
+						heroToDismiss = town->visitingHero.get();
+					}
+					else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
+						continue;
+					else
+					{
+						needSwap = true;
+						heroToDismiss = town->garrisonHero.get();
+					}
+				}
+			}
+			else if(ai->nullkiller->heroManager->heroCapReached())
+			{
+				heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
+
+				if(!heroToDismiss)
+					continue;
+			}
+
+			TGoalVec sequence;
+			Goals::Composition recruitHeroComposition;
+
+			if(needSwap)
+				sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+
+			if(heroToDismiss)
+				sequence.push_back(sptr(DismissHero(heroToDismiss)));
+
+			sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
+
+			tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
+		}
+	}
+}
+
 }

+ 5 - 0
AI/Nullkiller/Behaviors/DefenceBehavior.h

@@ -15,8 +15,12 @@
 
 namespace NKAI
 {
+
+struct HitMapInfo;
+
 namespace Goals
 {
+
 	class DefenceBehavior : public CGoal<DefenceBehavior>
 	{
 	public:
@@ -35,6 +39,7 @@ namespace Goals
 
 	private:
 		void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
+		void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
 	};
 }
 

+ 105 - 20
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp

@@ -12,10 +12,13 @@
 #include "../Engine/Nullkiller.h"
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/Composition.h"
+#include "../Goals/RecruitHero.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
 #include "GatherArmyBehavior.h"
+#include "CaptureObjectsBehavior.h"
 #include "../AIUtility.h"
+#include "../Goals/ExchangeSwapTownHeroes.h"
 
 namespace NKAI
 {
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 	for(const AIPath & path : paths)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
 		
-		if(path.containsHero(hero)) continue;
+		if(path.containsHero(hero))
+		{
+#if NKAI_TRACE_LEVEL >= 2
+			logAi->trace("Selfcontaining path. Ignore");
+#endif
+			continue;
+		}
+
+		bool garrisoned = false;
 
 		if(path.turn() == 0 && hero->inTownGarrison)
 		{
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
+			garrisoned = true;
 #endif
-			continue;
 		}
 
-		if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
+		if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@@ -109,10 +119,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 
 		HeroExchange heroExchange(hero, path);
 
-		float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
+		uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
+		float armyRatio = (float)armyValue / hero->getArmyStrength();
 
 		// avoid transferring very small amount of army
-		if(armyValue < 0.1f && armyValue < 20000)
+		if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Army value is too small.");
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 			exchangePath.closestWayRatio = 1;
 
 			composition.addNext(heroExchange);
-			composition.addNext(exchangePath);
+
+			if(garrisoned && path.turn() == 0)
+			{
+				auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
+
+				composition.addNextSequence({
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
+					sptr(exchangePath),
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
+				});
+			}
+			else
+			{
+				composition.addNext(exchangePath);
+			}
 
 			auto blockedAction = path.getFirstBlockedAction();
 
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 #endif
 	
 	auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
+	auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
+
 	std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
 
 #if NKAI_TRACE_LEVEL >= 1
 	logAi->trace("Found %d paths", paths.size());
 #endif
 
+	bool hasMainAround = false;
+
 	for(const AIPath & path : paths)
 	{
+		auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
+
+		if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
+			hasMainAround = true;
+	}
+
+	for(int i = 0; i < paths.size(); i++)
+	{
+		auto & path = paths[i];
+		auto visitGoal = goals[i];
+
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
-		if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
+
+		if(visitGoal->invalid())
+		{
+#if NKAI_TRACE_LEVEL >= 2
+			logAi->trace("Ignore path. Not valid way.");
+#endif
+			continue;
+		}
+
+		if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Town has visiting hero.");
@@ -261,18 +310,58 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 		auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
 
-		if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
+		if(!upgrader->garrisonHero
+			&& (
+				hasMainAround
+				|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
 		{
-			upgrade.upgradeValue +=	
-				ai->nullkiller->armyManager->howManyReinforcementsCanGet(
+			ArmyUpgradeInfo armyToGetOrBuy;
+
+			armyToGetOrBuy.addArmyToGet(
+				ai->nullkiller->armyManager->getBestArmy(
 					path.targetHero,
 					path.heroArmy,
-					upgrader->getUpperArmy());	
+					upgrader->getUpperArmy()));
+
+			armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
+
+			armyToGetOrBuy.addArmyToBuy(
+				ai->nullkiller->armyManager->toSlotInfo(
+					ai->nullkiller->armyManager->getArmyAvailableToBuy(
+						path.heroArmy,
+						upgrader,
+						ai->nullkiller->getFreeResources(),
+						path.turn())));
+
+			upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
+			upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
+			vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
+
+			if(!upgrade.upgradeValue
+				&& armyToGetOrBuy.upgradeValue > 20000
+				&& ai->nullkiller->heroManager->canRecruitHero(town)
+				&& path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
+			{
+				for(auto hero : cb->getAvailableHeroes(town))
+				{
+					auto scoutReinforcement =  ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
+						+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
+
+					if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
+						&& ai->nullkiller->getFreeGold() >20000
+						&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
+					{
+						Composition recruitHero;
+
+						recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
+					}
+				}
+			}
 		}
 
 		auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
 
-		if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
+		if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 		if(isSafe)
 		{
-			ExecuteHeroChain newWay(path, upgrader);
-			
-			newWay.closestWayRatio = 1;
-
-			tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
+			tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
 		}
 	}
 

+ 21 - 0
AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp

@@ -66,6 +66,27 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
 				}
 			}
 
+			int treasureSourcesCount = 0;
+
+			for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
+			{
+				if((obj->ID == Obj::RESOURCE)
+					|| obj->ID == Obj::TREASURE_CHEST
+					|| obj->ID == Obj::CAMPFIRE
+					|| isWeeklyRevisitable(obj)
+					|| obj->ID ==Obj::ARTIFACT)
+				{
+					auto tile = obj->visitablePos();
+					auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
+
+					if(town == closestTown)
+						treasureSourcesCount++;
+				}
+			}
+
+			if(treasureSourcesCount < 5)
+				continue;
+
 			if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
 				|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
 					&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))

+ 2 - 0
AI/Nullkiller/CMakeLists.txt

@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
+		Helpers/ArmyFormation.cpp
 		AIGateway.cpp
 )
 
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
 		Behaviors/BuildingBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/ClusterBehavior.h
+		Helpers/ArmyFormation.h
 		AIGateway.h
 )
 

+ 4 - 6
AI/Nullkiller/Engine/FuzzyHelper.cpp

@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
 	case Obj::MINE:
 	case Obj::ABANDONED_MINE:
 	case Obj::PANDORAS_BOX:
-	{
-		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
-		return a->getArmyStrength();
-	}
 	case Obj::CRYPT: //crypt
 	case Obj::CREATURE_BANK: //crebank
 	case Obj::DRAGON_UTOPIA:
 	case Obj::SHIPWRECK: //shipwreck
 	case Obj::DERELICT_SHIP: //derelict ship
-							 //	case Obj::PYRAMID:
-		return estimateBankDanger(dynamic_cast<const CBank *>(obj));
+	{
+		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
+		return a->getArmyStrength();
+	}
 	case Obj::PYRAMID:
 	{
 		if(obj->subID == 0)

+ 42 - 13
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
 	armyManager.reset(new ArmyManager(cb.get(), this));
 	heroManager.reset(new HeroManager(cb.get(), this));
 	decomposer.reset(new DeepDecomposer());
+	armyFormation.reset(new ArmyFormation(cb, this));
 }
 
 Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
 void Nullkiller::resetAiState()
 {
 	lockedResources = TResources();
-	scanDepth = ScanDepth::FULL;
+	scanDepth = ScanDepth::MAIN_FULL;
 	playerID = ai->playerID;
 	lockedHeroes.clear();
 	dangerHitMap->reset();
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	activeHero = nullptr;
 	setTargetObject(-1);
 
+	decomposer->reset();
+	buildAnalyzer->update();
+
 	if(!fast)
 	{
 		memory->removeInvisibleObjects(cb.get());
 
+		dangerHitMap->calculateTileOwners();
 		dangerHitMap->updateHitMap();
 
 		boost::this_thread::interruption_point();
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
 
 		PathfinderSettings cfg;
 		cfg.useHeroChain = useHeroChain;
-		cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
 
-		if(scanDepth != ScanDepth::FULL)
+		if(scanDepth == ScanDepth::SMALL)
+		{
+			cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
+		}
+
+		if(scanDepth != ScanDepth::ALL_FULL)
 		{
-			cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
+			cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
 		}
 
 		boost::this_thread::interruption_point();
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	}
 
 	armyManager->update();
-	buildAnalyzer->update();
-	decomposer->reset();
 
 	logAi->debug("AI state updated in %ld", timeElapsed(start));
 }
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
 	boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
 
 	const int MAX_DEPTH = 10;
-	const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
+	const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
 
 	resetAiState();
 
@@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
 		updateAiState(i);
 
 		Goals::TTask bestTask = taskptr(Goals::Invalid());
-		
-		do
+
+		for(;i <= MAXPASS; i++)
 		{
 			Goals::TTaskVec fastTasks = {
 				choseBestTask(sptr(BuyArmyBehavior()), 1),
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
 				executeTask(bestTask);
 				updateAiState(i, true);
 			}
-		} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
+			else
+			{
+				break;
+			}
+		}
 
 		Goals::TTaskVec bestTasks = {
 			bestTask,
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
 		bestTask = choseBestTask(bestTasks);
 
 		HeroPtr hero = bestTask->getHero();
-
 		HeroRole heroRole = HeroRole::MAIN;
 
 		if(hero.validAndSet())
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
 		if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
 			useHeroChain = false;
 
+		// TODO: better to check turn distance here instead of priority
 		if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
-			&& scanDepth == ScanDepth::FULL)
+			&& scanDepth == ScanDepth::MAIN_FULL)
 		{
 			useHeroChain = false;
 			scanDepth = ScanDepth::SMALL;
 
 			logAi->trace(
-				"Goal %s has too low priority %f so increasing scan depth",
+				"Goal %s has low priority %f so decreasing  scan depth to gain performance.",
 				bestTask->toString(),
 				bestTask->priority);
 		}
 
 		if(bestTask->priority < MIN_PRIORITY)
 		{
+			auto heroes = cb->getHeroesInfo();
+			auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
+				{
+					return h->movementPointsRemaining() > 100;
+				});
+
+			if(hasMp && scanDepth != ScanDepth::ALL_FULL)
+			{
+				logAi->trace(
+					"Goal %s has too low priority %f so increasing scan depth to full.",
+					bestTask->toString(),
+					bestTask->priority);
+
+				scanDepth = ScanDepth::ALL_FULL;
+				useHeroChain = false;
+				continue;
+			}
+
 			logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
 
 			return;

+ 6 - 2
AI/Nullkiller/Engine/Nullkiller.h

@@ -18,6 +18,7 @@
 #include "../Analyzers/ArmyManager.h"
 #include "../Analyzers/HeroManager.h"
 #include "../Analyzers/ObjectClusterizer.h"
+#include "../Helpers/ArmyFormation.h"
 
 namespace NKAI
 {
@@ -39,9 +40,11 @@ enum class HeroLockedReason
 
 enum class ScanDepth
 {
-	FULL = 0,
+	MAIN_FULL = 0,
 
-	SMALL = 1
+	SMALL = 1,
+
+	ALL_FULL = 2
 };
 
 class Nullkiller
@@ -67,6 +70,7 @@ public:
 	std::unique_ptr<AIMemory> memory;
 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 	std::unique_ptr<DeepDecomposer> decomposer;
+	std::unique_ptr<ArmyFormation> armyFormation;
 	PlayerColor playerID;
 	std::shared_ptr<CCallback> cb;
 

+ 205 - 76
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -23,6 +23,7 @@
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/BuildThis.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
+#include "../Goals/DismissHero.h"
 #include "../Markers/UnlockCluster.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
@@ -33,6 +34,7 @@ namespace NKAI
 
 #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
+const float MIN_CRITICAL_VALUE = 2.0f;
 
 EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	: movementCost(0.0),
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	turn(0),
 	strategicalValue(0),
 	evaluator(ai),
-	enemyHeroDangerRatio(0)
+	enemyHeroDangerRatio(0),
+	armyGrowth(0)
 {
 }
 
+void EvaluationContext::addNonCriticalStrategicalValue(float value)
+{
+	vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
+}
+
 PriorityEvaluator::~PriorityEvaluator()
 {
 	delete engine;
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
 	std::string str = std::string((char *)file.first.get(), file.second);
 	engine = fl::FllImporter().fromString(str);
 	armyLossPersentageVariable = engine->getInputVariable("armyLoss");
+	armyGrowthVariable = engine->getInputVariable("armyGrowth");
 	heroRoleVariable = engine->getInputVariable("heroRole");
 	dangerVariable = engine->getInputVariable("danger");
 	turnVariable = engine->getInputVariable("turn");
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
 	auto town = cb->getTown(target->id);
 	auto fortLevel = town->fortLevel();
 
-	if(town->hasCapitol()) return booster * 2000;
+	if(town->hasCapitol())
+		return booster * 2000;
 
 	// probably well developed town will have city hall
 	if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
@@ -153,18 +163,18 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
 		{
 			result += (c.data.type->getAIValue() * c.data.count) * c.chance;
 		}
-		else
+		/*else
 		{
 			//we will need to discard the weakest stack
 			result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
-		}
+		}*/
 	}
 	result /= 100; //divide by total chance
 
 	return result;
 }
 
-uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
+uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
 {
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
 	uint64_t score = 0;
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
 	return score;
 }
 
+uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
+{
+	auto dwelling = dynamic_cast<const CGDwelling *>(target);
+	uint64_t score = 0;
+
+	if(dwelling->getOwner() == myColor)
+		return 0;
+
+	for(auto & creLevel : dwelling->creatures)
+	{
+		if(creLevel.second.size())
+		{
+			auto creature = creLevel.second.back().toCreature();
+
+			score += creature->getAIValue() * creature->getGrowth();
+		}
+	}
+
+	return score;
+}
+
 int getDwellingArmyCost(const CGObjectInstance * target)
 {
 	auto dwelling = dynamic_cast<const CGDwelling *>(target);
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
 {
 	const float enemyArmyEliminationRewardRatio = 0.5f;
 
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
+
 	if(!target)
 		return 0;
 
 	switch(target->ID)
 	{
-	case Obj::TOWN:
-	{
-		auto town = dynamic_cast<const CGTownInstance *>(target);
-		auto fortLevel = town->fortLevel();
-		auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
-
-		if(fortLevel < CGTownInstance::CITADEL)
-			return town->hasFort() ? booster * 500 : 0;
-		else
-			return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
-	}
-
 	case Obj::HILL_FORT:
 		return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
 	case Obj::CREATURE_BANK:
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::CREATURE_GENERATOR2:
 	case Obj::CREATURE_GENERATOR3:
 	case Obj::CREATURE_GENERATOR4:
-		return getDwellingScore(ai->cb.get(), target, checkGold);
+		return getDwellingArmyValue(ai->cb.get(), target, checkGold);
 	case Obj::CRYPT:
 	case Obj::SHIPWRECK:
 	case Obj::SHIPWRECK_SURVIVOR:
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
 	case Obj::DRAGON_UTOPIA:
 		return 10000;
 	case Obj::HERO:
-		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
+		return  relations == PlayerRelations::ENEMIES
 			? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
 			: 0;
 	case Obj::PANDORAS_BOX:
@@ -293,6 +314,47 @@ uint64_t RewardEvaluator::getArmyReward(
 	}
 }
 
+uint64_t RewardEvaluator::getArmyGrowth(
+	const CGObjectInstance * target,
+	const CGHeroInstance * hero,
+	const CCreatureSet * army) const
+{
+	if(!target)
+		return 0;
+
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
+
+	if(relations != PlayerRelations::ENEMIES)
+		return 0;
+
+	switch(target->ID)
+	{
+	case Obj::TOWN:
+	{
+		auto town = dynamic_cast<const CGTownInstance *>(target);
+		auto fortLevel = town->fortLevel();
+		auto neutral = !town->getOwner().isValidPlayer();
+		auto booster = isAnotherAi(town, *ai->cb) ||  neutral ? 1 : 2;
+
+		if(fortLevel < CGTownInstance::CITADEL)
+			return town->hasFort() ? booster * 500 : 0;
+		else
+			return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
+	}
+
+	case Obj::CREATURE_GENERATOR1:
+	case Obj::CREATURE_GENERATOR2:
+	case Obj::CREATURE_GENERATOR3:
+	case Obj::CREATURE_GENERATOR4:
+		return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
+	case Obj::ARTIFACT:
+		// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
+		return 0;
+	default:
+		return 0;
+	}
+}
+
 int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
 {
 	if(!target)
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
 	  2. The formula quickly approaches 1.0 as hero level increases,
 	  but higher level always means higher value and the minimal value for level 1 hero is 0.5
 	*/
-	return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
+	return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
 }
 
 float RewardEvaluator::getResourceRequirementStrength(int resType) const
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
 		return 0;
 
 	float ratio = dailyIncome[resType] == 0
-		? (float)requiredResources[resType] / 50.0f
-		: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
+		? (float)requiredResources[resType] / 10.0f
+		: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
 
-	return std::min(ratio, 1.0f);
+	return std::min(ratio, 2.0f);
+}
+
+uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
+{
+	uint64_t result = 0;
+
+	for(auto creatureInfo : town->creatures)
+	{
+		if(creatureInfo.second.empty())
+			continue;
+
+		auto creature = creatureInfo.second.back().toCreature();
+		result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
+	}
+
+	return result;
 }
 
 float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
 	case Obj::TOWN:
 	{
 		if(ai->buildAnalyzer->getDevelopmentInfo().empty())
-			return 1;
+			return 10.0f;
 
 		auto town = dynamic_cast<const CGTownInstance *>(target);
+
+		if(town->getOwner() == ai->playerID)
+		{
+			auto armyIncome = townArmyGrowth(town);
+			auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
+
+			return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
+		}
+
 		auto fortLevel = town->fortLevel();
-		auto booster = isAnotherAi(town, *ai->cb) ? 0.3 : 1;
+		auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
 
-		if(town->hasCapitol()) return 1;
+		if(town->hasCapitol())
+			return booster * 1.5;
 
 		if(fortLevel < CGTownInstance::CITADEL)
-			return booster * (town->hasFort() ? 0.6 : 0.4);
+			return booster * (town->hasFort() ? 1.0 : 0.8);
 		else
-			return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
+			return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
 	}
 
 	case Obj::HERO:
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
 	case Obj::GARDEN_OF_REVELATION:
 	case Obj::MARLETTO_TOWER:
 	case Obj::MERCENARY_CAMP:
-	case Obj::SHRINE_OF_MAGIC_GESTURE:
-	case Obj::SHRINE_OF_MAGIC_INCANTATION:
 	case Obj::TREE_OF_KNOWLEDGE:
 		return 1;
 	case Obj::LEARNING_STONE:
 		return 1.0f / std::sqrt(hero->level);
 	case Obj::ARENA:
-	case Obj::SHRINE_OF_MAGIC_THOUGHT:
 		return 2;
+	case Obj::SHRINE_OF_MAGIC_INCANTATION:
+		return 0.2f;
+	case Obj::SHRINE_OF_MAGIC_GESTURE:
+		return 0.3f;
+	case Obj::SHRINE_OF_MAGIC_THOUGHT:
+		return 0.5f;
 	case Obj::LIBRARY_OF_ENLIGHTENMENT:
 		return 8;
 	case Obj::WITCH_HUT:
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
 	return value;
 }
 
-/// Gets aproximated reward in gold. Daily income is multiplied by 5
 int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
 {
 	if(!target)
 		return 0;
 
+	auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
+
 	const int dailyIncomeMultiplier = 5;
 	const float enemyArmyEliminationGoldRewardRatio = 0.2f;
 	const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
@@ -559,7 +651,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
 		//Objectively saves us 2500 to hire hero
 		return GameConstants::HERO_GOLD_COST;
 	case Obj::HERO:
-		return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
+		return relations == PlayerRelations::ENEMIES
 			? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
 			: 0;
 	default:
@@ -579,7 +671,8 @@ public:
 
 		uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
 
-		evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
+		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
 	}
 };
 
@@ -596,7 +689,7 @@ public:
 		uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
 
 		evaluationContext.armyReward += upgradeValue;
-		evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
 	}
 };
 
@@ -621,23 +714,6 @@ void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uin
 
 class DefendTownEvaluator : public IEvaluationContextBuilder
 {
-private:
-	uint64_t townArmyIncome(const CGTownInstance * town) const
-	{
-		uint64_t result = 0;
-
-		for(auto creatureInfo : town->creatures)
-		{
-			if(creatureInfo.second.empty())
-				continue;
-
-			auto creature = creatureInfo.second.back().toCreature();
-			result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
-		}
-
-		return result;
-	}
-
 public:
 	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
 	{
@@ -648,22 +724,34 @@ public:
 		const CGTownInstance * town = defendTown.town;
 		auto & treat = defendTown.getTreat();
 
-		auto armyIncome = townArmyIncome(town);
-		auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
-
-		auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
-
-		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
-			strategicalValue = 1;
+		auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
 
 		float multiplier = 1;
 
 		if(treat.turn < defendTown.getTurn())
 			multiplier /= 1 + (defendTown.getTurn() - treat.turn);
 
-		evaluationContext.armyReward += armyIncome * multiplier;
+		multiplier /= 1.0f + treat.turn / 5.0f;
+
+		if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
+		{
+			auto ourSpeed = defendTown.hero->movementPointsLimit(true);
+			auto enemySpeed = treat.hero->movementPointsLimit(true);
+
+			if(enemySpeed > ourSpeed) multiplier *= 0.7f;
+		}
+
+		auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
+		auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
+
+		evaluationContext.armyGrowth += armyGrowth * multiplier;
 		evaluationContext.goldReward += dailyIncome * 5 * multiplier;
-		evaluationContext.strategicalValue += strategicalValue * multiplier;
+
+		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
+			vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
+		else
+			evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
+
 		vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
 		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
 	}
@@ -709,18 +797,22 @@ public:
 		auto army = path.heroArmy;
 
 		const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
+		auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
+
+		if(heroRole == HeroRole::MAIN)
+			evaluationContext.heroRole = heroRole;
 
-		if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
+		if (target)
 		{
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
-			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
-			evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
+			evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
+			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
 		}
 
 		vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
-		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
 		addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
 		vstd::amax(evaluationContext.turn, path.turn());
 	}
@@ -760,7 +852,7 @@ public:
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
 			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
-			evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
 			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
 			evaluationContext.movementCost += objInfo.second.movementCost / boost;
@@ -798,6 +890,31 @@ public:
 	}
 };
 
+class DismissHeroContextBuilder : public IEvaluationContextBuilder
+{
+private:
+	const Nullkiller * ai;
+
+public:
+	DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
+
+	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
+	{
+		if(task->goalType != Goals::DISMISS_HERO)
+			return;
+
+		Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
+		const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
+
+		auto role = ai->heroManager->getHeroRole(dismissedHero);
+		auto mpLeft = dismissedHero->movementPointsRemaining();
+			
+		evaluationContext.movementCost += mpLeft;
+		evaluationContext.movementCostByRole[role] += mpLeft;
+		evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
+	}
+};
+
 class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
 {
 public:
@@ -813,39 +930,47 @@ public:
 		evaluationContext.heroRole = HeroRole::MAIN;
 		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
 		evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
+		evaluationContext.closestWayRatio = 1;
 
 		if(bi.creatureID != CreatureID::NONE)
 		{
-			evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
 
 			if(bi.baseCreatureID == bi.creatureID)
 			{
-				evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += bi.armyStrength;
 			}
 			else
 			{
 				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
 				
-				evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
 			}
 		}
 		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
 		{
-			evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
 			evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
 		}
-		else
+		else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
+		{
+			evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
+		}
+		
+		if(evaluationContext.goldReward)
 		{
 			auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
 
-			evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
 		}
 
 		if(bi.notEnoughRes && bi.prerequisitesCount == 1)
 		{
-			evaluationContext.strategicalValue /= 2;
+			evaluationContext.strategicalValue /= 3;
+			evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
+			evaluationContext.turn += 5;
 		}
 	}
 };
@@ -872,6 +997,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
 	evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
+	evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
 }
 
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
@@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		+ (evaluationContext.armyReward > 0 ? 1 : 0)
 		+ (evaluationContext.skillReward > 0 ? 1 : 0)
 		+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
+
+	float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
 	
 	double result = 0;
 
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 		heroRoleVariable->setValue(evaluationContext.heroRole);
 		mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
 		scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
-		goldRewardVariable->setValue(evaluationContext.goldReward);
+		goldRewardVariable->setValue(goldRewardPerTurn);
 		armyRewardVariable->setValue(evaluationContext.armyReward);
+		armyGrowthVariable->setValue(evaluationContext.armyGrowth);
 		skillRewardVariable->setValue(evaluationContext.skillReward);
 		dangerVariable->setValue(evaluationContext.danger);
 		rewardTypeVariable->setValue(rewardType);
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
 	}
 
 #if NKAI_TRACE_LEVEL >= 2
-	logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
+	logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
 		task->toString(),
 		evaluationContext.armyLossPersentage,
 		(int)evaluationContext.turn,
 		evaluationContext.movementCostByRole[HeroRole::MAIN],
 		evaluationContext.movementCostByRole[HeroRole::SCOUT],
-		evaluationContext.goldReward,
+		goldRewardPerTurn,
 		evaluationContext.goldCost,
 		evaluationContext.armyReward,
 		evaluationContext.danger,

+ 6 - 0
AI/Nullkiller/Engine/PriorityEvaluator.h

@@ -33,6 +33,7 @@ public:
 	RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
 
 	uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
+	uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
 	int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
 	float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
 	float getResourceRequirementStrength(int resType) const;
@@ -43,6 +44,7 @@ public:
 	int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
 	uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
 	const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
+	uint64_t townArmyGrowth(const CGTownInstance * town) const;
 };
 
 struct DLL_EXPORT EvaluationContext
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
 	float closestWayRatio;
 	float armyLossPersentage;
 	float armyReward;
+	uint64_t armyGrowth;
 	int32_t goldReward;
 	int32_t goldCost;
 	float skillReward;
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
 	float enemyHeroDangerRatio;
 
 	EvaluationContext(const Nullkiller * ai);
+
+	void addNonCriticalStrategicalValue(float value);
 };
 
 class IEvaluationContextBuilder
@@ -95,6 +100,7 @@ private:
 	fl::InputVariable * turnVariable;
 	fl::InputVariable * goldRewardVariable;
 	fl::InputVariable * armyRewardVariable;
+	fl::InputVariable * armyGrowthVariable;
 	fl::InputVariable * dangerVariable;
 	fl::InputVariable * skillRewardVariable;
 	fl::InputVariable * strategicalValueVariable;

+ 1 - 1
AI/Nullkiller/Goals/BuyArmy.cpp

@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No creatures to buy.");
 	}
 
-	if(town->visitingHero)
+	if(town->visitingHero && !town->garrisonHero)
 	{
 		ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
 	}

+ 49 - 9
AI/Nullkiller/Goals/Composition.cpp

@@ -31,9 +31,17 @@ std::string Composition::toString() const
 {
 	std::string result = "Composition";
 
-	for(auto goal : subtasks)
+	for(auto step : subtasks)
 	{
-		result += " " + goal->toString();
+		result += "[";
+		for(auto goal : step)
+		{
+			if(goal->isElementar())
+				result +=  goal->toString() + " => ";
+			else
+				result += goal->toString() + ", ";
+		}
+		result += "] ";
 	}
 
 	return result;
@@ -41,17 +49,34 @@ std::string Composition::toString() const
 
 void Composition::accept(AIGateway * ai)
 {
-	taskptr(*subtasks.back())->accept(ai);
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			taskptr(*task)->accept(ai);
+		}
+		else
+		{
+			break;
+		}
+	}
 }
 
 TGoalVec Composition::decompose() const
 {
-	return subtasks;
+	TGoalVec result;
+
+	for(const TGoalVec & step : subtasks)
+		vstd::concatenate(result, step);
+
+	return result;
 }
 
-Composition & Composition::addNext(const AbstractGoal & goal)
+Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
 {
-	return addNext(sptr(goal));
+	subtasks.push_back(taskSequence);
+
+	return *this;
 }
 
 Composition & Composition::addNext(TSubgoal goal)
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
 	}
 	else
 	{
-		subtasks.push_back(goal);
+		subtasks.push_back({goal});
 	}
 
 	return *this;
 }
 
+Composition & Composition::addNext(const AbstractGoal & goal)
+{
+	return addNext(sptr(goal));
+}
+
 bool Composition::isElementar() const
 {
-	return subtasks.back()->isElementar();
+	return subtasks.back().front()->isElementar();
 }
 
 int Composition::getHeroExchangeCount() const
 {
-	return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
+	auto result = 0;
+
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			result += taskptr(*task)->getHeroExchangeCount();
+		}
+	}
+	
+	return result;
 }
 
 }

+ 2 - 6
AI/Nullkiller/Goals/Composition.h

@@ -18,7 +18,7 @@ namespace Goals
 	class DLL_EXPORT Composition : public ElementarGoal<Composition>
 	{
 	private:
-		TGoalVec subtasks;
+		std::vector<TGoalVec> subtasks; // things we want to do now
 
 	public:
 		Composition()
@@ -26,16 +26,12 @@ namespace Goals
 		{
 		}
 
-		Composition(TGoalVec subtasks)
-			: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
-		{
-		}
-
 		virtual bool operator==(const Composition & other) const override;
 		virtual std::string toString() const override;
 		void accept(AIGateway * ai) override;
 		Composition & addNext(const AbstractGoal & goal);
 		Composition & addNext(TSubgoal goal);
+		Composition & addNextSequence(const TGoalVec & taskSequence);
 		virtual TGoalVec decompose() const override;
 		virtual bool isElementar() const override;
 		virtual int getHeroExchangeCount() const override;

+ 14 - 0
AI/Nullkiller/Goals/ExecuteHeroChain.cpp

@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
 	ai->nullkiller->setActive(chainPath.targetHero, tile);
 	ai->nullkiller->setTargetObject(objid);
 
+	auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
+
+	if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
+	{
+		auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
+
+		if(relations == PlayerRelations::ENEMIES)
+		{
+			ai->nullkiller->armyFormation->rearrangeArmyForSiege(
+				dynamic_cast<const CGTownInstance *>(targetObject),
+				chainPath.targetHero);
+		}
+	}
+
 	std::set<int> blockedIndexes;
 
 	for(int i = chainPath.nodes.size() - 1; i >= 0; i--)

+ 12 - 9
AI/Nullkiller/Goals/RecruitHero.cpp

@@ -24,7 +24,10 @@ using namespace Goals;
 
 std::string RecruitHero::toString() const
 {
-	return "Recruit hero at " + town->getNameTranslated();
+	if(heroToBuy)
+		return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
+	else
+		return "Recruit hero at " + town->getNameTranslated();
 }
 
 void RecruitHero::accept(AIGateway * ai)
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 	}
 
-	auto heroToHire = heroes[0];
+	auto heroToHire = heroToBuy;
 
-	for(auto hero : heroes)
+	if(!heroToHire)
 	{
-		if(objid == hero->id.getNum())
+		for(auto hero : heroes)
 		{
-			heroToHire = hero;
-			break;
+			if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
+				heroToHire = hero;
 		}
-
-		if(hero->getTotalStrength() > heroToHire->getTotalStrength())
-			heroToHire = hero;
 	}
 
+	if(!heroToHire)
+		throw cannotFulfillGoalException("No hero to hire!");
+
 	if(t->visitingHero)
 	{
 		cb->swapGarrisonHero(t);

+ 7 - 5
AI/Nullkiller/Goals/RecruitHero.h

@@ -22,18 +22,20 @@ namespace Goals
 {
 	class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
 	{
+	private:
+		const CGHeroInstance * heroToBuy;
+
 	public:
 		RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
-			: RecruitHero(townWithTavern)
+			: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
 		{
-			objid = heroToBuy->id.getNum();
+			town = townWithTavern;
+			priority = 1;
 		}
 
 		RecruitHero(const CGTownInstance * townWithTavern)
-			: ElementarGoal(Goals::RECRUIT_HERO)
+			: RecruitHero(townWithTavern, nullptr)
 		{
-			priority = 1;
-			town = townWithTavern;
 		}
 
 		virtual bool operator==(const RecruitHero & other) const override

+ 68 - 0
AI/Nullkiller/Helpers/ArmyFormation.cpp

@@ -0,0 +1,68 @@
+/*
+* ArmyFormation.cpp, part of VCMI engine
+*
+* Authors: listed in file AUTHORS in main folder
+*
+* License: GNU General Public License v2.0 or later
+* Full text of license available in license.txt file, in main folder
+*
+*/
+#include "StdInc.h"
+#include "ArmyFormation.h"
+#include "../../../lib/mapObjects/CGTownInstance.h"
+
+namespace NKAI
+{
+
+void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
+{
+	auto freeSlots = attacker->getFreeSlotsQueue();
+
+	while(!freeSlots.empty())
+	{
+		auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
+			{
+				return slot.second->getCount() == 1
+					? std::numeric_limits<int>::max()
+					: slot.second->getCreatureID().toCreature()->getAIValue();
+			});
+
+		if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
+		{
+			break;
+		}
+
+		cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
+		freeSlots.pop();
+	}
+
+	if(town->fortLevel() > CGTownInstance::FORT)
+	{
+		std::vector<CStackInstance *> stacks;
+
+		for(auto slot : attacker->Slots())
+			stacks.push_back(slot.second);
+
+		boost::sort(
+			stacks,
+			[](CStackInstance * slot1, CStackInstance * slot2) -> bool
+			{
+				auto cre1 = slot1->getCreatureID().toCreature();
+				auto cre2 = slot2->getCreatureID().toCreature();
+				auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
+			
+				if(flying != 0) return flying < 0;
+				else return cre1->getAIValue() < cre2->getAIValue();
+			});
+
+		for(int i = 0; i < stacks.size(); i++)
+		{
+			auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
+
+			if(pos.getNum() != i)
+				cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
+		}
+	}
+}
+
+}

+ 38 - 0
AI/Nullkiller/Helpers/ArmyFormation.h

@@ -0,0 +1,38 @@
+/*
+* ArmyFormation.h, part of VCMI engine
+*
+* Authors: listed in file AUTHORS in main folder
+*
+* License: GNU General Public License v2.0 or later
+* Full text of license available in license.txt file, in main folder
+*
+*/
+#pragma once
+
+#include "../AIUtility.h"
+
+#include "../../../lib/GameConstants.h"
+#include "../../../lib/VCMI_Lib.h"
+#include "../../../lib/CTownHandler.h"
+#include "../../../lib/CBuildingHandler.h"
+
+namespace NKAI
+{
+
+struct HeroPtr;
+class AIGateway;
+class FuzzyHelper;
+class Nullkiller;
+
+class DLL_EXPORT ArmyFormation
+{
+private:
+	std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
+
+public:
+	ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
+
+	void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
+};
+
+}

+ 7 - 0
AI/Nullkiller/Markers/ArmyUpgrade.cpp

@@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
 	sethero(upgradePath.targetHero);
 }
 
+ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
+	: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
+	initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
+{
+	sethero(targetMain);
+}
+
 bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
 {
 	return false;

+ 1 - 0
AI/Nullkiller/Markers/ArmyUpgrade.h

@@ -27,6 +27,7 @@ namespace Goals
 
 	public:
 		ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
+		ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
 
 		virtual bool operator==(const ArmyUpgrade & other) const override;
 		virtual std::string toString() const override;

+ 2 - 2
AI/Nullkiller/Markers/DefendTown.cpp

@@ -18,8 +18,8 @@ namespace NKAI
 
 using namespace Goals;
 
-DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
-	: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
+DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack)
+	: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn()), counterattack(isCounterAttack)
 {
 	settown(town);
 	sethero(defencePath.targetHero);

+ 4 - 1
AI/Nullkiller/Markers/DefendTown.h

@@ -24,9 +24,10 @@ namespace Goals
 		uint64_t defenceArmyStrength;
 		HitMapInfo treat;
 		uint8_t turn;
+		bool counterattack;
 
 	public:
-		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
+		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack = false);
 		DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
 
 		virtual bool operator==(const DefendTown & other) const override;
@@ -37,6 +38,8 @@ namespace Goals
 		uint64_t getDefenceStrength() const { return defenceArmyStrength; }
 
 		uint8_t getTurn() const { return turn; }
+
+		bool isCounterAttack() { return counterattack; }
 	};
 }
 

+ 1 - 1
AI/Nullkiller/Markers/HeroExchange.cpp

@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
 
 std::string HeroExchange::toString() const
 {
-	return "Hero exchange " + exchangePath.toString();
+	return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
 }
 
 uint64_t HeroExchange::getReinforcementArmyStrength() const

+ 5 - 1
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
 	for(auto & hero : heroes)
 	{
 		// do not allow our own heroes in garrison to act on map
-		if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
+		if(hero.first->getOwner() == ai->playerID
+			&& hero.first->inTownGarrison
+			&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
+		{
 			continue;
+		}
 
 		uint64_t mask = FirstActorMask << actors.size();
 		auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);

+ 3 - 3
AI/Nullkiller/Pathfinding/AINodeStorage.h

@@ -24,8 +24,8 @@
 
 namespace NKAI
 {
-	const int SCOUT_TURN_DISTANCE_LIMIT = 3;
-	const int MAIN_TURN_DISTANCE_LIMIT = 5;
+	const int SCOUT_TURN_DISTANCE_LIMIT = 5;
+	const int MAIN_TURN_DISTANCE_LIMIT = 10;
 
 namespace AIPathfinding
 {
@@ -258,7 +258,7 @@ public:
 	{
 		double ratio = (double)danger / (armyValue * hero->getFightingStrength());
 
-		return (uint64_t)(armyValue * ratio * ratio * ratio);
+		return (uint64_t)(armyValue * ratio * ratio);
 	}
 
 	STRONG_INLINE

+ 5 - 0
AI/Nullkiller/Pathfinding/AIPathfinder.cpp

@@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
 	storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
 	storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
 
+	logAi->trace(
+		"Scout turn distance: %s, main %s",
+		std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
+		std::to_string(pathfinderSettings.mainTurnDistanceLimit));
+
 	if(pathfinderSettings.useHeroChain)
 	{
 		storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);

+ 1 - 0
AI/Nullkiller/Pathfinding/Actors.cpp

@@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
 	armyCost = base->armyCost;
 	actorAction = base->actorAction;
 	tiCache = base->tiCache;
+	actorExchangeCount = base->actorExchangeCount;
 }
 
 void HeroActor::setupSpecialActors()

+ 1 - 1
AI/StupidAI/StupidAI.cpp

@@ -242,7 +242,7 @@ void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
 	print("battleStacksEffectsSet called");
 }
 
-void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
+void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
 {
 	print("battleStart called");
 	side = Side;

+ 1 - 1
AI/StupidAI/StupidAI.h

@@ -44,7 +44,7 @@ public:
 	void battleSpellCast(const BattleSpellCast *sc) override;
 	void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
 	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
-	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
+	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
 	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
 
 private:

+ 12 - 8
AI/VCAI/VCAI.cpp

@@ -819,7 +819,7 @@ void VCAI::makeTurn()
 		for (auto h : cb->getHeroesInfo())
 		{
 			if (h->movementPointsRemaining())
-				logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
+				logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
 		}
 	}
 	catch (boost::thread_interrupted & e)
@@ -1575,14 +1575,14 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
 
 }
 
-void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
+void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	NET_EVENT_HANDLER;
 	assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
 	status.setBattle(ONGOING_BATTLE);
 	const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
-	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
+	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
 void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
@@ -1593,12 +1593,16 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
 	bool won = br->winner == myCb->battleGetMySide();
 	logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
 	battlename.clear();
-	status.addQuery(queryID, "Combat result dialog");
-	const int confirmAction = 0;
-	requestActionASAP([=]()
+
+	if (queryID != -1)
 	{
-		answerQuery(queryID, confirmAction);
-	});
+		status.addQuery(queryID, "Combat result dialog");
+		const int confirmAction = 0;
+		requestActionASAP([=]()
+		{
+			answerQuery(queryID, confirmAction);
+		});
+	}
 	CAdventureAI::battleEnd(br, queryID);
 }
 

+ 1 - 1
AI/VCAI/VCAI.h

@@ -201,7 +201,7 @@ public:
 	void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
 	void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
 
-	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
+	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
 	void battleEnd(const BattleResult * br, QueryID queryID) override;
 
 	void makeTurn();

+ 4 - 0
CMakeLists.txt

@@ -280,6 +280,10 @@ if(MINGW OR MSVC)
 	endif(MSVC)
 
 	if(MINGW)
+
+		# Temporary (?) workaround for failing builds on MinGW CI due to bug in TBB
+		set(CMAKE_CXX_EXTENSIONS ON)
+
 		set(SYSTEM_LIBS ${SYSTEM_LIBS} ole32 oleaut32 ws2_32 mswsock dbghelp bcrypt)
 
 		# Check for iconv (may be needed for Boost.Locale)

+ 10 - 1
ChangeLog.md

@@ -1,5 +1,4 @@
 # 1.2.1 -> 1.3.0
-(unreleased)
 
 ### GENERAL:
 * Implemented automatic interface scaling to any resolution supported by monitor
@@ -17,6 +16,7 @@
 * Added H3:SOD cheat codes as alternative to vcmi cheats
 * Fixed several possible crashes caused by autocombat activation
 * Fixed artifact lock icon in localized versions of the game
+* Fixed possible crash on changing hardware cursor
 
 ### TOUCHSCREEN SUPPORT:
 * VCMI will now properly recognizes touch screen input
@@ -47,6 +47,10 @@
 ### AI PLAYER:
 * Fixed potential crash on accessing market (VCAI)
 * Fixed potentially infinite turns (VCAI)
+* Reworked object prioritizing
+* Improved town defense against enemy heroes
+* Improved town building (mage guild and horde)
+* Various behavior fixes
 
 ### GAME MECHANICS
 * Hero retreating after end of 7th turn will now correctly appear in tavern
@@ -72,6 +76,7 @@
 * Game will now play correct music track on scenario selection window
 * Dracon woll now correctly start without spellbook in Dragon Slayer campaign
 * Fixed frequent crash on moving to next scenario during campaign
+* Fixed inability to dismiss heroes on maps with "capture town" victory condition
 
 ### RANDOM MAP GENERATOR:
 * Improved zone placement, shape and connections
@@ -86,6 +91,7 @@
 * Support for "wide" connections
 * Support for new "fictive" and "repulsive" connections
 * RMG will now run faster, utilizing many CPU cores
+* Removed random seed number from random map description
 
 ### INTERFACE:
 * Adventure map is now scalable and can be used with any resolution without mods
@@ -105,6 +111,8 @@
 * Last symbol of entered cheat/chat message will no longer trigger hotkey
 * Right-clicking map name in scenario selection will now show file name
 * Right-clicking save game in save/load screen will now show file name and creation date
+* Right-clicking in town fort window will now show creature information popup
+* Implemented pasting from clipboard (Ctrl+V) for text input
 
 ### BATTLES:
 * Implemented Tower moat (Land Mines)
@@ -139,6 +147,7 @@
 * Removed DIRECT_DAMAGE_IMMUNITY bonus - replaced by 100% spell damage resistance
 * MAGIC_SCHOOL_SKILL subtype has been changed for consistency with other spell school bonuses
 * Configurable objects can now be translated
+* Fixed loading of custom battlefield identifiers for map objects
 
 # 1.2.0 -> 1.2.1
 

+ 19 - 1
Mods/vcmi/config/vcmi/polish.json

@@ -30,6 +30,13 @@
 	"vcmi.capitalColors.6" : "Jasnoniebieski",
 	"vcmi.capitalColors.7" : "Różowy",
 
+	"vcmi.radialWheel.mergeSameUnit" : "Złącz takie same stworzenia",
+	"vcmi.radialWheel.showUnitInformation" : "Pokaż informacje o stworzeniu",
+	"vcmi.radialWheel.splitSingleUnit" : "Wydziel pojedyncze stworzenie",
+	"vcmi.radialWheel.splitUnitEqually" : "Podziel stworzenia równo",
+	"vcmi.radialWheel.moveUnit" : "Przenieś stworzenia do innej armii",
+	"vcmi.radialWheel.splitUnit" : "Podziel jednostkę do wybranego miejsca",
+
 	"vcmi.mainMenu.tutorialNotImplemented" : "Przepraszamy, trening nie został jeszcze zaimplementowany\n",
 	"vcmi.mainMenu.highscoresNotImplemented" : "Przepraszamy, najlepsze wyniki nie zostały jeszcze zaimplementowane\n",
 	"vcmi.mainMenu.serverConnecting" : "Łączenie...",
@@ -39,6 +46,9 @@
 	"vcmi.mainMenu.joinTCP" : "Dołącz do gry TCP/IP",
 	"vcmi.mainMenu.playerName" : "Gracz",
 
+	"vcmi.lobby.filename" : "Nazwa pliku",
+	"vcmi.lobby.creationDate" : "Data utworzenia",
+
 	"vcmi.server.errors.existingProcess"     : "Inny proces 'vcmiserver' został już uruchomiony, zakończ go nim przejdziesz dalej",
 	"vcmi.server.errors.modsIncompatibility" : "Następujące mody są wymagane do wczytania gry:",
 	"vcmi.server.confirmReconnect"           : "Połączyć ponownie z ostatnią sesją?",
@@ -74,6 +84,8 @@
 	"vcmi.systemOptions.longTouchMenu.entry"     : "%d milisekund",
 	"vcmi.systemOptions.framerateButton.hover"  : "Pokaż FPS",
 	"vcmi.systemOptions.framerateButton.help"   : "{Pokaż FPS}\n\n Przełącza widoczność licznika klatek na sekundę (FPS) w rogu okna gry.",
+	"vcmi.systemOptions.hapticFeedbackButton.hover"  : "Wibracje urządzenia",
+	"vcmi.systemOptions.hapticFeedbackButton.help"   : "{Wibracje urządzenia}\n\nWłącz wibracje na urządzeniu dotykowym",
 
 	"vcmi.adventureOptions.infoBarPick.hover" : "Pokaż komunikaty w panelu informacyjnym",
 	"vcmi.adventureOptions.infoBarPick.help" : "{Pokaż komunikaty w panelu informacyjnym}\n\nGdy to możliwe, wiadomości z odwiedzania obiektów będą pokazywane w panelu informacyjnym zamiast w osobnym okienku.",
@@ -85,6 +97,10 @@
 	"vcmi.adventureOptions.showGrid.help" : "{Pokaż siatkę}\n\n Włącza siatkę pokazującą brzegi pól mapy przygody.",
 	"vcmi.adventureOptions.borderScroll.hover" : "Przewijanie na brzegu mapy",
 	"vcmi.adventureOptions.borderScroll.help" : "{Przewijanie na brzegu mapy}\n\nPrzewijanie mapy przygody gdy kursor najeżdża na brzeg okna gry. Może być wyłączone poprzez przytrzymanie klawisza CTRL.",
+	"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Zarządzanie armią w panelu informacyjnym",
+	"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Zarządzanie armią w panelu informacyjnym}\n\nPozwala zarządzać jednostkami w panelu informacyjnym, zamiast przełączać między domyślnymi informacjami.",
+	"vcmi.adventureOptions.leftButtonDrag.hover" : "Przeciąganie mapy lewym kliknięciem",
+	"vcmi.adventureOptions.leftButtonDrag.help" : "{Przeciąganie mapy lewym kliknięciem}\n\nGdy włączone, umożliwia przesuwanie mapy przygody poprzez przeciąganie myszy z wciśniętym lewym przyciskiem.",
 	"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
 	"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
 	"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
@@ -111,10 +127,12 @@
 	"vcmi.battleOptions.movementHighlightOnHover.help": "{Pokaż możliwości ruchu po najechaniu}\n\nPodświetla zasięg ruchu jednostki gdy najedziesz na nią myszą.",
 	"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Pokaż limit zasięgu dla strzelców",
 	"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Pokaż limit zasięgu dla strzelców po najechaniu}\n\nPokazuje limity zasięgu jednostki strzeleckiej gdy najedziesz na nią myszą.",
+	"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Pokaż trwale statystyki bohaterów",
+	"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Pokaż trwale statystyki bohaterów}\n\nWłącza trwałe okna statystyk bohaterów pokazujące umiejętności pierwszorzędne i punkty magii.",
 	"vcmi.battleOptions.skipBattleIntroMusic.hover": "Pomiń czekanie startowe",
 	"vcmi.battleOptions.skipBattleIntroMusic.help": "{Pomiń czekanie startowe}\n\n Pomija konieczność czekania podczas muzyki startowej, która jest odtwarzana na początku każdej bitwy przed rozpoczęciem akcji.",
-	"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
 
+	"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
 	"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",
 	"vcmi.battleWindow.damageEstimation.meleeKills" : "Atakuj %CREATURE (%DAMAGE, %KILLS).",
 	"vcmi.battleWindow.damageEstimation.ranged" : "Strzelaj do %CREATURE (%SHOTS, %DAMAGE).",

+ 1 - 2
README.md

@@ -1,7 +1,6 @@
 [![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
 [![Coverity Scan Build Status](https://scan.coverity.com/projects/vcmi/badge.svg)](https://scan.coverity.com/projects/vcmi)
-[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.2.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.2.1)
-[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.2.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.2.0)
+[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
 [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
 # VCMI Project
 VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.

+ 16 - 18
client/CPlayerInterface.cpp

@@ -652,26 +652,20 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
 		waitForAllDialogs();
 }
 
-void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
+void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
-	bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
-	lastBattleArmies.first = army1;
-	lastBattleArmies.second = army2;
-	//quick combat with neutral creatures only
-	auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
-	if((!autoBattleResultRefused && !allowBattleReplay && army2_object
-		&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
-		&& settings["adventure"]["quickCombat"].Bool())
-		|| settings["adventure"]["alwaysSkipCombat"].Bool())
+
+	bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
+	bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
+
+	if ((replayAllowed && useQuickCombat) || forceQuickCombat)
 	{
 		autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 		autofightingAI->initBattleInterface(env, cb);
-		autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
+		autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
 		isAutoFightOn = true;
 		cb->registerBattleInterface(autofightingAI);
-		// Player shouldn't be able to move on adventure map if quick combat is going
-		allowBattleReplay = true;
 	}
 
 	//Don't wait for dialogs when we are non-active hot-seat player
@@ -843,13 +837,17 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
 
 		if(!battleInt)
 		{
-			bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
-			allowBattleReplay = false;
+			bool allowManualReplay = queryID != -1;
+
 			auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
-			wnd->resultCallback = [=](ui32 selection)
+
+			if (allowManualReplay)
 			{
-				cb->selectionMade(selection, queryID);
-			};
+				wnd->resultCallback = [=](ui32 selection)
+				{
+					cb->selectionMade(selection, queryID);
+				};
+			}
 			GH.windows().pushWindow(wnd);
 			// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
 			// Otherwise NewTurn causes freeze.

+ 1 - 3
client/CPlayerInterface.h

@@ -65,8 +65,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
 	int firstCall;
 	int autosaveCount;
 
-	std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
-	bool allowBattleReplay = false;
 	std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
 	const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
 
@@ -169,7 +167,7 @@ protected: // Call-ins from server, should not be called directly, but only via
 	void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
 	void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
 	void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
-	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
+	void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
 	void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
 	void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
 	void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack

+ 1 - 1
client/Client.cpp

@@ -580,7 +580,7 @@ void CClient::battleStarted(const BattleInfo * info)
 	auto callBattleStart = [&](PlayerColor color, ui8 side)
 	{
 		if(vstd::contains(battleints, color))
-			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
+			battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
 	};
 	
 	callBattleStart(leftSide.color, 0);

+ 2 - 2
client/battle/BattleWindow.cpp

@@ -51,7 +51,7 @@ BattleWindow::BattleWindow(BattleInterface & owner):
 
 	REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
 	
-	const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
+	const JsonNode config(ResourceID("config/widgets/BattleWindow2.json"));
 	
 	addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
 	addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
@@ -501,7 +501,7 @@ void BattleWindow::bAutofightf()
 
 		auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 		ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
-		ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
+		ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
 		owner.curInt->autofightingAI = ai;
 		owner.curInt->cb->registerBattleInterface(ai);
 

+ 1 - 1
client/gui/ShortcutHandler.cpp

@@ -76,7 +76,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
 		{SDLK_r,         EShortcut::GAME_RESTART_GAME         },
 		{SDLK_m,         EShortcut::GAME_TO_MAIN_MENU         },
 		{SDLK_q,         EShortcut::GAME_QUIT_GAME            },
-		{SDLK_t,         EShortcut::GAME_OPEN_MARKETPLACE     },
+		{SDLK_b,         EShortcut::GAME_OPEN_MARKETPLACE     },
 		{SDLK_g,         EShortcut::GAME_OPEN_THIEVES_GUILD   },
 		{SDLK_TAB,       EShortcut::GAME_ACTIVATE_CONSOLE     },
 		{SDLK_o,         EShortcut::ADVENTURE_GAME_OPTIONS    },

+ 13 - 22
client/renderSDL/CursorHardware.cpp

@@ -11,6 +11,7 @@
 #include "StdInc.h"
 #include "CursorHardware.h"
 
+#include "../gui/CGuiHandler.h"
 #include "../render/Colors.h"
 #include "../render/IImage.h"
 #include "SDL_Extensions.h"
@@ -18,10 +19,6 @@
 #include <SDL_render.h>
 #include <SDL_events.h>
 
-#ifdef VCMI_APPLE
-#include <dispatch/dispatch.h>
-#endif
-
 CursorHardware::CursorHardware():
 	cursor(nullptr)
 {
@@ -36,16 +33,13 @@ CursorHardware::~CursorHardware()
 
 void CursorHardware::setVisible(bool on)
 {
-#ifdef VCMI_APPLE
-	dispatch_async(dispatch_get_main_queue(), ^{
-#endif
-	if (on)
-		SDL_ShowCursor(SDL_ENABLE);
-	else
-		SDL_ShowCursor(SDL_DISABLE);
-#ifdef VCMI_APPLE
+	GH.dispatchMainThread([on]()
+	{
+		if (on)
+			SDL_ShowCursor(SDL_ENABLE);
+		else
+			SDL_ShowCursor(SDL_DISABLE);
 	});
-#endif
 }
 
 void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivotOffset)
@@ -63,16 +57,13 @@ void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivot
 		logGlobal->error("Failed to set cursor! SDL says %s", SDL_GetError());
 
 	SDL_FreeSurface(cursorSurface);
-#ifdef VCMI_APPLE
-	dispatch_async(dispatch_get_main_queue(), ^{
-#endif
-	SDL_SetCursor(cursor);
-
-	if (oldCursor)
-		SDL_FreeCursor(oldCursor);
-#ifdef VCMI_APPLE
+
+	GH.dispatchMainThread([this, oldCursor](){
+		SDL_SetCursor(cursor);
+
+		if (oldCursor)
+			SDL_FreeCursor(oldCursor);
 	});
-#endif
 }
 
 void CursorHardware::setCursorPosition( const Point & newPos )

+ 5 - 0
client/widgets/Buttons.cpp

@@ -18,6 +18,7 @@
 #include "../CPlayerInterface.h"
 #include "../battle/BattleInterface.h"
 #include "../battle/BattleInterfaceClasses.h"
+#include "../eventsSDL/InputHandler.h"
 #include "../gui/CGuiHandler.h"
 #include "../gui/MouseButton.h"
 #include "../gui/Shortcut.h"
@@ -163,7 +164,10 @@ void CButton::clickPressed(const Point & cursorPosition)
 	if (getState() != PRESSED)
 	{
 		if (!soundDisabled)
+		{
 			CCS->soundh->playSound(soundBase::button);
+			GH.input().hapticFeedback();
+		}
 		setState(PRESSED);
 
 		if (actOnDown)
@@ -390,6 +394,7 @@ void CToggleButton::clickPressed(const Point & cursorPosition)
 	if (canActivate())
 	{
 		CCS->soundh->playSound(soundBase::button);
+		GH.input().hapticFeedback();
 		setState(PRESSED);
 	}
 }

+ 9 - 0
client/windows/CCastleInterface.cpp

@@ -15,6 +15,7 @@
 #include "InfoWindows.h"
 #include "GUIClasses.h"
 #include "QuickRecruitmentWindow.h"
+#include "CCreatureWindow.h"
 
 #include "../CGameInfo.h"
 #include "../CMusicHandler.h"
@@ -1652,6 +1653,8 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
 	if(!town->creatures[level].second.empty())
 		addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present
 
+	addUsedEvents(SHOW_POPUP);
+
 	icons = std::make_shared<CPicture>("TPCAINFO", 261, 3);
 
 	if(getMyBuilding() != nullptr)
@@ -1739,6 +1742,12 @@ void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition)
 	LOCPLINT->castleInt->builds->enterDwelling(level);
 }
 
+void CFortScreen::RecruitArea::showPopupWindow(const Point & cursorPosition)
+{
+	if (getMyCreature() != nullptr)
+		GH.windows().createAndPushWindow<CStackWindow>(getMyCreature(), true);
+}
+
 CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
 	: CStatusbarWindow(BORDERED, imagem)
 {

+ 2 - 0
client/windows/CCastleInterface.h

@@ -347,6 +347,8 @@ class CFortScreen : public CStatusbarWindow
 		void creaturesChangedEventHandler();
 		void hover(bool on) override;
 		void clickPressed(const Point & cursorPosition) override;
+		void showPopupWindow(const Point & cursorPosition) override;
+
 	};
 	std::shared_ptr<CLabel> title;
 	std::vector<std::shared_ptr<RecruitArea>> recAreas;

+ 155 - 105
config/ai/object-priorities.txt

@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
   enabled: true
   range: 0.000 10.000
   lock-range: true
-  term: LOWEST Ramp 0.250 0.000
-  term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
-  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
-  term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
+  term: LOWEST Ramp 0.400 0.000
+  term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
+  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
+  term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
 InputVariable: scoutTurnDistance
   description: distance to tile in turns
   enabled: true
@@ -23,11 +23,11 @@ InputVariable: goldReward
   enabled: true
   range: 0.000 5000.000
   lock-range: true
-  term: LOW Triangle 10.000 500.000 2000.000
-  term: MEDIUM Triangle 500.000 2000.000 5000.000
-  term: HIGH Ramp 2000.000 5000.000
-  term: NONE Ramp 100.000 0.000
-  term: LOWEST Triangle 0.000 100.000 500.000
+  term: LOWEST Triangle 0.000 100.000 200.000
+  term: SMALL Triangle 100.000 200.000 400.000
+  term: MEDIUM Triangle 200.000 400.000 1000.000
+  term: BIG Triangle 400.000 1000.000 5000.000
+  term: HUGE Ramp 1000.000 5000.000
 InputVariable: armyReward
   enabled: true
   range: 0.000 10000.000
@@ -43,6 +43,7 @@ InputVariable: armyLoss
   term: LOW Ramp 0.200 0.000
   term: MEDIUM Triangle 0.000 0.200 0.500
   term: HIGH Ramp 0.200 0.500
+  term: ALL Ramp 0.700 1.000
 InputVariable: heroRole
   enabled: true
   range: -0.100 1.100
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
 InputVariable: strategicalValue
   description: Some abstract long term benefit non gold or army or skill
   enabled: true
-  range: 0.000 1.000
+  range: 0.000 3.000
   lock-range: false
   term: NONE Ramp 0.200 0.000
   term: LOWEST Triangle 0.000 0.010 0.250
-  term: LOW Triangle 0.000 0.250 0.700
-  term: MEDIUM Triangle 0.250 0.700 1.000
-  term: HIGH Ramp 0.700 1.000
+  term: LOW Triangle 0.000 0.250 1.000
+  term: MEDIUM Triangle 0.250 1.000 2.000
+  term: HIGH Triangle 1.000 2.000 3.000
+  term: CRITICAL Ramp 2.000 3.000
 InputVariable: goldPreasure
   description: Ratio between weekly army cost and gold income
   enabled: true
   range: 0.000 1.000
   lock-range: false
   term: LOW Ramp 0.300 0.000
-  term: HIGH Discrete 0.100 0.000 0.250 0.100 0.300 0.200 0.400 0.700 1.000 1.000
+  term: HIGH Discrete 0.100 0.000 0.250 0.200 0.300 0.300 0.400 0.700 1.000 1.000
 InputVariable: goldCost
   description: Action cost in gold
   enabled: true
@@ -121,106 +123,154 @@ InputVariable: fear
   term: LOW Triangle 0.000 0.500 1.000
   term: MEDIUM Triangle 0.500 1.000 1.500
   term: HIGH Ramp 1.000 1.800
+InputVariable: armyGrowth
+  enabled: true
+  range: 0.000 20000.000
+  lock-range: false
+  term: NONE Ramp 100.000 0.000
+  term: SMALL Triangle 0.000 1000.000 3000.000
+  term: MEDIUM Triangle 1000.000 3000.000 8000.000
+  term: BIG Triangle 3000.000 8000.000 20000.000
+  term: HUGE Ramp 8000.000 20000.000
 OutputVariable: Value
   enabled: true
-  range: -0.500 1.500
+  range: -1.500 2.500
   lock-range: false
   aggregation: AlgebraicSum
   defuzzifier: Centroid 100
   default: 0.500
   lock-previous: false
-  term: LOWEST Discrete -0.500 0.000 -0.500 1.000 -0.200 1.000 -0.200 0.000 0.200 0.000 0.200 1.000 0.500 1.000 0.500 0.000 0.500
-  term: BITLOW Rectangle -0.010 0.010 0.500
-  term: LOW Discrete -0.150 0.000 -0.150 1.000 -0.050 1.000 -0.050 0.000 0.050 0.000 0.050 1.000 0.150 1.000 0.150 0.000 0.500
-  term: MEDIUM Triangle 0.450 0.500 0.550 0.050
-  term: HIGH Discrete 0.850 0.000 0.850 1.000 0.950 1.000 0.950 0.000 1.050 0.000 1.050 1.000 1.150 1.000 1.150 0.000 0.500
-  term: HIGHEST Discrete 0.500 0.000 0.500 1.000 0.800 1.000 0.800 0.000 1.200 0.000 1.200 1.000 1.500 1.000 1.500 0.000 0.500
-  term: BITHIGH Rectangle 0.990 1.010 0.500
-RuleBlock: gold reward
+  term: WORST Binary -1.000 -inf 0.700
+  term: BAD Rectangle -1.000 -0.700 0.500
+  term: BASE Rectangle -0.200 0.200 0.350
+  term: MEDIUM Rectangle 0.910 1.090 0.500
+  term: SMALL Rectangle 0.960 1.040 0.600
+  term: BITHIGH Rectangle 0.850 1.150 0.400
+  term: HIGH Rectangle 0.750 1.250 0.400
+  term: HIGHEST Rectangle 0.500 1.500 0.350
+  term: CRITICAL Ramp 0.500 2.000 0.500
+RuleBlock: basic
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN then Value is BASE
+  rule: if heroRole is SCOUT then Value is BASE
+  rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if armyLoss is ALL then Value is WORST
+  rule: if turn is not NOW then Value is BAD with 0.1
+  rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
+  rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
+  rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
+  rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
+  rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
+  rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
+  rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
+  rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
+  rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
+  rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
+  rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
+RuleBlock: strategicalValue
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: NormalizedSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
+  rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
+  rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
+  rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
+RuleBlock: armyReward
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.7
+  rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+RuleBlock: gold
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
+  rule: if goldReward is HUGE and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGHEST
+  rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
+  rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
+  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
+  rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
+  rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
+  rule: if goldReward is LOWEST then Value is SMALL with 0.1
+  rule: if goldReward is SMALL then Value is SMALL with 0.2
+  rule: if goldReward is MEDIUM then Value is SMALL with 0.5
+  rule: if goldReward is BIG then Value is SMALL
+  rule: if goldReward is HUGE then Value is BITHIGH
+RuleBlock: skill reward
   enabled: true
   conjunction: AlgebraicProduct
   disjunction: AlgebraicSum
   implication: AlgebraicProduct
   activation: General
-  rule: if turn is NOW and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.5
-  rule: if turn is NOW and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
-  rule: if turn is NOW and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
-  rule: if turn is NOW and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
-  rule: if turn is NEXT and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.8
-  rule: if turn is NEXT and scoutTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW
-  rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
-  rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW with 0.3
-  rule: if turn is FUTURE and scoutTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.3
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is NONE then Value is LOWEST with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is LOW then Value is LOWEST with 0.3
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is MEDIUM then Value is LOW with 0.5
-  rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is HIGH then Value is BITLOW
-  rule: if turn is FUTURE and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW
-  rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW
-  rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW
-  rule: if scoutTurnDistance is MEDIUM and heroRole is SCOUT then Value is BITLOW
-  rule: if mainTurnDistance is MEDIUM then Value is BITLOW
-  rule: if scoutTurnDistance is LOW and heroRole is SCOUT then Value is MEDIUM
-  rule: if mainTurnDistance is LOW then Value is MEDIUM
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH with 0.7
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is BITHIGH
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
-  rule: if goldReward is MEDIUM and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is BITLOW
-  rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is MAIN and danger is not NONE then Value is BITHIGH
-  rule: if goldReward is LOW and goldPreasure is HIGH and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
-  rule: if goldReward is LOW and heroRole is MAIN and danger is not NONE and rewardType is SINGLE and armyLoss is LOW then Value is BITLOW
-  rule: if goldReward is LOW and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOW
-  rule: if goldReward is LOWEST and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOWEST
-  rule: if armyReward is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is HIGH with 0.5
-  rule: if armyReward is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and mainTurnDistance is LOWEST then Value is HIGHEST
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is NONE and fear is not HIGH then Value is HIGH
-  rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST with 0.5
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE then Value is BITHIGH
-  rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH with 0.2
-  rule: if armyReward is MEDIUM and heroRole is SCOUT and danger is NONE then Value is HIGHEST with 0.5
-  rule: if armyReward is LOW and heroRole is SCOUT and danger is NONE then Value is HIGH
-  rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
-  rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
-  rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
-  rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
-  rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
-  rule: if skillReward is MEDIUM and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
-  rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
-  rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
-  rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
-  rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
-  rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
-  rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
-  rule: if strategicalValue is HIGH and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGHEST with 0.5
-  rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is MEDIUM and fear is not HIGH then Value is HIGH
-  rule: if strategicalValue is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if rewardType is NONE then Value is LOWEST
-  rule: if armyLoss is HIGH and strategicalValue is not HIGH and heroRole is MAIN then Value is LOWEST
-  rule: if armyLoss is HIGH and strategicalValue is HIGH and heroRole is MAIN then Value is LOW
-  rule: if armyLoss is HIGH and heroRole is SCOUT then Value is LOWEST
-  rule: if heroRole is SCOUT and closestHeroRatio is LOW then Value is LOW
-  rule: if heroRole is SCOUT and closestHeroRatio is LOWEST then Value is LOWEST
-  rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOW then Value is LOW
-  rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOWEST then Value is LOWEST
-  rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
-  rule: if heroRole is SCOUT then Value is BITLOW
-  rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
-  rule: if turn is NOW then Value is LOW with 0.3
-  rule: if turn is not NOW then Value is LOW with 0.4
-  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
-  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
-  rule: if fear is MEDIUM then Value is LOW
-  rule: if fear is HIGH then Value is LOWEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LONG and fear is not HIGH then Value is SMALL
+  rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH

+ 1 - 1
config/objects/rewardableOncePerWeek.json

@@ -151,7 +151,7 @@
 						"message" : 170,
 						"resources" : [
 							{
-								"list" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
+								"anyOf" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
 								"min" : 3,
 								"max" : 6
 							}

+ 2 - 2
config/objects/rewardableOnceVisitable.json

@@ -27,7 +27,7 @@
 						"message" : 64,
 						"resources" : [
 							{
-								"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
+								"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
 								"min" : 1,
 								"max" : 5
 							}
@@ -115,7 +115,7 @@
 						"appearChance" : { "min" : 40, "max" : 90 },
 						"resources" : [
 							{
-								"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
+								"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
 								"min" : 2,
 								"max" : 5
 							},

+ 1 - 1
config/objects/rewardablePickable.json

@@ -30,7 +30,7 @@
 						"removeObject" : true,
 						"resources" : [
 							{
-								"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
+								"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
 								"min" : 4,
 								"max" : 6
 							},

+ 2 - 2
config/schemas/settings.json

@@ -223,7 +223,7 @@
 			"type" : "object",
 			"additionalProperties" : false,
 			"default" : {},
-			"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat", "borderScroll", "leftButtonDrag" ],
+			"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "forceQuickCombat", "borderScroll", "leftButtonDrag" ],
 			"properties" : {
 				"heroMoveTime" : {
 					"type" : "number",
@@ -253,7 +253,7 @@
 					"type" : "boolean",
 					"default" : true
 				},
-				"alwaysSkipCombat" : {
+				"forceQuickCombat" : {
 					"type" : "boolean",
 					"default" : false
 				},

+ 0 - 0
config/widgets/battleWindow.json → config/widgets/battleWindow2.json


+ 3 - 3
config/widgets/settings/adventureOptionsTab.json

@@ -7,7 +7,7 @@
 			"name": "lineLabelsEnd",
 			"type": "texture",
 			"image": "settingsWindow/lineHorizontal",
-			"rect": { "x" : 5, "y" : 289, "w": 365, "h": 3}
+			"rect": { "x" : 5, "y" : 229, "w": 365, "h": 3}
 		},
 /////////////////////////////////////// Left section - Hero Speed and Map Scrolling
 		{
@@ -323,7 +323,7 @@
 		{
 			"type": "verticalLayout",
 			"customType": "labelDescription",
-			"position": {"x": 45, "y": 295},
+			"position": {"x": 45, "y": 235},
 			"items":
 			[
 				{
@@ -353,7 +353,7 @@
 		{
 			"type": "verticalLayout",
 			"customType": "checkbox",
-			"position": {"x": 10, "y": 293},
+			"position": {"x": 10, "y": 233},
 			"items":
 			[
 				{

+ 1 - 1
debian/changelog

@@ -8,7 +8,7 @@ vcmi (1.3.0) jammy; urgency=medium
 
   * New upstream release
 
- -- Ivan Savenko <[email protected]>  Sat, 01 Jul 2023 16:00:00 +0200
+ -- Ivan Savenko <[email protected]>  Fri, 04 Aug 2023 16:00:00 +0200
 
 vcmi (1.2.1) jammy; urgency=medium
 

+ 1 - 1
launcher/eu.vcmi.VCMI.metainfo.xml

@@ -52,7 +52,7 @@
 	</categories>
 	<releases>
 		<release version="1.4.0" date="2023-12-22" type="development" />
-		<release version="1.3.0" date="2023-07-01" type="development" />
+		<release version="1.3.0" date="2023-08-04" />
 		<release version="1.2.1" date="2023-04-28" />
 		<release version="1.2.0" date="2023-04-14" />
 		<release version="1.1.1" date="2023-02-03" />

+ 4 - 4
launcher/translation/german.ts

@@ -472,7 +472,7 @@
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="319"/>
         <source>Autosave limit (0 = off)</source>
-        <translation type="unfinished"></translation>
+        <translation>Limit für Autospeicherung (0 = aus)</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="329"/>
@@ -487,12 +487,12 @@
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="612"/>
         <source>Autosave prefix</source>
-        <translation type="unfinished"></translation>
+        <translation>Präfix für Autospeicherung</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="629"/>
         <source>empty = map name prefix</source>
-        <translation type="unfinished"></translation>
+        <translation>leer = Kartenname als Präfix</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="508"/>
@@ -911,7 +911,7 @@ Heroes III: HD Edition wird derzeit nicht unterstützt!</translation>
     <message>
         <location filename="../languages.cpp" line="39"/>
         <source>Vietnamese</source>
-        <translation type="unfinished"></translation>
+        <translation>Vietnamesisch</translation>
     </message>
     <message>
         <location filename="../languages.cpp" line="40"/>

+ 8 - 8
launcher/translation/polish.ts

@@ -472,7 +472,7 @@
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="319"/>
         <source>Autosave limit (0 = off)</source>
-        <translation type="unfinished"></translation>
+        <translation>Limit autozapisów (0 = brak)</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="329"/>
@@ -487,12 +487,12 @@
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="612"/>
         <source>Autosave prefix</source>
-        <translation type="unfinished"></translation>
+        <translation>Przedrostek autozapisu</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="629"/>
         <source>empty = map name prefix</source>
-        <translation type="unfinished"></translation>
+        <translation>puste = przedrostek z nazwy mapy</translation>
     </message>
     <message>
         <location filename="../settingsView/csettingsview_moc.ui" line="508"/>
@@ -708,7 +708,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
     <message>
         <location filename="../firstLaunch/firstlaunch_moc.ui" line="702"/>
         <source>Interface Improvements</source>
-        <translation type="unfinished"></translation>
+        <translation>Ulepszenia interfejsu</translation>
     </message>
     <message>
         <location filename="../firstLaunch/firstlaunch_moc.ui" line="740"/>
@@ -723,7 +723,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
     <message>
         <location filename="../firstLaunch/firstlaunch_moc.ui" line="772"/>
         <source>Install mod that provides various interface improvements, such as better interface for random maps and selectable actions in battles</source>
-        <translation type="unfinished"></translation>
+        <translation>Zainstaluj modyfikację, która dostarcza różne ulepszenia interfejsu takie jak lepszy ekran ustawień mapy losowej lub wybieralne akcje w bitwach</translation>
     </message>
     <message>
         <location filename="../firstLaunch/firstlaunch_moc.ui" line="788"/>
@@ -916,17 +916,17 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
     <message>
         <location filename="../languages.cpp" line="40"/>
         <source>Other (East European)</source>
-        <translation type="unfinished"></translation>
+        <translation>Inne (Wschodnioeuropejski)</translation>
     </message>
     <message>
         <location filename="../languages.cpp" line="41"/>
         <source>Other (Cyrillic Script)</source>
-        <translation type="unfinished"></translation>
+        <translation>Inne (Cyrylica)</translation>
     </message>
     <message>
         <location filename="../languages.cpp" line="42"/>
         <source>Other (West European)</source>
-        <translation type="unfinished"></translation>
+        <translation>Inne (Zachodnioeuropejski)</translation>
     </message>
     <message>
         <location filename="../languages.cpp" line="64"/>

+ 2 - 2
lib/CGameInterface.cpp

@@ -168,13 +168,13 @@ void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
 }
 
 void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
-							   const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
+							   const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
 {
 	assert(!battleAI);
 	assert(cbc);
 	battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
 	battleAI->initBattleInterface(env, cbc);
-	battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
+	battleAI->battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
 }
 
 void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)

+ 1 - 1
lib/CGameInterface.h

@@ -149,7 +149,7 @@ public:
 	virtual void yourTacticPhase(int distance) override;
 	virtual void battleNewRound(int round) override;
 	virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
-	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
+	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
 	virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
 	virtual void actionStarted(const BattleAction &action) override;
 	virtual void battleNewRoundFirst(int round) override;

+ 12 - 0
lib/CGeneralTextHandler.cpp

@@ -313,6 +313,18 @@ void CGeneralTextHandler::registerStringOverride(const std::string & modContext,
 	assert(!modContext.empty());
 	assert(!language.empty());
 
+	std::string baseModLanguage = getModLanguage(modContext);
+
+	if (baseModLanguage != language)
+	{
+		// this is translation - only add text to existing strings, do not register new ones
+		if (stringsLocalizations.count(UID.get()) == 0)
+		{
+			logMod->warn("Unknown string '%s' in mod '%s' for language '%s'. Ignoring", UID.get(), modContext, language);
+			return;
+		}
+	}
+
 	// NOTE: implicitly creates entry, intended - strings added by vcmi (and potential UI mods) are not registered anywhere at the moment
 	auto & entry = stringsLocalizations[UID.get()];
 

+ 4 - 4
lib/CGeneralTextHandler.h

@@ -141,8 +141,11 @@ class DLL_LINKAGE CGeneralTextHandler
 	std::vector<size_t> scenariosCountPerCampaign;
 
 	std::string getModLanguage(const std::string & modContext);
-public:
 
+	/// add selected string to internal storage as high-priority strings
+	void registerStringOverride(const std::string & modContext, const std::string & language, const TextIdentifier & UID, const std::string & localized);
+
+public:
 	/// validates translation of specified language for specified mod
 	/// returns true if localization is valid and complete
 	/// any error messages will be written to log file
@@ -155,9 +158,6 @@ public:
 	/// add selected string to internal storage
 	void registerString(const std::string & modContext, const TextIdentifier & UID, const std::string & localized);
 
-	/// add selected string to internal storage as high-priority strings
-	void registerStringOverride(const std::string & modContext, const std::string & language, const TextIdentifier & UID, const std::string & localized);
-
 	// returns true if identifier with such name was registered, even if not translated to current language
 	// not required right now, can be added if necessary
 	// bool identifierExists( const std::string identifier) const;

+ 6 - 2
lib/CTownHandler.cpp

@@ -111,7 +111,11 @@ void CBuilding::addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusL
 
 CFaction::~CFaction()
 {
-	delete town;
+	if (town)
+	{
+		delete town;
+		town = nullptr;
+	}
 }
 
 int32_t CFaction::getIndex() const
@@ -1030,7 +1034,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
 	faction->creatureBg120 = source["creatureBackground"]["120px"].String();
 	faction->creatureBg130 = source["creatureBackground"]["130px"].String();
 
-	faction->boatType = EBoatId::NONE;
+	faction->boatType = EBoatId::CASTLE; //Do not crash
 	if (!source["boat"].isNull())
 	{
 		VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)

+ 1 - 1
lib/CTownHandler.h

@@ -207,7 +207,7 @@ public:
 
 	/// Boat that will be used by town shipyard (if any)
 	/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
-	BoatId boatType;
+	BoatId boatType = BoatId(EBoatId::CASTLE);
 
 
 	CTown * town = nullptr; //NOTE: can be null

+ 1 - 1
lib/IGameEventsReceiver.h

@@ -69,7 +69,7 @@ public:
 	virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
 	virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
 	virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
-	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
+	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
 	virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
 	virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
 	virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack

+ 4 - 6
lib/NetPacksLib.cpp

@@ -1381,9 +1381,8 @@ void HeroRecruited::applyGs(CGameState * gs) const
 		auto * boat = dynamic_cast<CGBoat *>(obj);
 		if (boat)
 		{
-			h->boat = boat;
-			h->attachTo(*boat);
-			boat->hero = h;
+			gs->map->removeBlockVisTiles(boat);
+			h->attachToBoat(boat);
 		}
 	}
 
@@ -1418,9 +1417,8 @@ void GiveHero::applyGs(CGameState * gs) const
 		auto * boat = dynamic_cast<CGBoat *>(obj);
 		if (boat)
 		{
-			h->boat = boat;
-			h->attachTo(*boat);
-			boat->hero = h;
+			gs->map->removeBlockVisTiles(boat);
+			h->attachToBoat(boat);
 		}
 	}
 

+ 1 - 0
lib/battle/BattleInfo.cpp

@@ -207,6 +207,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
 	curB->round = -2;
 	curB->activeStack = -1;
 	curB->creatureBank = creatureBank;
+	curB->replayAllowed = false;
 
 	if(town)
 	{

+ 5 - 0
lib/battle/BattleInfo.h

@@ -36,6 +36,7 @@ public:
 	const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
 	int3 tile; //for background and bonuses
 	bool creatureBank; //auxilary field, do not serialize
+	bool replayAllowed;
 	std::vector<CStack*> stacks;
 	std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
 	SiegeInfo si;
@@ -61,6 +62,10 @@ public:
 		h & tacticsSide;
 		h & tacticDistance;
 		h & static_cast<CBonusSystemNode&>(*this);
+		if (version > 824)
+			h & replayAllowed;
+		else
+			replayAllowed = false;
 	}
 
 	//////////////////////////////////////////////////////////////////////////

+ 1 - 2
lib/gameState/CGameState.cpp

@@ -858,8 +858,7 @@ void CGameState::initHeroes()
 			map->objects.emplace_back(boat);
 			map->addBlockVisTiles(boat);
 
-			boat->hero = hero;
-			hero->boat = boat;
+			hero->attachToBoat(boat);
 		}
 	}
 

+ 14 - 7
lib/gameState/CGameStateCampaign.cpp

@@ -118,28 +118,35 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroR
 		//trimming artifacts
 		for(CGHeroInstance * hero : crossoverHeroes)
 		{
-			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
-			for (size_t i = 0; i < totalArts; i++ )
+			auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
 			{
-				auto artifactPosition = ArtifactPosition((si32)i);
 				if(artifactPosition == ArtifactPosition::SPELLBOOK)
-					continue; // do not handle spellbook this way
+					return; // do not handle spellbook this way
 
 				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
 				if(!info)
-					continue;
+					return;
 
 				// TODO: why would there be nullptr artifacts?
 				const CArtifactInstance *art = info->artifact;
 				if(!art)
-					continue;
+					return;
 
 				bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
 
 				ArtifactLocation al(hero, artifactPosition);
 				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
 					al.removeArtifact();
-			}
+			};
+
+			// process on copy - removal of artifact will invalidate container
+			auto artifactsWorn = hero->artifactsWorn;
+			for (auto const & art : artifactsWorn)
+				checkAndRemoveArtifact(art.first);
+
+			// process in reverse - removal of artifact will shift all artifacts after this one
+			for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
+				checkAndRemoveArtifact(ArtifactPosition(GameConstants::BACKPACK_START + slotNumber));
 		}
 	}
 

+ 25 - 10
lib/mapObjects/CGHeroInstance.cpp

@@ -484,9 +484,12 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
 			if (cb->gameState()->map->getTile(boatPos).isWater())
 			{
 				smp.val = movementPointsLimit(false);
-				//Create a new boat for hero
-				cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
-				boatId = cb->getTopObj(boatPos)->id;
+				if (!boat)
+				{
+					//Create a new boat for hero
+					cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
+					boatId = cb->getTopObj(boatPos)->id;
+				}
 			}
 			else
 			{
@@ -1119,6 +1122,15 @@ int CGHeroInstance::maxSpellLevel() const
 	return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
 }
 
+void CGHeroInstance::attachToBoat(CGBoat* newBoat)
+{
+	assert(newBoat);
+	boat = newBoat;
+	attachTo(const_cast<CGBoat&>(*boat));
+	const_cast<CGBoat*>(boat)->hero = this;
+}
+
+
 void CGHeroInstance::deserializationFix()
 {
 	artDeserializationFix(this);
@@ -1718,22 +1730,25 @@ bool CGHeroInstance::isMissionCritical() const
 {
 	for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
 	{
-		if(event.trigger.test([&](const EventCondition & condition)
+		if (event.effect.type != EventEffect::DEFEAT)
+			continue;
+
+		auto const & testFunctor = [&](const EventCondition & condition)
 		{
 			if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
 			{
 				const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
 				return (hero != this);
 			}
-			else if(condition.condition == EventCondition::IS_HUMAN)
-			{
+
+			if(condition.condition == EventCondition::IS_HUMAN)
 				return true;
-			}
+
 			return false;
-		}))
-		{
+		};
+
+		if(event.trigger.test(testFunctor))
 			return true;
-		}
 	}
 	return false;
 }

+ 1 - 0
lib/mapObjects/CGHeroInstance.h

@@ -282,6 +282,7 @@ public:
 	void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
 	void spendMana(ServerCallback * server, const int spellCost) const override;
 
+	void attachToBoat(CGBoat* newBoat);
 	void boatDeserializationFix();
 	void deserializationFix();
 

+ 26 - 2
lib/rmg/modificators/ObjectManager.cpp

@@ -216,6 +216,7 @@ int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object
 
 rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
 {
+	RecursiveLock lock(externalAccessMutex);
 	return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
 	{
 		auto ti = map.getTileInfo(tile);
@@ -455,8 +456,31 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
 				map.setOccupied(i, ETileType::BLOCKED);
 	}
 	
-	if(updateDistance)
-		updateDistances(object);
+	if (updateDistance)
+	{
+		//Update distances in every adjacent zone in case of wide connection
+
+		std::set<TRmgTemplateZoneId> adjacentZones;
+		auto objectArea = object.getArea();
+		objectArea.unite(objectArea.getBorderOutside());
+		
+		for (auto tile : objectArea.getTilesVector())
+		{
+			if (map.isOnMap(tile))
+			{
+				adjacentZones.insert(map.getZoneID(tile));
+			}
+		}
+
+		for (auto id : adjacentZones)
+		{
+			auto manager = map.getZones().at(id)->getModificator<ObjectManager>();
+			if (manager)
+			{
+				manager->updateDistances(object);
+			}
+		}
+	}
 	
 	for(auto * instance : object.instances())
 	{

+ 1 - 1
lib/serializer/CSerializer.h

@@ -14,7 +14,7 @@
 
 VCMI_LIB_NAMESPACE_BEGIN
 
-const ui32 SERIALIZATION_VERSION = 824;
+const ui32 SERIALIZATION_VERSION = 825;
 const ui32 MINIMAL_SERIALIZATION_VERSION = 824;
 const std::string SAVEGAME_MAGIC = "VCMISVG";
 

+ 28 - 28
mapeditor/translation/german.ts

@@ -292,22 +292,22 @@
     <message>
         <location filename="../mainwindow.cpp" line="252"/>
         <source>Confirmation</source>
-        <translation type="unfinished"></translation>
+        <translation>Bestätigung</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="252"/>
         <source>Unsaved changes will be lost, are you sure?</source>
-        <translation type="unfinished"></translation>
+        <translation>Ungespeicherte Änderungen gehen verloren, sind sie sicher?</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="329"/>
         <source>Failed to open map</source>
-        <translation type="unfinished"></translation>
+        <translation>Öffnen der Karte fehlgeschlagen</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="329"/>
         <source>Cannot open map from this folder</source>
-        <translation type="unfinished"></translation>
+        <translation>Kann keine Karte aus diesem Ordner öffnen</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="370"/>
@@ -344,22 +344,22 @@
     <message>
         <location filename="../mainwindow.cpp" line="1128"/>
         <source>No objects selected</source>
-        <translation type="unfinished"></translation>
+        <translation>Keine Objekte selektiert</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1132"/>
         <source>This operation is irreversible. Do you want to continue?</source>
-        <translation type="unfinished"></translation>
+        <translation>Diese Operation ist unumkehrbar. Möchten sie fortsetzen?</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1191"/>
         <source>Errors occured. %1 objects were not updated</source>
-        <translation type="unfinished"></translation>
+        <translation>Fehler sind aufgetreten. %1 Objekte konnten nicht aktualisiert werden</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1231"/>
         <source>Save to image</source>
-        <translation type="unfinished"></translation>
+        <translation>Als Bild speichern</translation>
     </message>
 </context>
 <context>
@@ -387,7 +387,7 @@
     <message>
         <location filename="../mapsettings.ui" line="83"/>
         <source>Limit maximum heroes level</source>
-        <translation type="unfinished"></translation>
+        <translation>Maximales Level des Helden begrenzen</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="92"/>
@@ -397,47 +397,47 @@
     <message>
         <location filename="../mapsettings.ui" line="137"/>
         <source>Mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Mods</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="143"/>
         <source>Mandatory mods for playing this map</source>
-        <translation type="unfinished"></translation>
+        <translation>Notwendige Mods zum Spielen dieser Karte</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="157"/>
         <source>Mod name</source>
-        <translation type="unfinished"></translation>
+        <translation>Mod Name</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="162"/>
         <source>Version</source>
-        <translation type="unfinished"></translation>
+        <translation>Version</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="172"/>
         <source>Automatic assignment</source>
-        <translation type="unfinished"></translation>
+        <translation>Automatische Zuweisung</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="179"/>
         <source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Erforderliche Mods anhand der auf der Karte platzierten Objekte festlegen. Diese Methode kann Probleme verursachen, wenn Sie Belohnungen, Garnisonen usw. von Mods angepasst haben</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="182"/>
         <source>Map objects mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Mods für Kartenobjekte</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="192"/>
         <source>Set all mods having a game content as mandatory</source>
-        <translation type="unfinished"></translation>
+        <translation>Alle Mods, die einen Spielinhalt haben, als notwendig festlegen</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="195"/>
         <source>Full content mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Vollwertige Mods</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="208"/>
@@ -581,7 +581,7 @@
     <message>
         <location filename="../mapview.cpp" line="471"/>
         <source>Can&apos;t place object</source>
-        <translation type="unfinished"></translation>
+        <translation>Objekt kann nicht platziert werden</translation>
     </message>
 </context>
 <context>
@@ -621,7 +621,7 @@
     <message>
         <location filename="../playerparams.ui" line="179"/>
         <source>Color</source>
-        <translation type="unfinished"></translation>
+        <translation>Farbe</translation>
     </message>
     <message>
         <location filename="../playerparams.ui" line="85"/>
@@ -659,7 +659,7 @@
     <message>
         <location filename="../playersettings.ui" line="74"/>
         <source>1</source>
-        <translation type="unfinished">1</translation>
+        <translation>1</translation>
     </message>
     <message>
         <location filename="../playersettings.ui" line="117"/>
@@ -721,7 +721,7 @@
     <message>
         <location filename="../validator.cpp" line="70"/>
         <source>No factions allowed for player %1</source>
-        <translation type="unfinished"></translation>
+        <translation>Keine Fraktionen für Spieler %1 erlaubt</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="73"/>
@@ -811,7 +811,7 @@
     <message>
         <location filename="../validator.cpp" line="175"/>
         <source>Map contains object from mod &quot;%1&quot;, but doesn&apos;t require it</source>
-        <translation type="unfinished"></translation>
+        <translation>Karte enthält Objekt aus Mod &quot;%1&quot;, benötigt es aber nicht</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="181"/>
@@ -907,12 +907,12 @@
     <message>
         <location filename="../windownewmap.ui" line="380"/>
         <source>Human teams</source>
-        <translation type="unfinished"></translation>
+        <translation>Menschliche Teams</translation>
     </message>
     <message>
         <location filename="../windownewmap.ui" line="399"/>
         <source>Computer teams</source>
-        <translation type="unfinished"></translation>
+        <translation>Computer Teams</translation>
     </message>
     <message>
         <location filename="../windownewmap.ui" line="416"/>
@@ -978,17 +978,17 @@
     <message>
         <location filename="../windownewmap.cpp" line="271"/>
         <source>No template</source>
-        <translation type="unfinished"></translation>
+        <translation>Kein Template</translation>
     </message>
     <message>
         <location filename="../windownewmap.cpp" line="271"/>
         <source>No template for parameters scecified. Random map cannot be generated.</source>
-        <translation type="unfinished"></translation>
+        <translation>Es wurde kein Template für Parameter erstellt. Zufällige Karte kann nicht generiert werden.</translation>
     </message>
     <message>
         <location filename="../windownewmap.cpp" line="291"/>
         <source>RMG failure</source>
-        <translation type="unfinished"></translation>
+        <translation>RMG-Fehler</translation>
     </message>
 </context>
 <context>

+ 61 - 61
mapeditor/translation/polish.ts

@@ -137,7 +137,7 @@
     <message>
         <location filename="../mainwindow.ui" line="922"/>
         <source>Save as...</source>
-        <translation>Zapisz jako</translation>
+        <translation>Zapisz jako...</translation>
     </message>
     <message>
         <location filename="../mainwindow.ui" line="925"/>
@@ -287,27 +287,27 @@
     <message>
         <location filename="../mainwindow.ui" line="1234"/>
         <source>Export as...</source>
-        <translation type="unfinished"></translation>
+        <translation>Eksportuj jako...</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="252"/>
         <source>Confirmation</source>
-        <translation type="unfinished"></translation>
+        <translation>Potwierdzenie</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="252"/>
         <source>Unsaved changes will be lost, are you sure?</source>
-        <translation type="unfinished"></translation>
+        <translation>Niezapisane zmiany zostaną utracone, jesteś pewny?</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="329"/>
         <source>Failed to open map</source>
-        <translation type="unfinished"></translation>
+        <translation>Nie udało się otworzyć mapy</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="329"/>
         <source>Cannot open map from this folder</source>
-        <translation type="unfinished"></translation>
+        <translation>Nie można otworzyć mapy z tego folderu</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="370"/>
@@ -344,22 +344,22 @@
     <message>
         <location filename="../mainwindow.cpp" line="1128"/>
         <source>No objects selected</source>
-        <translation type="unfinished"></translation>
+        <translation>Brak wybranych obiektów</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1132"/>
         <source>This operation is irreversible. Do you want to continue?</source>
-        <translation type="unfinished"></translation>
+        <translation>Ta operacja jest nieodwracalna. Czy chcesz kontynuować?</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1191"/>
         <source>Errors occured. %1 objects were not updated</source>
-        <translation type="unfinished"></translation>
+        <translation>Wystąpiły błędy. %1 obiektów nie zostało zaktualizowanych</translation>
     </message>
     <message>
         <location filename="../mainwindow.cpp" line="1231"/>
         <source>Save to image</source>
-        <translation type="unfinished"></translation>
+        <translation>Zapisz jako obraz</translation>
     </message>
 </context>
 <context>
@@ -387,7 +387,7 @@
     <message>
         <location filename="../mapsettings.ui" line="83"/>
         <source>Limit maximum heroes level</source>
-        <translation type="unfinished"></translation>
+        <translation>Ogranicz maksymalny poziom bohaterów</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="92"/>
@@ -397,47 +397,47 @@
     <message>
         <location filename="../mapsettings.ui" line="137"/>
         <source>Mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Modyfikacje</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="143"/>
         <source>Mandatory mods for playing this map</source>
-        <translation type="unfinished"></translation>
+        <translation>Obowiązkowe modyfikacje do uruchomienia tej mapy</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="157"/>
         <source>Mod name</source>
-        <translation type="unfinished"></translation>
+        <translation>Nazwa modyfikacji</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="162"/>
         <source>Version</source>
-        <translation type="unfinished"></translation>
+        <translation>Wersja</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="172"/>
         <source>Automatic assignment</source>
-        <translation type="unfinished"></translation>
+        <translation>Automatyczne przypisanie</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="179"/>
         <source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Wybierz wymagane modyfikacje bazując na obiektach umeszczonych na mapie. Ta metoda może stworzyć problemy jeśli masz własne nagrody, garnizony itp. z modyfikacji</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="182"/>
         <source>Map objects mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Mody od nowych obiektów mapy</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="192"/>
         <source>Set all mods having a game content as mandatory</source>
-        <translation type="unfinished"></translation>
+        <translation>Ustaw wszystkie modyfikacje mające nową elementy gry jako obowiązkowe</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="195"/>
         <source>Full content mods</source>
-        <translation type="unfinished"></translation>
+        <translation>Mody od złożonej zawartości</translation>
     </message>
     <message>
         <location filename="../mapsettings.ui" line="208"/>
@@ -513,7 +513,7 @@
     <message>
         <location filename="../mapsettings.cpp" line="174"/>
         <source>No special victory</source>
-        <translation type="unfinished">Bez specjalnych warunków zwycięstwa</translation>
+        <translation>Bez specjalnych warunków zwycięstwa</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="175"/>
@@ -523,57 +523,57 @@
     <message>
         <location filename="../mapsettings.cpp" line="176"/>
         <source>Hire creatures</source>
-        <translation type="unfinished">Zdobądź stworzenia</translation>
+        <translation>Zdobądź stworzenia</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="177"/>
         <source>Accumulate resources</source>
-        <translation type="unfinished">Zbierz zasoby</translation>
+        <translation>Zbierz zasoby</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="178"/>
         <source>Construct building</source>
-        <translation type="unfinished">Zbuduj budynek</translation>
+        <translation>Zbuduj budynek</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="179"/>
         <source>Capture town</source>
-        <translation type="unfinished">Zdobądź miasto</translation>
+        <translation>Zdobądź miasto</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="180"/>
         <source>Defeat hero</source>
-        <translation type="unfinished">Pokonaj bohatera</translation>
+        <translation>Pokonaj bohatera</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="181"/>
         <source>Transport artifact</source>
-        <translation type="unfinished">Przenieś artefakt</translation>
+        <translation>Przenieś artefakt</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="184"/>
         <source>No special loss</source>
-        <translation type="unfinished">Bez specjalnych warunków porażki</translation>
+        <translation>Bez specjalnych warunków porażki</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="185"/>
         <source>Lose castle</source>
-        <translation type="unfinished">Utrata miasta</translation>
+        <translation>Utrata miasta</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="186"/>
         <source>Lose hero</source>
-        <translation type="unfinished">Utrata bohatera</translation>
+        <translation>Utrata bohatera</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="187"/>
         <source>Time expired</source>
-        <translation type="unfinished">Upłynięcie czasu</translation>
+        <translation>Upłynięcie czasu</translation>
     </message>
     <message>
         <location filename="../mapsettings.cpp" line="188"/>
         <source>Days without town</source>
-        <translation type="unfinished">Dni bez miasta</translation>
+        <translation>Dni bez miasta</translation>
     </message>
 </context>
 <context>
@@ -581,7 +581,7 @@
     <message>
         <location filename="../mapview.cpp" line="471"/>
         <source>Can&apos;t place object</source>
-        <translation type="unfinished"></translation>
+        <translation>Nie można umieścić obiektu</translation>
     </message>
 </context>
 <context>
@@ -621,7 +621,7 @@
     <message>
         <location filename="../playerparams.ui" line="179"/>
         <source>Color</source>
-        <translation type="unfinished"></translation>
+        <translation>Kolor</translation>
     </message>
     <message>
         <location filename="../playerparams.ui" line="85"/>
@@ -659,7 +659,7 @@
     <message>
         <location filename="../playersettings.ui" line="74"/>
         <source>1</source>
-        <translation type="unfinished">1</translation>
+        <translation>1</translation>
     </message>
     <message>
         <location filename="../playersettings.ui" line="117"/>
@@ -716,37 +716,37 @@
     <message>
         <location filename="../validator.cpp" line="50"/>
         <source>Map is not loaded</source>
-        <translation type="unfinished"></translation>
+        <translation>Mapa nie została wczytana</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="70"/>
         <source>No factions allowed for player %1</source>
-        <translation type="unfinished"></translation>
+        <translation>Brak dozwolonych frakcji dla gracza %1</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="73"/>
         <source>No players allowed to play this map</source>
-        <translation type="unfinished"></translation>
+        <translation>Żaden gracz nie jest dozwolony do rozegrania tej mapy</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="75"/>
         <source>Map is allowed for one player and cannot be started</source>
-        <translation type="unfinished"></translation>
+        <translation>Mapa jest dozwolona dla jednego gracza i nie może być rozpoczęta</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="77"/>
         <source>No human players allowed to play this map</source>
-        <translation type="unfinished"></translation>
+        <translation>Żaden gracz ludzki nie został dozwolony by rozegrać tą mapę</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="93"/>
         <source>Armored instance %1 is UNFLAGGABLE but must have NEUTRAL or player owner</source>
-        <translation type="unfinished"></translation>
+        <translation>Obiekt z armią %1 jest nie do oflagowania, lecz musi mieć właściciela neutralnego lub gracza</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="99"/>
         <source>Object %1 is assigned to non-playable player %2</source>
-        <translation type="unfinished"></translation>
+        <translation>Obiekt %1 został przypisany do niegrywalnego gracza %2</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="106"/>
@@ -756,72 +756,72 @@
     <message>
         <location filename="../validator.cpp" line="116"/>
         <source>Prison %1 must be a NEUTRAL</source>
-        <translation type="unfinished"></translation>
+        <translation>Więzienie %1 musi być neutralne</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="122"/>
         <source>Hero %1 must have an owner</source>
-        <translation type="unfinished"></translation>
+        <translation>Bohater %1 musi mieć właściciela</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="127"/>
         <source>Hero %1 is prohibited by map settings</source>
-        <translation type="unfinished"></translation>
+        <translation>Bohater %1 jest zabroniony przez ustawienia mapy</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="130"/>
         <source>Hero %1 has duplicate on map</source>
-        <translation type="unfinished"></translation>
+        <translation>Bohater %1 posiada duplikat na mapie</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="133"/>
         <source>Hero %1 has an empty type and must be removed</source>
-        <translation type="unfinished"></translation>
+        <translation>Bohater %1 jest pustego typu i musi zostać usunięty</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="144"/>
         <source>Spell scroll %1 is prohibited by map settings</source>
-        <translation type="unfinished"></translation>
+        <translation>Zwój z zaklęciem %1 jest zabroniony przez ustawienia mapy</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="147"/>
         <source>Spell scroll %1 doesn&apos;t have instance assigned and must be removed</source>
-        <translation type="unfinished"></translation>
+        <translation>Zwój z zaklęciem %1 nie ma przypisanej instancji i musi zostać usunięty</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="153"/>
         <source>Artifact %1 is prohibited by map settings</source>
-        <translation type="unfinished"></translation>
+        <translation>Artefakt %1 jest zabroniony przez ustawienia mapy</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="162"/>
         <source>Player %1 doesn&apos;t have any starting town</source>
-        <translation type="unfinished"></translation>
+        <translation>Gracz %1 nie ma żadnego startowego miasta</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="166"/>
         <source>Map name is not specified</source>
-        <translation type="unfinished"></translation>
+        <translation>Nazwa mapy nie została ustawiona</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="168"/>
         <source>Map description is not specified</source>
-        <translation type="unfinished"></translation>
+        <translation>Opis mapy nie został ustawiony</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="175"/>
         <source>Map contains object from mod &quot;%1&quot;, but doesn&apos;t require it</source>
-        <translation type="unfinished"></translation>
+        <translation>Mapa zawiera obiekt z modyfikacji %1 ale nie wymaga tej modyfikacji</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="181"/>
         <source>Exception occurs during validation: %1</source>
-        <translation type="unfinished"></translation>
+        <translation>Wystąpił wyjątek podczas walidacji: %1</translation>
     </message>
     <message>
         <location filename="../validator.cpp" line="185"/>
         <source>Unknown exception occurs during validation</source>
-        <translation type="unfinished"></translation>
+        <translation>Wystąpił nieznane wyjątek podczas walidacji</translation>
     </message>
 </context>
 <context>
@@ -907,12 +907,12 @@
     <message>
         <location filename="../windownewmap.ui" line="380"/>
         <source>Human teams</source>
-        <translation type="unfinished"></translation>
+        <translation>Sojusze ludzkie</translation>
     </message>
     <message>
         <location filename="../windownewmap.ui" line="399"/>
         <source>Computer teams</source>
-        <translation type="unfinished"></translation>
+        <translation>Sojusze komputerowe</translation>
     </message>
     <message>
         <location filename="../windownewmap.ui" line="416"/>
@@ -978,17 +978,17 @@
     <message>
         <location filename="../windownewmap.cpp" line="271"/>
         <source>No template</source>
-        <translation type="unfinished"></translation>
+        <translation>Brak szablonu</translation>
     </message>
     <message>
         <location filename="../windownewmap.cpp" line="271"/>
         <source>No template for parameters scecified. Random map cannot be generated.</source>
-        <translation type="unfinished"></translation>
+        <translation>Brak szablonu dla wybranych parametrów. Mapa losowa nie może zostać wygenerowana.</translation>
     </message>
     <message>
         <location filename="../windownewmap.cpp" line="291"/>
         <source>RMG failure</source>
-        <translation type="unfinished"></translation>
+        <translation>Niepowodzenie generatora map losowych</translation>
     </message>
 </context>
 <context>

+ 30 - 17
server/CGameHandler.cpp

@@ -607,9 +607,15 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
 	const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
 	finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
 	
-	auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
-	battleResult.data->queryID = battleDialogQuery->queryID;
-	queries.addQuery(battleDialogQuery);
+	// in battles against neutrals, 1st player can ask to replay battle manually
+	if (!gs->curB->sides[1].color.isValidPlayer())
+	{
+		auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
+		battleResult.data->queryID = battleDialogQuery->queryID;
+		queries.addQuery(battleDialogQuery);
+	}
+	else
+		battleResult.data->queryID = -1;
 	
 	//set same battle result for all queries
 	for(auto q : queries.allQueries())
@@ -620,6 +626,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
 	}
 	
 	sendAndApply(battleResult.data); //after this point casualties objects are destroyed
+
+	if (battleResult.data->queryID == -1)
+		endBattleConfirm(gs->curB);
 }
 
 void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
@@ -2118,6 +2127,13 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
 	//send info about battles
 	BattleStart bs;
 	bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
+
+	engageIntoBattle(bs.info->sides[0].color);
+	engageIntoBattle(bs.info->sides[1].color);
+
+	auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
+	bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
+
 	sendAndApply(&bs);
 }
 
@@ -2577,9 +2593,6 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
 	if(gs->curB)
 		gs->curB.dellNull();
 	
-	engageIntoBattle(army1->tempOwner);
-	engageIntoBattle(army2->tempOwner);
-
 	static const CArmedInstance *armies[2];
 	armies[0] = army1;
 	armies[1] = army2;
@@ -2587,39 +2600,39 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
 	heroes[0] = hero1;
 	heroes[1] = hero2;
 
-
 	setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
+	auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
+
 	//existing battle query for retying auto-combat
-	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
-	if(battleQuery)
+	if(lastBattleQuery)
 	{
 		for(int i : {0, 1})
 		{
 			if(heroes[i])
 			{
 				SetMana restoreInitialMana;
-				restoreInitialMana.val = battleQuery->initialHeroMana[i];
+				restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
 				restoreInitialMana.hid = heroes[i]->id;
 				sendAndApply(&restoreInitialMana);
 			}
 		}
 		
-		battleQuery->bi = gs->curB;
-		battleQuery->result = std::nullopt;
-		battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
-		battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
+		lastBattleQuery->bi = gs->curB;
+		lastBattleQuery->result = std::nullopt;
+		lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
+		lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
 	}
 
-	battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
+	auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
 	for(int i : {0, 1})
 	{
 		if(heroes[i])
 		{
-			battleQuery->initialHeroMana[i] = heroes[i]->mana;
+			nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
 		}
 	}
-	queries.addQuery(battleQuery);
+	queries.addQuery(nextBattleQuery);
 
 	this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
 }

+ 1 - 1
server/CQuery.cpp

@@ -176,7 +176,7 @@ void CObjectVisitQuery::onExposure(QueryPtr topQuery)
 	if(gh->isValidObject(visitedObject))
 		topQuery->notifyObjectAboutRemoval(*this);
 
-	owner->popQuery(*this);
+	owner->popIfTop(*this);
 }
 
 void Queries::popQuery(PlayerColor player, QueryPtr query)

+ 5 - 4
server/HeroPoolProcessor.cpp

@@ -237,18 +237,19 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
 		gameHandler->complain("Hero is not available for hiring!");
 		return false;
 	}
+	const auto targetPos = mapObject->visitablePos();
 
 	HeroRecruited hr;
 	hr.tid = mapObject->id;
 	hr.hid = recruitedHero->subID;
 	hr.player = player;
-	hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
-	if(gameHandler->getTile(hr.tile)->isWater())
+	hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
+	if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
 	{
 		//Create a new boat for hero
-		gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
+		gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
 
-		hr.boatId = gameHandler->getTopObj(hr.tile)->id;
+		hr.boatId = gameHandler->getTopObj(targetPos)->id;
 	}
 
 	// apply netpack -> this will remove hired hero from pool