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@@ -365,9 +365,9 @@ void Nullkiller::makeTurn()
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Goals::TGoalVec bestTasks;
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+ logAi->info("Beginning: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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for(int i = 1; i <= settings->getMaxPass() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME; i++)
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{
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- logAi->info("Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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auto start = std::chrono::high_resolution_clock::now();
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updateAiState(i);
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@@ -485,7 +485,7 @@ void Nullkiller::makeTurn()
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continue;
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}
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- logAi->info("Performing prio %d task %s with prio: %d", prioOfTask, bestTask->toString(), bestTask->priority);
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+ logAi->info("Pass %d: Performing prio %d task %s with prio: %d", i, prioOfTask, bestTask->toString(), bestTask->priority);
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if(!executeTask(bestTask))
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{
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if(hasAnySuccess)
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@@ -509,6 +509,15 @@ void Nullkiller::makeTurn()
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logAi->warn("Maxpass exceeded. Terminating AI turn.");
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}
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}
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+ for (auto heroInfo : cb->getHeroesInfo())
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+ {
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+ totalHeroStrength += heroInfo->getTotalStrength();
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+ }
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+ for (auto townInfo : cb->getTownsInfo())
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+ {
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+ totalTownLevel += townInfo->getTownLevel();
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+ }
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+ logAi->info("End: Strength: %f Townlevel: %d Resources: %s", totalHeroStrength, totalTownLevel, cb->getResourceAmount().toString());
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}
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bool Nullkiller::areAffectedObjectsPresent(Goals::TTask task) const
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@@ -662,7 +671,7 @@ bool Nullkiller::handleTrading()
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//TODO trade only as much as needed
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if (toGive && toGive <= available[mostExpendable]) //don't try to sell 0 resources
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{
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- cb->trade(m, EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
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+ cb->trade(m->getObjInstanceID(), EMarketMode::RESOURCE_RESOURCE, GameResID(mostExpendable), GameResID(mostWanted), toGive);
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logAi->info("Traded %d of %s for %d of %s at %s", toGive, mostExpendable, toGet, mostWanted, obj->getObjectName());
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haveTraded = true;
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shouldTryToTrade = true;
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