@@ -78,7 +78,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
#if AI_TRACE_LEVEL >= 1
- logAi->trace("Found %d paths", paths.size());
+ logAi->trace("Gather army found %d paths", paths.size());
#endif
for(const AIPath & path : paths)
@@ -712,7 +712,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
-#ifdef AI_TRACE_LEVEL >= 1
+#ifdef AI_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",
task->toString(),
evaluationContext.armyLossPersentage,
@@ -120,19 +120,14 @@ std::string CompleteQuest::questToString() const
TGoalVec CompleteQuest::tryCompleteQuest() const
{
- TGoalVec solutions;
-
- auto tasks = CaptureObjectsBehavior(q.obj).decompose();
+ auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
- for(auto task : tasks)
+ vstd::erase_if(paths, [&](const AIPath & path) -> bool
- if(task->hero && q.quest->checkQuest(task->hero.get()))
- {
- solutions.push_back(task);
- }
- return solutions;
+ return !q.quest->checkQuest(path.targetHero);
+ });
+
+ return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
TGoalVec CompleteQuest::missionArt() const
@@ -159,7 +154,7 @@ TGoalVec CompleteQuest::missionHero() const
if(solutions.empty())
//rule of a thumb - quest heroes usually are locked in prisons
- return CaptureObjectsBehavior().ofType(Obj::PRISON).decompose();
+ solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON)));
return solutions;
@@ -11,7 +11,7 @@
#pragma once
#define PATHFINDER_TRACE_LEVEL 0
-#define AI_TRACE_LEVEL 1
+#define AI_TRACE_LEVEL 0
#define SCOUT_TURN_DISTANCE_LIMIT 3
#include "../../../lib/CPathfinder.h"