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@@ -1453,6 +1453,17 @@ bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
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void VCAI::wander(HeroPtr h)
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{
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+
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+ auto visitTownIfAny = [this](HeroPtr h) -> bool
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+ {
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+ if (h->visitedTown)
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+ {
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+ townVisitsThisWeek[h].insert(h->visitedTown);
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+ buildArmyIn(h->visitedTown);
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+ return true;
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+ }
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+ };
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+
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//unclaim objects that are now dangerous for us
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auto reservedObjsSetCopy = reservedHeroesMap[h];
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for(auto obj : reservedObjsSetCopy)
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@@ -1585,26 +1596,23 @@ void VCAI::wander(HeroPtr h)
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//wander should not cause heroes to be reserved - they are always considered free
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logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());
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- if(!goVisitObj(dest, h))
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+ if (!goVisitObj(dest, h))
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{
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- if(!dest)
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+ if (!dest)
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{
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logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
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}
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else
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{
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logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
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- return;
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+ break;
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}
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}
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- }
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-
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- if(h->visitedTown)
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- {
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- townVisitsThisWeek[h].insert(h->visitedTown);
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- buildArmyIn(h->visitedTown);
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+ else //we reached our destination
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+ visitTownIfAny(h);
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}
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}
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+ visitTownIfAny(h); //in case hero is just sitting in town
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}
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void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
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