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ihhub avatar ihhub commented on July 2, 2024 1

Hi @idshibanov and @oleg-derevenetz , I would like to hear your opinion about a possible solution. One of them to simply add _enemyArmies.erase( tileIndex ); but I have a feeling it is not a proper solution. What do you think?

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Canop avatar Canop commented on July 2, 2024

I can make a PR with the workaround I mention, or we may look for another solution (maybe update _enemyArmies on a hero being dismissed, assuming I correctly understood what happens ?)

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ihhub avatar ihhub commented on July 2, 2024

We root cause of this assertion is that we do not update priority targets properly for AI after the action within Normal::updatePriorityTargets() method. More specifically, _enemyArmies is not updated. We must erase tile ID after capturing a town which we don't do. In this example the AI tries to clear a DEFEND task under if ( hero.GetIndex() != tileIndex ) { condition. I think this comment is not valid:

// Either the castle has just been captured, or the hero meets the guest hero of a friendly castle. No task should be updated.
// If any of these assertions blow up, then this is not one of these cases.

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ihhub avatar ihhub commented on July 2, 2024

It looks like a regression from #7379.

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