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vcmi/AI/BattleAI/CMakeLists.txt

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set(battleAI_SRCS
AttackPossibility.cpp
BattleAI.cpp
BattleEvaluator.cpp
EnemyInfo.cpp
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
PossibleSpellcast.cpp
PotentialTargets.cpp
StackWithBonuses.cpp
ThreatMap.cpp
BattleExchangeVariant.cpp
)
set(battleAI_HEADERS
StdInc.h
AttackPossibility.h
BattleAI.h
BattleEvaluator.h
EnemyInfo.h
PotentialTargets.h
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
PossibleSpellcast.h
StackWithBonuses.h
ThreatMap.h
BattleExchangeVariant.h
)
if(NOT ENABLE_STATIC_LIBS)
list(APPEND battleAI_SRCS main.cpp StdInc.cpp)
endif()
assign_source_group(${battleAI_SRCS} ${battleAI_HEADERS})
if(ENABLE_STATIC_LIBS)
add_library(BattleAI STATIC ${battleAI_SRCS} ${battleAI_HEADERS})
else()
add_library(BattleAI SHARED ${battleAI_SRCS} ${battleAI_HEADERS})
install(TARGETS BattleAI RUNTIME DESTINATION ${AI_LIB_DIR} LIBRARY DESTINATION ${AI_LIB_DIR})
endif()
target_include_directories(BattleAI PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
target_link_libraries(BattleAI PRIVATE vcmi)
vcmi_set_output_dir(BattleAI "AI")
enable_pch(BattleAI)