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vcmi/AI/BattleAI/BattleAI.cbp

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="BattleAI" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug-win32">
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<Option platforms="Windows;" />
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<Option output="../BattleAI" imp_lib="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).a" def_file="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).def" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Debug/x86/" />
<Option type="3" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
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<Add option="-lboost_thread$(#boost.libsuffix32)" />
<Add option="-lboost_system$(#boost.libsuffix32)" />
<Add option="-lVCMI_lib" />
<Add directory="$(#boost.lib32)" />
</Linker>
</Target>
<Target title="Release-win32">
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<Option platforms="Windows;" />
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<Option output="../BattleAI" imp_lib="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).a" def_file="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).def" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Release/x86/" />
<Option type="3" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
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<Add option="-lboost_thread$(#boost.libsuffix32)" />
<Add option="-lboost_system$(#boost.libsuffix32)" />
<Add option="-lVCMI_lib" />
<Add directory="$(#boost.lib32)" />
</Linker>
</Target>
<Target title="Debug-win64">
<Option platforms="Windows;" />
<Option output="../BattleAI" imp_lib="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).a" def_file="$(TARGET_OUTPUT_DIR)$(TARGET_OUTPUT_BASENAME).def" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Debug/x64/" />
<Option type="3" />
<Option compiler="gnu_gcc_compiler_x64" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
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<Add option="-lboost_thread$(#boost.libsuffix64)" />
<Add option="-lboost_system$(#boost.libsuffix64)" />
<Add option="-lVCMI_lib" />
<Add directory="$(#boost.lib64)" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-pedantic" />
<Add option="-Wextra" />
<Add option="-Wall" />
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<Add option="-std=gnu++11" />
<Add option="-fexceptions" />
<Add option="-Wpointer-arith" />
<Add option="-Wno-switch" />
<Add option="-Wno-sign-compare" />
<Add option="-Wno-unused-parameter" />
<Add option="-Wno-overloaded-virtual" />
<Add option="-DBOOST_ALL_DYN_LINK" />
<Add option="-DBOOST_SYSTEM_NO_DEPRECATED" />
<Add option="-D_WIN32_WINNT=0x0600" />
<Add option="-D_WIN32" />
<Add directory="$(#boost.include)" />
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<Add directory="../../include" />
</Compiler>
<Linker>
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<Add directory="../.." />
</Linker>
<Unit filename="AttackPossibility.cpp" />
<Unit filename="AttackPossibility.h" />
<Unit filename="BattleAI.cpp" />
<Unit filename="BattleAI.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
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<Unit filename="CMakeLists.txt" />
<Unit filename="EnemyInfo.cpp" />
<Unit filename="EnemyInfo.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
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<Unit filename="PossibleSpellcast.cpp" />
<Unit filename="PossibleSpellcast.h" />
<Unit filename="PotentialTargets.cpp" />
<Unit filename="PotentialTargets.h" />
<Unit filename="StackWithBonuses.cpp" />
<Unit filename="StackWithBonuses.h" />
<Unit filename="StdInc.h">
<Option compile="1" />
<Option weight="0" />
</Unit>
<Unit filename="ThreatMap.cpp" />
<Unit filename="ThreatMap.h" />
<Unit filename="common.cpp" />
<Unit filename="common.h" />
<Unit filename="main.cpp" />
<Extensions>
<lib_finder disable_auto="1" />
</Extensions>
</Project>
</CodeBlocks_project_file>