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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

* fixed project files for RD configuration

* fixed crash when creature is casting Hypnosis (ie. exped Vampire Lords)
* fixed crash when creature is casting Cure before attack (ie. exped Unicorns)
* fixed crash when creature is summoning elemental (TODO fix it)
* fixed crash when doing a bonus system operation with a hero liberated from prison (ie. entering town or battle)
* fixed deadlock when StupidAI tried to assault the turrets
* fixed never ending siege when StupidAI has to use catapult (no more deadlocks on AI-AI siege)
* fixed deadlock when a hero received a level during another player's turn (ie. when he successfully defended)
* AI can win the game by defeating all enemies if there is a specific victory condition applying only to human players
* added options to help testing adventure map AI (--onlyAI, --autoSkip and --oneGoodAI).
* many minor changes
This commit is contained in:
Michał W. Urbańczyk
2012-01-03 01:55:26 +00:00
parent 91c0ce33f4
commit 046e54563c
35 changed files with 305 additions and 107 deletions

View File

@@ -121,7 +121,7 @@ void CClient::waitForMoveAndSend(int color)
assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->getStack(gs->curB->activeStack, false));
MakeAction temp_action(ba);
*serv << &temp_action;
serv->sendPackToServer(temp_action, color);
return;
}HANDLE_EXCEPTION
tlog1 << "We should not be here!" << std::endl;
@@ -169,7 +169,7 @@ void CClient::save(const std::string & fname)
}
SaveGame save_game(fname);
*serv << &save_game;
serv->sendPackToServer((CPackForClient&)save_game, getCurrentPlayer());
}
void CClient::endGame( bool closeConnection /*= true*/ )
@@ -348,6 +348,7 @@ void CClient::newGame( CConnection *con, StartInfo *si )
}
int humanPlayers = 0;
int sensibleAILimit = conf.cc.oneGoodAI ? 1 : GameConstants::PLAYER_LIMIT;
for(std::map<int, PlayerSettings>::iterator it = gs->scenarioOps->playerInfos.begin();
it != gs->scenarioOps->playerInfos.end(); ++it)//initializing interfaces for players
{
@@ -361,7 +362,13 @@ void CClient::newGame( CConnection *con, StartInfo *si )
CCallback *cb = new CCallback(gs,color,this);
if(!it->second.human)
{
playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(conf.cc.defaultPlayerAI));
std::string AItoGive = conf.cc.defaultPlayerAI;
if(!sensibleAILimit)
AItoGive = "GeniusAI";
else
sensibleAILimit--;
playerint[color] = static_cast<CGameInterface*>(CDynLibHandler::getNewAI(AItoGive));
tlog1 << "Player " << (int)color << " will be lead by " << AItoGive << std::endl;
}
else
{
@@ -515,7 +522,7 @@ void CClient::stopConnection()
tlog0 << "Connection has been requested to be closed.\n";
boost::unique_lock<boost::mutex>(*serv->wmx);
CloseServer close_server;
*serv << &close_server;
serv->sendPackToServer(close_server, 255);
tlog0 << "Sent closing signal to the server\n";
}
@@ -579,7 +586,7 @@ void CClient::commitPackage( CPackForClient *pack )
CommitPackage cp;
cp.freePack = false;
cp.packToCommit = pack;
*serv << &cp;
serv->sendPackToServer(cp, 255);
}
int CClient::getLocalPlayer() const
@@ -605,7 +612,7 @@ void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
{
MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
serv->sendPack(ma);
serv->sendPackToServer(ma, battleInt->playerID);
}
} HANDLE_EXCEPTION
}