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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

49 Commits

Author SHA1 Message Date
Xilmi
6c4996ff54 AI will now devalue the usefulness of non-flying units when attacking defensive structures in order to prevent suiciding against castles 2025-02-09 17:33:39 +00:00
Ivan Savenko
3479ec9651 Per-hero artifact scoring for NKAI
AI now has better (but not perfect) system for scoring artifacts.

All artifacts now have their base score, based on bonuses provided by
the artifact. For composite artifacts, AI will also consider bonuses
from its components.

When exploring, AI will now weight artifacts as min(base score, price /
5), meaning even artifacts that AI can't score will still have some
priority, if only to sell them or deny them to enemy

AI will now also consider what to equip when trading with heroes or on
the end of AI pass. When considering what to equip, hero will use base
score of an artifact, adjusted by how relevant particular bonus /
artifact for a hero. Some examples:
- Morale-bonusing artifacts have their score reduced based on percentage
of undeads in the army, all the way to 0 for undead-only troops
- Artifacts that give spells (books, hat) will have score reduced based
on how many of these spells are already known by hero
- Land movement artifacts have zero score while on water and vice versa
- Necromancy artifacts will have zero score if hero does not have
necromancy
- Archery artifacts are scaled by amount of ranged troops, and only used
if hero has archery skill

AI may still equip 'bad' artifact, however this should only happen if
hero has no other artifacts to equip into said slot.

TODO's for future PR's (although not sure if / when I will work on
these):
- avoid equipping duplicates of the same artifact. Most notably with
scrolls, but may happen with other misc artifacts or rings.

- consideration for various spell-immunity neclaces

- consideration for birectional artifacts, like Shackles of War, or some
Spheres - since these artifacts need consideration on what our expected
enemy is to correctly estimate whether

- equipping artifacts based on immediate need - for example, equipping
recovery artifacts before end of day, equipping legion pieces only in
town on day 7, preparing for strong / weak enemies (or even preparing
for specific enemy in advance)

- transferring resource-generating artifacts and such to scout heroes,
allowing main hero to focus on combat

- ensure that AI can equip combined artifacts even if non-primary slots
are in use - by considering whether score of combined artifact is higher
than score of all used slots
2025-01-18 13:14:24 +00:00
Ivan Savenko
be2327d000 Removed no longer used or redundant constants 2024-11-28 12:11:13 +00:00
Ivan Savenko
b25702f15e expose safeAttackRatio to AI config 2024-11-28 11:53:51 +00:00
Ivan Savenko
4aa73b40c9 Split CTownHandler into smaller chunks 2024-07-21 18:21:48 +00:00
Ivan Savenko
6b8f94e6e7 Merge remote-tracking branch 'vcmi/master' into develop 2024-07-11 17:43:44 +00:00
Ivan Savenko
24b77b0972 Remove access to hero name translation 2024-07-03 17:01:38 +00:00
Ivan Savenko
f3de2cfe1c Removed broken & unused serialization of player interface and AI 2024-05-17 16:35:53 +00:00
Andrii Danylchenko
6e641dbdea - fix empty army with only commander issues 2024-04-26 23:18:20 +03:00
Andrii Danylchenko
3939c4b9d3 NKAI: stability fixes and regression 2024-04-20 14:32:58 +03:00
Andrii Danylchenko
ed76d8a652 NKAI: allow multiple tasks to be executed from one calculation 2024-04-14 16:46:05 +03:00
Andrii Danylchenko
728f673763 NKAI: remove static ai field 2024-03-31 21:11:25 +03:00
Andrii Danylchenko
d6f1a5c2b3 NKAI: parallel capture objects 2024-03-29 20:39:03 +02:00
Andrii Danylchenko
adfcb650e2 NKAI: object graph fixes 2024-03-25 21:04:08 +02:00
Andrii Danylchenko
419d6a648b NKAI: optimize clusterization and pathfinding for object graph 2024-03-24 09:32:54 +02:00
Andrii Danylchenko
376a17409f NKAI: initial implementation of object graph 2024-03-02 15:52:45 +02:00
Ivan Savenko
0c07384293 Refactoring of serialization versioning handling
- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum

Save compatibility with 1.4.X saves should be intact
2024-01-20 20:34:51 +02:00
Ivan Savenko
d5c4478816 Remove most of non-const access to VLC entities 2024-01-19 13:54:49 +02:00
Alexander Wilms
f3277b7953 Define each identifier in a dedicated statement 2024-01-10 00:22:23 +00:00
Ivan Savenko
62cd8b12d4 Converted several namespace enums to enum class 2023-08-25 13:38:02 +03:00
Ivan Savenko
17d3d663ee Converted creature ID and spell ID to new form 2023-08-25 13:38:02 +03:00
Ivan Savenko
87957e74c1 Replaced boost::thread_specific_ptr with thread_local 2023-08-23 16:32:29 +03:00
Ivan Savenko
87fcfa4add Removed excessive pathfinder includes 2023-06-21 12:00:44 +03:00
Ivan Savenko
d6a357fd17 Split some map object files into smaller files. Reduced includes usage. 2023-06-02 21:47:37 +03:00
Konstantin
86f5d6de69 vcmi: modernize headers 2023-04-30 13:35:54 +03:00
Konstantin
11b237a23c vcmi: massive refactoring v1 2023-04-05 22:33:12 +03:00
Ivan Savenko
3219e322ae Fixed all non-silenced gcc/clang warnings 2022-12-07 18:05:47 +02:00
Andrii Danylchenko
e9c725181c NKAI: fix retreat logic 2022-10-15 15:15:12 +03:00
Andrii Danylchenko
eeea01d778 NKAI: namespace 2022-10-04 08:40:14 +03:00
DjWarmonger
7ba271edf1
Rotation rebase2 ()
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y].
* Nullkiller AI can get it too.
* Use boost::multi_array instead of nested vectors
* In MapHandler too
* Rotate foreach algorithms, too
* VCAI gets rotated, too
2022-09-18 17:39:10 +03:00
nordsoft
c24fc89fe3 Lambda decltype on compile time instead of runtime 2022-09-14 12:08:20 +03:00
Andrey Filipenkov
af6d666778 use high_resolution_clock instead of steady_clock 2021-11-23 11:56:06 +03:00
Andrey Filipenkov
fc064b1c45 replace boost::chrono with std::chrono 2021-11-23 10:23:55 +03:00
Andrii Danylchenko
b00a1dee28 Fix build 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
87a8c776c9 Nullkiller: reduce memory usage for x86 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
bc95e4b935 Fix tbb build 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
9a203b8af9 Nullkiller: parallel object clusterization, stabilization 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
1fdf0de75d Nullkiller: clusterization fixes, heroes clusterization for additional mains in case of locked heroes 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
5bfe71c8f3 Nullkiller: small optimization of AIPathfinder for big maps 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
1806dd8447 Nullkiller: remove AIhelper + refactoring 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
e95ccda5de Nullkiller: various fixes for town portal and other 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
cebb5b296b Nullkiller: fix priorities after refactoring 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
8f8c5ca255 Nullkiller: initial decomposition 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
af9261d428 NullkillerAI: Added movement cost by hero role. New priority engine looks more or less stable. 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
84e5e6ac17 Nullkiller: rework defence a bit 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
8961f1c803 AI: fix hero exchange logic, allow splitting weakest-fastest creature, refactoring 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
a88181acd7 AI: separate hero chain recalculation 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
9d70b28c9b AI: hero chain basic logic 2021-07-26 21:02:50 +03:00
Andrii Danylchenko
be4f803d4a Nullkiller: copy VCAI 2021-07-26 21:02:50 +03:00