ArseniyShestakov
7708810148
VCAI: don't serialize destinationTeleportPos to avoid crash
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This won't affect AI functionality except if game saved while AI moving through teleporters.
Serialization for some reason don't work properly and cause save loading to fail.
2015-12-05 08:08:02 +03:00
ArseniyShestakov
0a5e9c0fbe
Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
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Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
Ivan Savenko
faa7cbff18
Fixed gcc/clang warnings
2015-12-04 01:17:43 +02:00
ArseniyShestakov
3800bd45b7
Movement: initialize destinationTeleportPos with invalid int3 position
2015-12-04 01:54:25 +03:00
Ivan Savenko
2e56b547ee
replaced references to SectorMap with shared_ptr to avoid data races in AI code
2015-12-04 00:10:51 +02:00
Ivan Savenko
7189a12df2
removed few more includes from headers
2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad
Removed includes of CGameState from headers
2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df
Removed all #include's of CMap.h from headers.
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To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
b5100bee94
Teleport: rework code to support exit point selection for whirlpools
2015-12-02 17:56:26 +03:00
ArseniyShestakov
f6de3f94ca
Teleports: use TTeleportExitsList typedef for exits list
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There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
DjWarmonger
1e36f3cecd
Cache SectorMap where possible and update when necessary.
2015-10-26 16:38:17 +01:00
DjWarmonger
1c14dbf7b2
Cache SectorMaps to evaluate multiple goals -> huge performance boost
2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5
Cache visible tiles within SectorMap for quicker access.
2015-08-31 07:39:03 +02:00
DjWarmonger
3e8c395156
- More fixes for wander targets
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- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
DjWarmonger
b3f482b8a8
Restored artifact selection & exchange, work in progress.
2015-04-07 22:48:35 +02:00
DjWarmonger
b2a75551c8
- Extensive use of SectorMap. AI will not eagerly pick guarded and blocked treasures.
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- Fixed usage of boats, added Boat building as a part of Explore goal. This resolves #2151
2015-03-30 15:32:23 +02:00
DjWarmonger
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
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Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
f7a999f0f3
VCAI: add destinationTeleport to serialization
2015-03-09 15:37:54 +03:00
ArseniyShestakov
12cf883740
VCAI: add all new movement code include teleports and transit support
2015-03-08 17:47:58 +03:00
ArseniyShestakov
665712c196
VCAI: add any newly found teleports to knownTeleportChannels
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Now all new objects added to visitableObjs only using addVisitableObj so we can catch them for teleports handling.
I also simplified one of retreiveVisitableObjs functions because it's only used for inserting things into visitableObjs.
2015-03-08 17:38:09 +03:00
ArseniyShestakov
ab7ad4741a
AIStatus: add teleport channel probing mode
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When AI going through bidirectional teleport it's always getting list of all available exits.
If some of exits are invisible it's will attempt to visit each of them teleport probing begins.
2015-03-08 17:23:56 +03:00
ArseniyShestakov
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
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Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
AlexVinS
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
AlexVinS
685deddac1
Start spell-relatet files reorganisation
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* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
3bca68fd2d
Initial refactoring
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* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
Ivan Savenko
b67618ab53
First batch of AI fixes:
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- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
Ivan Savenko
6c0c03d74b
Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
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- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
Ivan Savenko
b2e8c92383
Cleanup:
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- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
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- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
Ivan Savenko
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
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Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
DjWarmonger
8c24ea0bfb
Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
2014-05-30 16:50:06 +02:00
Ivan Savenko
7f276185bd
Moving files:
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- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
DjWarmonger
30b79588db
- Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.
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- Some optimizations with local cb pinter in VCAI.
2014-04-01 11:53:28 +00:00
DjWarmonger
441e4b2cb2
Improvements for AI speed ( #1760 )
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AI heroes will be excluded from exploration if:
- There is no clear way to next exploration point or
- There is no possible exploration point at all
AI heroes will be erased from the list above if:
- FoW changes
- New object is added
- To prevent lock, primary hero will be erased at the start of each turn
2014-03-23 16:00:43 +00:00
DjWarmonger
8ce6659633
Important fix for unreserving objects.
2014-02-23 20:37:33 +00:00
DjWarmonger
94c8f01732
Commiting some minor tweaks before next dev version.
2014-02-23 16:55:42 +00:00
Michał W. Urbańczyk
458ba47965
Compile fix for non-msvc, as per https://github.com/vcmi/vcmi/pull/8
2014-02-21 12:27:56 +00:00
DjWarmonger
b0b0249524
- Implemented serialization of Goals. Loaded games work, at least.
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- Attempts to add Subterranean Gates to SectorMap
- Extensive use of ClearWayTo goal.
2014-02-20 20:18:49 +00:00
DjWarmonger
a3cad2883f
- Restored correct specialty serialization ( #1599 and all its children)
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- Fixed rare AI crash
- Fixed AI visiting some objects many times
- Some cleanup and refactoring
2014-02-17 17:28:39 +00:00
DjWarmonger
6ee823298a
- Various improvements for exploration
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* Heroes will try to use SectorMap if there are no accessible tiles
* Remove some loopholes and pitfalls when all the ways are blocked
* Fixed AI not conquering some (reserved) objects
Still missing: SectorMap does not use Subterranean Gates :(
- Improvements for army exchange
* Fixed exchange condition
* Bidirectional exchange is possible
2014-02-17 07:36:03 +00:00
DjWarmonger
b368e565ab
- fixed #1714
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- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
DjWarmonger
c2cbd8da27
Un-abstracted AbstractGoal to allow serialization.
2014-01-06 14:17:56 +00:00
beegee1
b8eddcd9a8
- Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
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- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
- Refactored pickHero into pickNextHeroType (hero generation sequence) and pickUnusedHeroTypeRandomly
- Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
- Fixed Fuzzy.cpp and VCAI.h compilation on Clang
- Added a handleException function in addition to our macros (no use of macros, enables debugging support, does not re-throw, catches ...-case too)
2013-12-28 12:47:55 +00:00
DjWarmonger
e5b011abe0
- Fixed heroes stalling. Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended.
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- Fixed multiple issues with ClearWayTo goal.
2013-12-26 09:53:37 +00:00
DjWarmonger
7af9b0ea74
Replaced AI vectors by sets for both performance and safety.
2013-12-25 13:38:20 +00:00
DjWarmonger
aec04d920e
Endless crusade against AI issues and loopholes!
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- Fixed #1126
- ClearWayTo and GatherArmy goals will also consider multiple subgoals
- GatherArmy may include building dwellings in town (experimental)
2013-12-23 20:46:01 +00:00
DjWarmonger
a6ce282f8a
Dramatically reduced exploration complexity. AI will check only nearby objects.
2013-12-21 19:17:27 +00:00
DjWarmonger
983c0496d0
Some work towards fuzzy goal comparison.
2013-12-19 20:21:21 +00:00
Ivan Savenko
881a7cf862
- added check to avoid recursion in AI town building code
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- restored previously missing AI shield during AI turn
2013-12-19 17:29:35 +00:00
DjWarmonger
54c52869cf
- Fixed some more cases when heroes could block each other
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- More generous checking of complete goals and their dependencies
2013-11-24 19:15:08 +00:00
DjWarmonger
b0bdfff117
Compile fixes, refactoring
2013-11-24 15:30:17 +00:00
DjWarmonger
0ab7b498f5
VCAI is now functional again!
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Implemented Visitor pattern for double-dispatch (actually only goal type dispatch).
2013-11-23 18:16:25 +00:00
DjWarmonger
e6bb39d3a4
More work on VCAI Goals, still derived functions are not called :/
2013-11-23 12:30:10 +00:00
beegee1
3e4407593f
- Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
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- Improved showing player lost message for one special case
2013-11-17 17:57:04 +00:00
DjWarmonger
900d7a03f0
Template magic. Implemented method chaining + clone pattern for Goals.
2013-11-15 17:30:16 +00:00
DjWarmonger
c77fa499e7
Some more.
2013-10-19 11:37:22 +00:00
DjWarmonger
f0248dd245
More AI refactoring.
2013-10-19 05:52:30 +00:00
DjWarmonger
9950bc6ec3
First part of AI refactoring. Trying to split AI into three distinct parts:
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- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics
Also, Goals will now be organized in object-oriented fashion.
2013-10-18 20:17:25 +00:00
Michał W. Urbańczyk
d1807585ad
Fixed at least two #1428 freezes, likely more.
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They were occurring when AI hero visited bank that was also guarded by neutral creature nearby,
2013-09-27 23:46:58 +00:00
Michał W. Urbańczyk
b62bb096a7
Fixed #1430 , work-around to make #1435 non-crashing.
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Fixed at least one of the #1428 infinite turns cases.
2013-09-11 21:57:08 +00:00
Ivan Savenko
f82122d9be
second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
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- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c
c++03 -> c++11 switch:
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- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions
NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
Michał W. Urbańczyk
254f194220
Some very early work towards autofight feature.
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Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00
Michał W. Urbańczyk
79026bdfde
Introduced strongly typed QueryID.
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Exchange between heroes is now a proper first-class query. Fixes #1269 . #66 should also be finally fully fixed.
VC projects: /Zm flag to fix compilation issues with recent Boost.
2013-05-27 10:53:28 +00:00
Michał W. Urbańczyk
5c2473d436
Support for saving/loading in player interfaces, including VCAI.
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Minor changes.
2013-05-09 11:09:23 +00:00
Michał W. Urbańczyk
d30571aa4d
AI won't access enemy heroes' objects that went under FoW. Fixes #1235 .
2013-04-21 12:11:13 +00:00
beegee1
ee51c5beb5
- Renamed /lib subfolders to lowercase
2013-04-07 10:48:07 +00:00
mateuszb
dbec99ffc7
* PlayerColor and TeamID refactoring
2013-03-03 17:06:03 +00:00
mateuszb
9e00090c42
* refactoring, a few intriguing problems remain
2013-02-13 23:55:42 +00:00
mateuszb
bda766b697
* refactoring
2013-02-12 19:49:40 +00:00
mateuszb
8a8eecd063
* refactoring
2013-02-11 19:11:34 +00:00
Michał W. Urbańczyk
e31f5062f9
Fixed crashes when VCAI cannot find hero to recruit.
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Bumped format version.
2013-02-09 17:37:38 +00:00
mateuszb
25663ce7af
* fixed vector<bool> serialization
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* refactoring
2013-02-04 19:43:16 +00:00
alexvins
4bc2fd5519
[c::b] renamed map subfolder to workaround dependency tracking bug
2013-01-03 12:19:20 +00:00
DjWarmonger
c54b983663
Some improvements for AI logging.
2012-11-15 10:40:40 +00:00
beegee1
a878f5f79a
* Separated map loading from the map object * Moved map classes to lib/Map * Renamed map.h/cpp to CMap.h/cpp * Profiling of map loading is now optional * Updated CMemoryStream
2012-11-03 13:30:47 +00:00
DjWarmonger
4bacd97497
Quests now handled by pointers again, this time without bugs.
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Fixed some issues with quests and AI.
2012-10-03 14:49:29 +00:00
DjWarmonger
977acfafc8
- Fixed possible crash at invalid quest
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- Fixed incorrect victory condition for AI (capture town/monster/hero)
- Possible fix for GET_OBJ not being completed (goal engine needs more work)
- So tweaks
2012-10-03 09:29:55 +00:00
DjWarmonger
1cf99f7be1
- Improved exploration algorithm. AI will avoid dead-end barriers and thus explore much faster.
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- Fixed crash when there are no heroes available to recruit in the map. TODO: make AI handle it
- Fixed crash when Chain Lightning has not enough targets
- Fixed crash at Hill Fort (?)
- AI will buy Spellbook for its heroes
- AI will try to use Cartographer and Observatory when exploring
- AI will not visit Prison when heroes are at max
- Experiment: AI will try to capture Mines and Dwellings when there are no enemies around (part of CONQUER goal)
2012-10-01 18:25:43 +00:00
Michał W. Urbańczyk
f8a27a9fdb
* Moved CConfigHandler from client to lib, CMake/Makefile need updating. I believe other projects besides client also need access to settings. (surprisingly there was a "server" category used only by client... and now VCAI.)
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* It is possible to set the battle ai that'll be used by neutrals by typing in VCMI console:
setBattleAI <AIName>
VCAI also respects that setting and uses given AI as its battle back-end.
2012-09-29 10:59:43 +00:00
Ivan Savenko
a138db7c9e
- removed lib headers from PCH
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- fixed #1062
- correct terrain penalty check
2012-09-06 10:39:48 +00:00
DjWarmonger
4e726f0eb2
- Handling for Hill fort and (kinda) Magic Well
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- Improved hero exchange
- Fixed strange case when AI found allied town extremely dangerous, resulting in endless loop
2012-08-29 09:19:20 +00:00
DjWarmonger
e913d94c62
VCAI can now exchange armies between heroes. By default, it will pass army to main hero.
2012-08-28 15:04:05 +00:00
DjWarmonger
356e675a65
- VCAI can now complete all types of Seer Hut Mission. GATHERTROOP victory condition should also work.
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- Minor tweaks.
2012-07-21 07:15:53 +00:00
DjWarmonger
d8cb3a34d3
-Fixed crash #1037
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-AI can now successfully complete several types of quests.
-Lots of tweaks for AI
TODO: fix bizarre crash when opening borderguard
2012-07-19 09:10:55 +00:00
DjWarmonger
624908e403
- Fixed unserialized GrowingArtifact, causing crash
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- An attempt to teach AI completing quests
- Gathering army is now continuous, abstract goal
- Lots of fixes and tweaks in AI
2012-07-18 10:10:14 +00:00
Michał W. Urbańczyk
edccbd4809
Rewritten many parts of query handling. Fixed several scenarios leading to a hang (including #1012 ). Purged boost::function from player interface (handy but impossible to serialize). VCAI will keep description for each unanswered query, so the further debugging will be easier.
2012-07-15 15:34:00 +00:00
DjWarmonger
10a2dfefd1
VCAI will answer CommanderGotLevel query.
2012-07-06 14:09:34 +00:00
Michał W. Urbańczyk
fcdad0d323
Added class HeroPtr to VCAI that should replace CGHeroInstance*. HeroPtr is able to detect when the hero under it becomes unavailable.
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Hopefully fixed #954 (and all bugs caused by keeping a reference to hero that got killed: #998 , #1002 , #1008 , #1011 , #1018 ).
If not, assertions should pop up earlier.
2012-06-30 23:48:40 +00:00
Ivan Savenko
665837d656
- hopefully better town development for AI
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- fixed minimap blitting
- fixed crash on attacking town without moat
2012-05-19 16:22:34 +00:00
DjWarmonger
d491bc1c3a
Commanders can level up. It's non-interactive yet.
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Printing secondary skills for Commanders.
2012-05-18 14:02:27 +00:00
DjWarmonger
416c08260a
- Basic Commander window
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- First part of unified quests interface
This graphics package is needed:
http://forum.vcmi.eu/viewtopic.php?p=6943#6943
2012-05-16 17:29:05 +00:00
DjWarmonger
b597171f91
- EXPLORE goal can now be complete soAI won't get stuck
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- AI won't try to visit tiles occupied by allied heroes by default
2012-05-09 07:56:39 +00:00
DjWarmonger
b316be1701
- Introduced a mechanism to set abstract goals for AI
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- Fixed new crash when AI hero lost a battle
2012-05-08 08:10:40 +00:00
DjWarmonger
ee2768ab07
- Some work for commanders
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- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
2012-05-07 12:54:22 +00:00
Michał W. Urbańczyk
cd4c93318d
#928 and #931 should be fixed.
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Ignoring savegames from newer versions of VCMI.
2012-04-17 12:46:21 +00:00
DjWarmonger
aeb9cf9460
- First part of battle interface rewrite. Untested. May work or not work randomly.
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- Tweaks for AI logging.
2012-04-16 17:12:39 +00:00
DjWarmonger
81367ef6d5
- A complete solutions for reserved adventure objects
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- AI won't get stuck at School of War / School of Magic when no money
2012-03-29 18:26:06 +00:00