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Commit Graph

362 Commits

Author SHA1 Message Date
Mircea TheHonestCTO
0ee10c9213 Merge branch 'develop' into feature/nullkiller2 2025-11-15 17:15:46 +01:00
Andrej Dudenhefner
6253e8321b Fix division by zero in RewardEvaluator::getArmyReward 2025-11-06 12:24:30 +01:00
Mircea TheHonestCTO
d43accfd95 Merge branch 'develop' into feature/nullkiller2 2025-10-01 17:56:58 +02:00
Laserlicht
f034584dfa replace RESOURCE_QUANTITY where possible 2025-09-14 21:12:51 +02:00
Laserlicht
75f965c93a remove allresources 2025-09-14 15:29:14 +02:00
Mircea TheHonestCTO
faedb7212b Merge branch 'develop' into feature/nullkiller2 2025-08-20 01:50:35 +02:00
Mircea TheHonestCTO
adde7caf00 revert Nullkiller to develop code 2025-08-17 12:51:18 +02:00
Mircea TheHonestCTO
f641dc74a4 armyLossRatio 2 missed renames 2025-08-15 18:16:36 +02:00
Mircea TheHonestCTO
b224bbe719 Merge branch 'develop' into feature/nullkiller2
# Conflicts:
#	AI/Nullkiller/Engine/PriorityEvaluator.cpp
2025-08-15 01:55:28 +02:00
Mircea TheHonestCTO
423eb70e2e Merge branch 'develop' into fix/monthly-random-monsters-hiding-nearby-danger 2025-08-14 23:21:20 +02:00
Mircea TheHonestCTO
fec11fc9f5 revert file name without 2 to make it easier to compare new vs old 2025-08-13 17:05:30 +02:00
Mircea TheHonestCTO
ffad6c6a43 cloned Nullkiller into Nullkiller2 2025-08-13 14:41:15 +02:00
Mircea TheHonestCTO
ce4016706e make the code easier to understand and debug 2025-08-11 21:47:25 +02:00
Mircea TheHonestCTO
1a79478196 added one comment regarding the spawning issue, good for remembering later on 2025-08-11 21:27:21 +02:00
Ivan Savenko
2ad186130f Split MapDefines file on .h per class basis 2025-07-07 18:16:42 +03:00
Laserlicht
b0f5c4dd7b allow more than 8 skills 2025-06-19 19:02:39 +02:00
Ivan Savenko
35644da2b7 Reogranize callback-related classes on 1 file = 1 class basis 2025-05-12 22:07:09 +03:00
Ivan Savenko
f1d9d8479f Extend rewards & limiters functionality 2025-05-06 17:28:12 +03:00
Ivan Savenko
5dec3efa2f Spell scrolls as a reward 2025-05-06 17:28:12 +03:00
Ivan Savenko
62e774c91e Add new rewards for configurable objects 2025-05-06 17:28:11 +03:00
Ivan Savenko
283adc37d7 Unit stack rebalancing rework
- CStackInstance::count is now private with accessor methods
- CStackInstance::experience renamed to totalExperience and now stores
total stack experience (multiplied by stack size) to reduce rounding
errors
- CStackInstance::totalExperience is now private with accessors methods
- stack experience is now automatically reallocated on stack management
- Removed buggy BulkSmartRebalanceStacks pack, that mostly duplicates
BulkRebalanceStacks
- Renamed BulkSmartSplitStack to BulkSplitAndRebalanceStack to drop
unclear "smart" in name
- Reworked split-and-rebalance logic to correctly reallocate stack
experience
2025-05-01 18:18:30 +03:00
Ivan Savenko
f70ad2c15b Reorganized artifact-related classes
- files now generally contain only 1 class (except for tightly coupled
classes)
- files are now located in lib/entities/artifact directory
- removed excessive includes

No changes to functionality
2025-04-29 13:29:08 +03:00
Ivan Savenko
4e8e85e3e4 Fix issues reported by Sonar, review fixes 2025-04-27 14:57:31 +03:00
Ivan Savenko
829739da24 Reduce usage of implicit conversions to int 2025-04-27 14:57:31 +03:00
Ivan Savenko
4d57a8ed36 Prefer to pass CGameState as reference instead of pointer 2025-04-27 14:57:31 +03:00
Ivan Savenko
9e6397d1f9 Remove pointer to boat from CGHeroInstance 2025-04-27 14:57:30 +03:00
Ivan Savenko
16a06179cf Use ArtifactInstanceID in CGArtifact 2025-04-27 14:57:30 +03:00
Ivan Savenko
c02a8a84fd Stacks of armed instance are now unique_ptr 2025-04-27 14:57:30 +03:00
Ivan Savenko
417ea6451a Remove ConstTransitivePtr from hero and town instances 2025-04-27 14:57:30 +03:00
Ivan Savenko
2b286378e8 Remove logic for banks in 1.5 format 2025-03-19 08:02:39 +00:00
Ivan Savenko
948abfb04c AI now uses std::thread, added custom thread interruption logic 2025-03-02 14:33:11 +00:00
Ivan Savenko
a8a6be7ac1 Fix potential compatibility with C++20 / C++23 mode
This fixes several issues with compatibility with C++20. C++23 was also
tested, but apparently it does not have any additional breaking changes
compared to C++20 (or we don't have those).

VCMI still uses C++17 as before - goal is only to make potential
transition easier.

There were 2 cases that are deprecated in C++20 that we use:
- Floating point operations on enums are deprecated
- `this` can no longer be captured when using default capture by value
`[=]`

Both of those should now be replaced with code that works fine in both C+
+17 and in C++20 mode
2025-03-02 14:11:48 +00:00
Laserlicht
75a95d8513 boost::lock_guard replace 2025-02-28 15:28:38 +01:00
Laserlicht
7dfb499edf replace boost locks with std 2025-02-28 15:25:58 +01:00
Ivan Savenko
645b95ba02 Renamed LibClasses * VLC to GameLibrary * LIBRARY 2025-02-21 16:54:56 +00:00
Ivan Savenko
2362c6da21 Fixes for multiple new issues from Sonar 2025-02-21 15:57:39 +00:00
Xilmi
c7b875f671 Small adjustments to defensive behavior
AI will no longer leave the defense of a threatened town in order to bring the army to another hero.

AI will no longer send heroes to die outside of towns that already have a garrisioning hero inside, if there's a stronger enemy hero lurking around the town.
2025-02-09 17:33:56 +00:00
Xilmi
1b041fe09d Update PriorityEvaluator.cpp
Keymaster is no longer considered as conquest-target (which made the AI beeline for it).
2025-02-09 17:33:45 +00:00
Xilmi
cf3eee5d8a AI-adjustments
AI no longer rushes towns that don't have a citadel or better when there is a scary enemy hero around.

AI will no longer try to maximize defenses by using the strongest possible defender. Instead it will try to use the most appropriate defender. The most appropriate is considered to have roughly 75% power of the threat and the score will be lower but still above zero the bigger the deviation is.
2025-02-09 17:33:39 +00:00
Xilmi
49d73b438b Update Nullkiller.cpp
Further warning-removal
2025-02-09 17:33:39 +00:00
Xilmi
3d87568349 Fix justified warning 2025-02-09 17:33:39 +00:00
Xilmi
5bd4b6a541 Several AI-Adjustments
Dismissing StayAtTown-tasks for heroes with less than 100 movement-points in order to avoid these tasks to be creates for heroes that have no movement over and over.

Resource-silo is now evaluated by it's output rather than like a building the AI doesn't know what it is good for.

AI should now try to maximize the highest mage-guild instead of building them slowly one by one.

Drastically reducing the score of dwelling-upgrades for upgrades the AI already has.

Heroes that are currently threatened anyways will be more brave and not care about going for things that are also threatened if there is nothing safe in range.

AI will no longer waste their heroe's MPs defending cities that don't have at least a Citatdel.

Reverted prior change that caused AI to no longer push for grey towns.
2025-02-09 17:33:39 +00:00
Xilmi
6b55401fde Swapped order of Defend and Far-Hunter-Gather 2025-02-09 17:33:39 +00:00
Xilmi
8d3970c6d5 AI-adjustments
AI no longer thinks it can recharge their mana at towns without a mage-guild.
AI no longer treats neutral monsters as if  they were their enemies.
Upgrading armies no longer has it's own priority-tier. It is now handled at the same-priority as hunter-gather.
2025-02-09 17:33:39 +00:00
Xilmi
c9f669b41d Update PriorityEvaluator.cpp
If there's several valid defense-tasks use the one that takes fewer turns to get to.
2025-02-09 17:33:39 +00:00
Xilmi
b3eecf431c Anti-suicide-changes
Fixed an issue causing the AI to use evaluationContext.powerRatio as maxWillingToLose instead of evaluationContext.powerRatio * ai->settings->getMaxArmyLossTarget().

Defense-tasks no longer ignore maxWillingToLose when the target isn't a hero.
2025-02-09 17:33:39 +00:00
Xilmi
64ff6a0631 Update PriorityEvaluator.cpp
Basic dwellings get a score-boost to take into consideration that units are immediately hirerable as opposed to just being added at the beginning of next weak. This means they should win out against early Citadels more.

Handling for conditional quicker mage-guild-upgrading incase of caster-mains.
2025-02-09 17:33:39 +00:00
Xilmi
765658ec83 Various Evaluation improvements
AI-heroes are reduce their confidence for attacks based on how many of the units they currently have stacks from exist somewhere else in their empire. So for example if an AI has 2 black-drakes while 3 more are waiting in their castle, they act as if their army was only 2/5th as strong as it is. This should make them more likely to first reinforce their army before attacking.

Changed the formula of scoring dwelling-upgrades in a way that doesn't overvalue upgrading vs. producing new units so much.

AI will no longer be so overconfident when fighting enemy heroes near their own castle. This lead to a lot of horrible trades, especially between different AI which made FFAs way easier in the long run.

AI should be better at preventing their enemies finding their towns undefended due to considering enemies that are not immediately in their castle's range too.

If only gold is missing but no special-resources the AI will no longer devalue what building it wants to build next and build something cheaper instead. This should lead to AI quicker reaching their tier 7 units and skipping some unnecessary lower tiers on the way to it.
2025-02-09 17:33:39 +00:00
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
Xilmi
ae6dcf4c6b Fix for going through all passes despite not doing anything
AI now checks whether it moved anything when it executed tasks. If it didn't it will not continue to further passes.
2025-02-09 17:33:39 +00:00