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Commit Graph

4794 Commits

Author SHA1 Message Date
17f3f94ca6 CGSubterraneanGate: fix pairing and always assign all gates to channel
Before gates on underground layer didn't had any channel assigned and of course any function that attempt to check -1 channel caused crash.
Also I find out that at point postInit executed It's possible to get mutable gamestate via gameState() callback so we don't need to pass it there.
2015-03-11 17:17:21 +03:00
f3cdadf142 Update ChangeLog 2015-03-11 10:51:19 +01:00
53af95f0a6 Few spell tweaks 2015-03-10 23:45:09 +03:00
1fd4a6daae Fix merge of SpellsRefactoring5 2015-03-10 23:23:28 +03:00
719fcef34e Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-03-10 19:57:35 +01:00
b5c270082b Added missing files. 2015-03-10 18:32:05 +01:00
2145be281a Merge pull request #86 from ArseniyShestakov/fixQuestSaving
Fix saving of player's quests and bump save format version
2015-03-10 18:01:38 +03:00
8820bc05a9 MSVS compiler doesn't allow default arguments for Lambdas. 2015-03-10 10:06:45 +01:00
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
f7f3c2f21a Migrated to SDL2. It also fixes animation speed in combat.
Library package coming soon.
2015-03-10 08:57:45 +01:00
5d716d2a1c Added information teleportation support changes 2015-03-10 03:32:33 +03:00
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
74e94f9cfb Merge branch 'alexvins-SpellsRefactoring5' into develop 2015-03-09 20:26:03 +01:00
f7b5ecf642 Something that compiles. 2015-03-09 20:07:28 +01:00
f32849a73e Attempt to compile refactored spells in MSVS. 2015-03-09 19:24:45 +01:00
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
1801b5eaf4 CGTeleport: use vstd::erase_if_present in getAll functions 2015-03-09 15:44:48 +03:00
f7a999f0f3 VCAI: add destinationTeleport to serialization 2015-03-09 15:37:54 +03:00
5c6633f8ad CPathfinder::addTeleportWhirlpool: check that obj isn't nullptr 2015-03-09 15:32:09 +03:00
00b0af7306 CGameInfoCallback: now actually drop excludeId argument 2015-03-09 14:20:34 +03:00
861104f493 CGameInfoCallback: refactoring of getTeleportChannelEntraces / getTeleportChannelExits
Move shared filtering code into getVisibleTeleportObjects.
Also remove excludeId as it's not currently used.
2015-03-09 05:10:31 +03:00
930a8b49da CPathfinder: move complicated check into lambda 2015-03-09 04:24:12 +03:00
8524bdbc25 VCAI: use copy_if instead of erase_if for teleport exit probing list 2015-03-09 03:24:39 +03:00
496338813c VCAI: explicitly check for teleportation between subterranean gates 2015-03-09 02:27:49 +03:00
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
0c1a37e5a7 CGameInfoCallback: more functions to check teleport channel types 2015-03-09 02:01:24 +03:00
eff4da1d03 ETeleportChannelType: is now strongly typed enumeration 2015-03-09 01:45:39 +03:00
3b057e0408 CGMonolith: fix switch formatting 2015-03-09 01:27:40 +03:00
8d901ad4d0 VCAI Explore goal: fix switch formatting 2015-03-09 01:25:52 +03:00
606013c535 CGSubterraneanGate::postInit put const back
Originally I removed it when change this code to actually change object.
Though this sorting can work with constant object just fine.
2015-03-08 21:16:30 +03:00
826a64b579 Pack of tiny code improvements for @alexvins request 2015-03-08 20:19:00 +03:00
f490ea1fcd VCAI Explore goal: remove useless check 2015-03-08 18:36:25 +03:00
a741c5fefd Added myself to AUTHORS file 2015-03-08 18:11:43 +03:00
6d77322d6a CGMonolith: add text dialog when player visit one-way monolith exit 2015-03-08 18:07:06 +03:00
afac28a2f5 VCAI little fix for typo in retreiveVisitableObjs 2015-03-08 17:56:59 +03:00
9ece636cf8 VCAI Explore goal: add monolith's exploration support
Explore will also suggest AI to re-enter bidirectional teleporter in case of one of it's exits is not visible for some reason.

Also now AI won't try to visit teleporters in case if it's know that it's channel is impassable. E.g if map have several entrance monoliths of with same same SubID that don't have exit then AI will only try to visit one of them and later of he'll know that all other monoliths of this subtype is blocked because they all using same channel.
2015-03-08 17:49:14 +03:00
12cf883740 VCAI: add all new movement code include teleports and transit support 2015-03-08 17:47:58 +03:00
665712c196 VCAI: add any newly found teleports to knownTeleportChannels
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
ab7ad4741a AIStatus: add teleport channel probing mode
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
5233b60243 CPlayerInterface: all new code for automatic teleport usage 2015-03-08 17:17:24 +03:00
530b63f7c4 CPathfinder: add all new code for pathfinding via teleporters
Each kind of teleporter have own function that determine if it's should or shouldn't be used.
For now Monolith with bidirectional channels and Subterranean Gate are united.
2015-03-08 17:13:26 +03:00
3773859e9d CGameHandler::moveHero allow transit, but for teleports only 2015-03-08 17:08:57 +03:00
21aaad6972 MoveHero: add transit movement option
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
25656aa586 Add showTeleportDialog everywhere except actual code for AI and player
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
18535db0ef Add TeleportDialog and CTeleportDialogQuery
TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00
8d7b6d119f CGameInfoCallback: add functions that gather information about teleport channels
This code belongs to callback because both player and AI shouldn't directly access information about teleport channels.
For example pathfinder code need to check teleport channel type only based on information about objects player already seen.
2015-03-08 16:21:14 +03:00
1c2afc659f Config: replace teleport handler with monolith, subterraneanGate and whirlpool 2015-03-08 16:17:33 +03:00
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
04a1df29ad Add TeleportChannel / TeleportChannelID / ETeleportChannelType
TeleportChannel is structure that contain two vectors of entrances and exits for certain teleport channel. It's also store passability state independently which almost only useful for Player and AI as they can't know if channel passible or not until enough entrances / exits are visible or server passed them information that certain channel is impassible when they visited entrance.

ETeleportChannelType is determined by checking intersection between entrances and exit vectors or checking their size:
 - IMPASSABLE: one of vectors empty or only one entrance id is same as only one exit id.
 - BIDIRECTIONAL: contents of both vectors is exactly the same.
 - UNIDIRECTIONAL: contents of both vectors do not intersect.
 - MIXED: contents of vectors only partially intersect. Not currently used; added for future modding.
2015-03-08 15:18:53 +03:00
f145c82031 TerrainTile: implement exclusion for topVisitable functions
For pathfinder we usually want to check what object hero staying on.
Hero is always top object so we need option to exclude it.
2015-03-08 15:05:24 +03:00