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Commit Graph

426 Commits

Author SHA1 Message Date
eb9f29e368 VCAI: restoring teleport probing feature for updated mechanics 2015-12-02 19:26:24 +03:00
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
f6de3f94ca Teleports: use TTeleportExitsList typedef for exits list
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
2ef9d7c3ec Rename getCost back to getMovementCost
Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
b2e1ee5363 CGameState: move two pathfinding-related functions to CPathfinderHelper
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
866a0a1fc0 VCAI: little improvement for 2a59cb6191 2015-11-08 23:02:59 +03:00
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
4b64bec711 EPathfindingLayer: copy other code from ETerrainType for debugging 2015-11-02 13:25:01 +03:00
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
d46364c4c3 Merge branch 'develop' into issue/2306
Need to reapply changes to pathfiner

Conflicts:
	AI/VCAI/VCAI.cpp
	lib/CGameState.cpp
	lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
fa8a282696 Fix pthread_mutex_lock abort() in requestActionASAP impl 2015-10-31 18:04:06 +03:00
1e36f3cecd Cache SectorMap where possible and update when necessary. 2015-10-26 16:38:17 +01:00
c9e03405f2 fix a warning 2015-10-25 23:17:33 +03:00
e8e484bbca Merge branch 'mutexRelax_fix' into develop 2015-10-25 22:35:19 +03:00
2a59cb6191 Fixed #2308 - AI didn't attack enemy heroes at all. 2015-10-25 11:55:50 +01:00
768b1ca289 More consitent code. 2015-10-25 11:16:43 +01:00
87f838f286 AI should poke inaccessible Quest Guards less often. 2015-10-25 08:39:03 +01:00
520e42bcd7 Fixed #2317 2015-10-25 08:21:15 +01:00
4e444abf66 Few more uses of cached visibleTiles. 2015-10-24 20:46:55 +02:00
a6ea0981b6 Merge branch 'develop' into mutexRelax 2015-10-24 18:30:43 +02:00
d24fd10e21 Fix std::abs warning
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
fe2a72f543 Minor optimization. 2015-08-31 10:08:50 +02:00
afe65d1264 Relaxed some locks in VCAI. 2015-08-31 09:18:24 +02:00
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
2012d53dd6 Fixed issues with exchanging combo artifacts (#2132). 2015-08-30 15:15:04 +02:00
6af8db2c69 Fixed logic discrepancy for (in)visible objects. Fixes #2224, #2225 and possibly more. 2015-08-30 09:14:54 +02:00
782c8ec40b Changed windows minimum version back to winxp due to mingw bug
* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
03a295f1a0 Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts 2015-08-20 03:28:04 +03:00
53b85d16be Cleanup C::B projects 2015-06-21 01:59:33 +03:00
f3c7774576 AiI will ignore winning conditions that require defeating his own objects. Fixes #2174 2015-04-13 18:45:43 +02:00
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
d32461d9d1 Complete solution for artifact equip & exchange. 2015-04-09 09:53:17 +02:00
b3f482b8a8 Restored artifact selection & exchange, work in progress. 2015-04-07 22:48:35 +02:00
264a0c4fe7 - Restored evaluation of wander targets at every step.
- First wander target will be sorted by distance (closest) as well.
2015-04-07 08:55:13 +02:00
2f588b548e Fixed one case when heroes exchanged armies until ran out of movement points. 2015-04-07 08:43:10 +02:00
6cfc89dc7c A number of fixes for wander / SectorMap. 2015-04-05 21:13:47 +02:00
a208afeee6 Removed new code, it was enough to fix the old one. 2015-03-30 16:54:32 +02:00
b2a75551c8 - Extensive use of SectorMap. AI will not eagerly pick guarded and blocked treasures.
- Fixed usage of boats, added Boat building as a part of Explore goal. This resolves #2151
2015-03-30 15:32:23 +02:00
299e9d5a0b Experiment - do not prioritize reserved objects during wandering to prevent running back and forth. 2015-03-30 10:07:37 +02:00
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
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
f7a999f0f3 VCAI: add destinationTeleport to serialization 2015-03-09 15:37:54 +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