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
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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
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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
2ef9d7c3ec
Rename getCost back to getMovementCost
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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
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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
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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
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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
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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
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* 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
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- 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.
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- 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.
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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
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
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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