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Commit Graph

426 Commits

Author SHA1 Message Date
8d901ad4d0 VCAI Explore goal: fix switch formatting 2015-03-09 01:25:52 +03:00
f490ea1fcd VCAI Explore goal: remove useless check 2015-03-08 18:36:25 +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
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
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
ea46be03f3 AI: check if hero killed while visiting object he stayed on
This is need to avoid crashes like one happen in 2084, but then game bahaviour incorrect.
I'm not exactly sure if this possible currently, but I can imaging this would happen if hero decide to attack bank while staying on it.
2015-02-22 20:56:50 +03:00
60932d9ed0 AI won't ignore owned objects taken by enemies. 2015-01-24 21:38:22 +01:00
5b8180e327 Cleaning logs. 2014-12-25 12:58:15 +01:00
7735e193f0 Merge branch 'develop' into experimental/serializerrefactoring 2014-12-22 19:17:40 +01:00
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
da76a2f227 Fixed AI trying to visit tile already occupied by different hero, including #1902. 2014-12-21 14:50:26 +01:00
af02655b30 Fixed #1962 2014-12-21 11:33:53 +01:00
a823fae822 Fixed NaNs in FuzzyHelper::getTacticalAdvantage 2014-12-19 19:15:41 +01:00
cd060c00c5 Each fuzzy set of rules will use separate fuzzy engine. 2014-12-19 10:52:41 +01:00
a1e42caddd Banks won't use fuzzy engine at all, only center of mass. 2014-12-10 12:29:51 +01:00
7adb0fd600 Fuzzy engine fix by Jcrada. 2014-12-05 09:28:58 +01:00
6463c33c26 Rewrite / update terms for TacticalAdvantage. 2014-11-28 14:17:17 +01:00
9ca991282a Taken JCrada patch as it is. 2014-11-27 21:51:48 +01:00
b0cd4f4117 Added limits and assertions which show that fuzzy engine is completely bugged. 2014-11-22 18:57:17 +01:00
d0da88a515 define FL_CPP11 outside Fuzzylite source 2014-11-03 01:00:22 +03:00
941dcee0f5 Fix AI and VCAI CMakeLists.txt 2014-11-02 23:43:10 +03:00
9eeea7299a - Removed unecessary includes
- Fixed town types configured from RMG templates
2014-10-31 17:09:34 +01:00
f16e859242 [C::B] update FL project 2 2014-10-27 15:17:40 +03:00
c87f2cdaaf Updated build for MSVS. Some compile fixes to FuzzyLite source. 2014-10-26 12:32:19 +01:00
a4f98a9ebd Upgraded to FuzzyLite version 5.0 2014-10-25 16:13:20 +02:00
fab31642d9 prepare for update to fuzzylite 5.0
- use system version of fuzzylite if available
 - adapt include paths
2014-10-25 16:00:44 +02:00
66b022f93e initializer lists part1 2014-10-02 19:43:46 +04:00
95e442898e Fixed #1900 2014-10-01 13:26:04 +02:00
33c0e24940 Fixes 1895 - Properly select upper army for recruitment 2014-09-23 14:28:55 +03:00
4bb5784922 Fixing AI - dwelling visitation code should now work properly 2014-09-21 18:08:47 +03:00
b67618ab53 First batch of AI fixes:
- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
b551bdb725 Final part of the merge
Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
8b10f70afd Migrating to MSVS 2013, which allows to delete inttypes.h file. 2014-08-31 19:08:39 +02:00
1b6f2ea3b7 VCMIDirs update #5 fix
- Updated old OS detect macros.
- Fixed 1 misspell.
2014-08-26 12:19:04 +02:00
f7d8faa540 install only .dll (without .dll.a) 2014-07-11 17:27:50 +03:00
195eae48ca Merge branch 'develop' into SDL2
Conflicts:
	client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
1157111fcf More bugfixing:
- Fixed compile in VCAI (precompiled headers should not include VCMI headers)
- Fixed crash on visiting observatories, including shroud of darkness
2014-06-29 17:23:06 +03:00
88122ee253 another build fix:
Undefined symbols for architecture x86_64:
  "operator<<(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, EVictoryLossCheckResult const&)
2014-06-26 02:19:10 +03:00
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
3b8d0e44d4 Merge branch 'develop' into SDL2 2014-06-24 14:09:44 +04:00
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
ab475195ac Banks now use new scheme as well
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00