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Commit Graph

685 Commits

Author SHA1 Message Date
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
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
84b2510aa4 Merge pull request #62 from vcmi/SpellsRefactoring4
OK
2014-12-26 08:46:29 +01:00
5b8180e327 Cleaning logs. 2014-12-25 12:58:15 +01:00
eebf65e88f Merge branch 'develop' into SpellsRefactoring4 2014-12-24 00:15:27 +03:00
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
f7ff61ce4f Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4 2014-11-24 12:41:17 +03:00
b0cd4f4117 Added limits and assertions which show that fuzzy engine is completely bugged. 2014-11-22 18:57:17 +01:00
2812334de9 add FL_CPP11 preprocessor define independent of which fuzzylite is used 2014-11-17 11:42:30 +01:00
a06dae1f96 Move getAffectedCreatures to CSpell. + more drafts 2014-11-13 04:53:25 +03:00
d7800b834e get rid of CBattleInfoCallback::calculateSpellDmg 2014-11-12 09:52:11 +03:00
e4b726151d get rid of CBattleInfoCallback::battleStackIsImmune 2014-11-12 09:20:20 +03:00
5e42fb8a2a [MinGW]FL build fix 2014-11-05 03:34:14 +03:00
3e724bc564 Merge pull request #51 from Mixaill/fuzzylite-fix-3
Fix fuzzylite compilation, again
2014-11-03 17:41:30 +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
a867faae1e use vanilla Fuzzylite 2014-11-02 23:41:41 +03:00
229ef66699 Fix for MSVS project. 2014-11-02 18:07:32 +01:00
dc9082d88c Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2014-11-02 08:21:25 +01:00
e2a6008aa4 Removed unnecessary MSVS settings. 2014-11-02 08:20:58 +01:00
53298c1fd1 ad FL_Windows prepocessor definition 2014-11-02 00:44:00 +03:00