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
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
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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
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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
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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
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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
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* 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
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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
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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
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* 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
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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