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Commit Graph

3037 Commits

Author SHA1 Message Date
c698181c4c * simple mechanism for detecting desync after init
* moving stacks in tactics phase won't affect stack queue  (part of #760)
* moved all boost headers in server to PCH
2012-03-27 20:08:54 +00:00
13f26fc3cb * Client is able to await for answers for multiple queries at the same time
* Hackish solution allowing AI undertaking actions from event-handling thread
* Fixed crash when death stare or acid breath activated on stack that was just killed
* minor fixes
2012-03-25 22:46:14 +00:00
a3f36ccc71 - Unified interface for visitable objects
- AI will manage visitable objects smarter
2012-03-14 13:02:38 +00:00
9518474ec7 First attempt to replace rule-of-a-thumb behavior with actual reasoning
- GATHER_ARMY goal replaces wander function
- Heroes will remember their own goals until they are fulfilled
- Goal search handles mutual dependency
- AI will recruit multiple heroes for exploration
- Lots of tweaks
2012-03-13 12:47:47 +00:00
f2f39f1497 - makefiles for fuzzylite (#911)
- fixes for gcc compilation
- fixed #908
2012-03-12 20:11:46 +00:00
88e9dec974 Fixed Thieves Guild window showing for all players.
It needed 11 files modified... :/
2012-03-07 14:05:54 +00:00
0793ce2c4a AI will now always pick best stacks from towns.
It will also crash when picking stacks from objects, work in progress.
2012-03-06 18:49:23 +00:00
d0e259864e * Replaced boost::shared_ptr with std::shared_ptr.
* Brought shared_ptr and unique_ptr and their factories (make_shared, make_unique) to the global scope. 
* Removed excessive usage of shared_ptr in bonus system interface. 
* Fixed bonus system limiters/caching interactions. That covers #823, #859 and a number of rare edge-cases. 
* Implemented multiple-step limiters applying, fixing hasAnotherBonusLimiter  and allowing transitional dependencies between bonuses. 
* Bonus system should be slightly faster, since we cache limited bonuses. Some rare usages (limiting query against a foreign node) however can't use caching.
2012-03-06 16:59:55 +00:00
3e351f029c Fixed creeps regenerating casualties from won battle at the start of new week. 2012-03-06 08:39:05 +00:00
bdd71b4f38 AI can now use external dwellings.
AI will weekly revisit dwellings & mills.
2012-03-05 19:11:28 +00:00
cd0ed39fbf Implemented rule-based evaluation of tactical advantage between armies.
AI will creep more agressively and smarter.
2012-03-04 10:43:46 +00:00
c5007f8bef Fixed #891.
Minor tweaks.
2012-03-03 12:42:53 +00:00
998d8bf501 Added trivial fuzzy logic to handle creature banks estimation.
Check http://forum.vcmi.eu/viewtopic.php?p=6570#6570 for new library used.
2012-03-03 10:08:01 +00:00
ebfbccdd0e Post-release version bump. 2012-03-01 23:14:16 +00:00
2bea93f43f Version set to 0.88. Put release date into changelog. 2012-03-01 15:45:43 +00:00
18b1b83c8a Fixed creatures casting aimed spells at dead stacks. 2012-02-29 13:47:57 +00:00
f2642cb62c Added VCAI and EmptyAI to the VS solution. Removed from it GeniusAI.
Fixed #329, #884, #885.
2012-02-29 01:31:48 +00:00
e7603a1fee One more thing for dev release — bump save format (so the old saves won't crash us). 2012-02-22 22:32:23 +00:00
3546c7841a * Possibly fixed #870
* Fixed crash after catapult successfully destroyed one of turrets (stack queue wasn't properly updated)
2012-02-22 17:43:59 +00:00
d9a78ff1ce * fixed #871
* dead stacks won't be also shaded as possible targets
2012-02-22 14:31:53 +00:00
e18419f5d2 * adventure map GUI should be properly blocked during AI turn
* battle window will wait till all dialogs are closed
* fixed problems with AI working after the game ended
* fixed problems with overzealous redrawing of infobar
2012-02-22 13:41:27 +00:00
08417cd42a - fixed battle obstacles positioning (#769)
- removed unused Makefile.amiga and Makefile.x
2012-02-22 12:44:46 +00:00
fd625fe87d - enabled fix for #866 2012-02-21 14:18:58 +00:00
354b9e7fb3 - fixed #793 and #865
- fixed #866 but may result in performance decrease
- (deb) removed vcmi-doc package
2012-02-21 14:08:42 +00:00
5afa5cfb54 * fixed #863 — all members of team will receive notification about FoW change
* fixed #486 
* removed reference to a deleted file from lib VC project file
2012-02-20 21:01:54 +00:00
386ac80cf9 Fixed #855 & 861. Unsigned values were bad idea to prevent overflow. 2012-02-20 16:26:14 +00:00
329f39bb2a Fixed #837 2012-02-20 11:02:19 +00:00
5e14d17ed3 Fixes for r2543. 2012-02-20 09:50:49 +00:00
444b59d478 1. Fixed #843
2. Refactoring for battle console hoover texts
3. Clone should work only for creatures of certain tier. However, ALL creature immunities stopped working in the meantime. Looking for an earlier bug.
2012-02-20 08:19:03 +00:00
e4dc00abac * new file lib/UnlockGuard.h — unlock_guard is for unlocking a mutex for the scope time (RAII)
* all lock/unlock and unlock/lock pairs are done by RAII guards now
* fixed two possible crashes at the end of battle when last stack was killed by spell. That should fix #749 and #752.
* fixed a very nasty race condition, eliminating possible deadlock at the start of battle when human hero has tactics
* fixed #422
2012-02-19 21:03:43 +00:00
b35636d5e9 Fixed #869. 2012-02-18 20:50:06 +00:00
5c86d32903 Cloned stack dissapear when killed.
Fixed #864
2012-02-18 17:39:47 +00:00
a975805ae8 Fixed #850. 2012-02-17 19:30:40 +00:00
4baf4e13ed * fixed #857 and #858
* fixed crash when AI attacked player before his first turn
* fixed various crashes when mass-effect spells affected town turrets in sieges
* some refactoring around spell positiveness
2012-02-16 21:19:07 +00:00
0c3e88226f - (linux) replaced Genius with VCAI
- gcc set to c++0x mode
- most of gcc warnings fixed
- replaced boost::assign with initialization lists (if available in compiler)
- new cheat code: vcmiarmenelos - build everything
- updated linux readme
- minor fixes, applied patch for #98
2012-02-16 17:10:58 +00:00
7a66c1bf2b * added an initial version of adventure AI: VCAI, more details here: http://forum.vcmi.eu/viewtopic.php?p=6508#6508
* VCAI set as default adventure AI
* several adjustments in GUI (hourglass during AI turn), minor changes
2012-02-14 18:04:45 +00:00
c724092028 Partial support for Clone spell. 2012-02-10 13:13:24 +00:00
9e5fcc3152 Stack artifact backup.
Still doesn't serialize properly, though.
2012-02-10 10:32:21 +00:00
2bddf29cbf Stack artifacts part 2, not working yet. 2012-02-04 16:34:29 +00:00
b8a5d0d430 Stack artifacts - part 1 2012-01-30 16:07:52 +00:00
56c56f81e3 Fixed #849. Fixed buying artifacts for free.
Minor tweaks.
2012-01-28 11:42:15 +00:00
855cebfe81 - MIND_IMMUNITY bonus replaces separate protectons from various spells
- Creature Window can handle descriptions of spellcasting abilities
2012-01-27 07:25:29 +00:00
1cbd7e94e4 - Extended cap or removed sign for some values that may potentially overflow
- Fixed #851
2012-01-26 16:48:53 +00:00
b72a19cdb1 - fix for creature banks (was broken several revisions ago) 2012-01-23 00:02:10 +00:00
f31a729ddc Game version should be 0.87b. 2012-01-21 11:44:53 +00:00
dbc603b7d7 - fixed crash on opening spellbook during enemy turn
- fixed last known localization issue (bank configs)
- diplomacy and new weeks\month mechanics should be identical to H3
- minor fixes
2012-01-19 14:33:22 +00:00
3fcf8b6f4b - minor mechanics fixes, corrected handling of 2nd upgrades (like pirates from hota) 2012-01-13 14:18:32 +00:00
ba646b1d41 Compile fix for #847 2012-01-12 20:41:32 +00:00
86e7d96b39 - setting system: replaced settings.txt + sysopt.bin with json-based system (defaultSetting.json + settings.json)
- some work on system settings window
- new menu for selecting resolution (reused town portal graphics), can be opened from system settings
2012-01-12 15:23:00 +00:00
046e54563c * fixed project files for RD configuration
* fixed crash when creature is casting Hypnosis (ie. exped Vampire Lords)
* fixed crash when creature is casting Cure before attack (ie. exped Unicorns)
* fixed crash when creature is summoning elemental (TODO fix it)
* fixed crash when doing a bonus system operation with a hero liberated from prison (ie. entering town or battle)
* fixed deadlock when StupidAI tried to assault the turrets
* fixed never ending siege when StupidAI has to use catapult (no more deadlocks on AI-AI siege)
* fixed deadlock when a hero received a level during another player's turn (ie. when he successfully defended)
* AI can win the game by defeating all enemies if there is a specific victory condition applying only to human players
* added options to help testing adventure map AI (--onlyAI, --autoSkip and --oneGoodAI).
* many minor changes
2012-01-03 01:55:26 +00:00