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Commit Graph

112 Commits

Author SHA1 Message Date
Ivan Savenko
55c78e9f16 - ComponentBox usage in 2 windows: levelup and build screen
- Components have selectable image size
- fixed #794
2012-07-07 13:32:37 +00:00
DjWarmonger
10a2dfefd1 VCAI will answer CommanderGotLevel query. 2012-07-06 14:09:34 +00:00
Ivan Savenko
235cf458d7 - fixed text duplication in choice windows
- fixed compile issues
- added unused and untested for now CComponentBox
2012-07-02 21:51:48 +00:00
ddaroo
758fb0679e Stub for a CMake build system. 2012-07-01 14:27:41 +00:00
Michał W. Urbańczyk
fcdad0d323 Added class HeroPtr to VCAI that should replace CGHeroInstance*. HeroPtr is able to detect when the hero under it becomes unavailable.
Hopefully fixed #954 (and all bugs caused by keeping a reference to hero that got killed: #998, #1002, #1008, #1011, #1018).
If not, assertions should pop up earlier.
2012-06-30 23:48:40 +00:00
Ivan Savenko
613172fa45 - fixed #582, #1019 and #1022
- linux readme tweaks
2012-06-27 20:44:01 +00:00
Michał W. Urbańczyk
759f85767b Solved #985. 2012-06-01 16:14:33 +00:00
Ivan Savenko
faaf799d95 - fixed some extra warnings. Mostly harmless.
NOTE: Please check changes in BattleState.cpp and GameHandler.cpp for possible bugs
2012-05-28 19:29:32 +00:00
DjWarmonger
18e53a1717 - Fixed a scenario when AI could visit the town without picking troops, resulting in a lock
- Added ench0's patch for creature range tooltip (#948)
2012-05-22 10:15:16 +00:00
Ivan Savenko
a13a62537b - fixed crash in hero window (#963)
- added unused for now image scaling algorithm
2012-05-19 21:38:01 +00:00
Ivan Savenko
665837d656 - hopefully better town development for AI
- fixed minimap blitting
- fixed crash on attacking town without moat
2012-05-19 16:22:34 +00:00
Michał W. Urbańczyk
7116377e4e More robust fix for #957 / #938.
AI won't try clearing way by attacking its own heroes.
2012-05-19 00:38:25 +00:00
Michał W. Urbańczyk
c9af2bb251 Fixed #957 / #938.
AI won't try visit objects on which another non-enemy hero stands.
2012-05-19 00:11:20 +00:00
DjWarmonger
d491bc1c3a Commanders can level up. It's non-interactive yet.
Printing secondary skills for Commanders.
2012-05-18 14:02:27 +00:00
Ivan Savenko
97aeaa9f28 - moved ColorPutter's to separate SDL_Pixels.h file
- added Channels namespace for accessing subpixels in format-independent way
- fixed several big-endian issues
- re-generated buld system
2012-05-17 10:44:48 +00:00
DjWarmonger
416c08260a - Basic Commander window
- First part of unified quests interface

This graphics package is needed:
http://forum.vcmi.eu/viewtopic.php?p=6943#6943
2012-05-16 17:29:05 +00:00
DjWarmonger
b597171f91 - EXPLORE goal can now be complete soAI won't get stuck
- AI won't try to visit tiles occupied by allied heroes by default
2012-05-09 07:56:39 +00:00
DjWarmonger
05742afd60 Final fix. AI heroes won't loose their turn when visiting adjacent objects. 2012-05-08 09:38:01 +00:00
DjWarmonger
b316be1701 - Introduced a mechanism to set abstract goals for AI
- Fixed new crash when AI hero lost a battle
2012-05-08 08:10:40 +00:00
DjWarmonger
9cbbfcf258 - Fixed all bugs with battle interface. It's now more consistent.
- Minor cleaning.
2012-05-07 16:04:43 +00:00
DjWarmonger
ee2768ab07 - Some work for commanders
- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
2012-05-07 12:54:22 +00:00
DjWarmonger
9894deee55 Little, but significant improvement in AI exploration. 2012-05-05 13:08:15 +00:00
DjWarmonger
b4c58a5644 Fixed path glitchicng. 2012-05-05 08:57:32 +00:00
DjWarmonger
7d706ba8a3 Proper solution for locking & unlocking heroes.
However, "tiles are not neighbouring" glitches now became more visible.
2012-05-05 06:42:18 +00:00
DjWarmonger
d6873d7570 - No battle actions will be available during tactics phase
- Fixed moving stacks during tactics
- Fixed Genie spell targeting
- Fixed AI getting stuck at Tree of Knowledge when no resources
2012-04-28 13:01:39 +00:00
Michał W. Urbańczyk
918452d37c Fixed #930. 2012-04-17 15:08:38 +00:00
Michał W. Urbańczyk
cd4c93318d #928 and #931 should be fixed.
Ignoring savegames from newer versions of VCMI.
2012-04-17 12:46:21 +00:00
DjWarmonger
aeb9cf9460 - First part of battle interface rewrite. Untested. May work or not work randomly.
- Tweaks for AI logging.
2012-04-16 17:12:39 +00:00
Michał W. Urbańczyk
b5526f0f54 Fixed #925. 2012-04-14 07:22:08 +00:00
Ivan Savenko
f426a48d09 - fixes for gcc-4.7
- added missing virtual destructors (new warning from gcc)
2012-04-08 10:34:23 +00:00
DjWarmonger
2193f8912e - Framework of new battle interface
- Minor fixes for AI
2012-04-04 08:03:52 +00:00
DjWarmonger
e046f06421 Small fix for previous commit. 2012-03-29 18:29:47 +00:00
DjWarmonger
81367ef6d5 - A complete solutions for reserved adventure objects
- AI won't get stuck at School of War / School of Magic when no money
2012-03-29 18:26:06 +00:00
Michał W. Urbańczyk
7b7ddf987a Fixed #909.
Minor fix in using requestActionASAP (capture by val).
2012-03-26 11:38:51 +00:00
Michał W. Urbańczyk
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
DjWarmonger
a3f36ccc71 - Unified interface for visitable objects
- AI will manage visitable objects smarter
2012-03-14 13:02:38 +00:00
DjWarmonger
c8c4c5b682 AI heroes won't trash for objects when exploring area together.
String logging for goal types. Fixes.
2012-03-13 20:33:00 +00:00
DjWarmonger
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
Ivan Savenko
f2f39f1497 - makefiles for fuzzylite (#911)
- fixes for gcc compilation
- fixed #908
2012-03-12 20:11:46 +00:00
Michał W. Urbańczyk
6db3c5bc7e * VCAI: can't request actions from action handling thread
* Save game screen and returning to main menu will work if game was started with --start option
* GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes #654.
2012-03-11 16:29:01 +00:00
Michał W. Urbańczyk
76eb0ed429 Rewritten VCAI::pickBestCreatures. Should fix the compilation error ( http://forum.vcmi.eu/viewtopic.php?p=6605#6605 ). 2012-03-11 01:26:11 +00:00
Michał W. Urbańczyk
59681be0a4 Fixed #906. 2012-03-10 19:14:45 +00:00
DjWarmonger
88e9dec974 Fixed Thieves Guild window showing for all players.
It needed 11 files modified... :/
2012-03-07 14:05:54 +00:00
DjWarmonger
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
Michał W. Urbańczyk
0ef1085555 Changes around FuzzyLite library based on patch by q4a.
http://forum.vcmi.eu/viewtopic.php?p=6592#6592
2012-03-06 16:28:32 +00:00
DjWarmonger
bdd71b4f38 AI can now use external dwellings.
AI will weekly revisit dwellings & mills.
2012-03-05 19:11:28 +00:00
Ivan Savenko
e7783479d2 - (linux) version bump
- compile fixes
2012-03-05 13:31:59 +00:00
DjWarmonger
1ea2f3d3bb Added fixed FuzzyLite library to sources. It compiles without additional settings under MVS2010 and should also compile with other tools (straightforward include structure).
Did not add it to project files to avoid mess.

Fixed NaN / infinity issues.
2012-03-05 12:01:41 +00:00
DjWarmonger
71e482ce7f Few tweaks for discrete values. 2012-03-04 11:19:34 +00:00
DjWarmonger
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
DjWarmonger
c5007f8bef Fixed #891.
Minor tweaks.
2012-03-03 12:42:53 +00:00
DjWarmonger
1354351a40 Fixed AI recklessly visting Utopia.
Made algorithm asctually working. Library fixes were needed.
2012-03-03 11:39:54 +00:00
DjWarmonger
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
Michał W. Urbańczyk
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
Michał W. Urbańczyk
b54489ecb7 Fixed #873 and #877. 2012-02-26 18:31:59 +00:00
Michał W. Urbańczyk
4f182744e7 * Fixed in game scenario info and save game screens
* AI will now use tlog6 (teal color) for logs
2012-02-22 19:22:11 +00:00
Michał W. Urbańczyk
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
Michał W. Urbańczyk
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
Michał W. Urbańczyk
0867451f26 Fixed path issues: #491, #834, #845.
Fixed AI crash when enemy hero was teleported onto tile not visible for AI.
2012-02-18 14:59:37 +00:00
Michał W. Urbańczyk
1abf089bc7 Missed fixed for #858 (TortoiseSVN tricked me...)
Fixed #852.
2012-02-16 21:46:28 +00:00
Ivan Savenko
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
Michał W. Urbańczyk
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