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Commit Graph

5840 Commits

Author SHA1 Message Date
DjWarmonger
2a9ddadedd Fixes. Everything works now. 2016-08-12 21:40:22 +02:00
DjWarmonger
9b58450cb0 Part 3 - first working draft, cut generation time by half. 2016-08-12 19:16:21 +02:00
DjWarmonger
d1255f0d67 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-08-12 17:52:17 +02:00
AlexVinS
1c292205df More logging cleanup 2016-08-12 12:14:10 +03:00
Arseniy Shestakov
7bdcd209e6 VCAI::wander: only use nearby objects from SectorMap when possible
Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
Arseniy Shestakov
aabf4808da SectorMap: remember all visitable objects in sector for wandering 2016-08-12 09:02:14 +03:00
Arseniy Shestakov
b83dea2008 VCAI::wander: map object selection refactoring
Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
Arseniy Shestakov
8533ee3256 VCAI::validateVisitableObjs: drop unused code that
For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
Arseniy Shestakov
6433d7dd40 VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI 2016-08-11 12:19:08 +03:00
DjWarmonger
452027cd8d Handle ObjectInfo via pointer to avoid expensive copy. 2016-08-11 10:49:19 +02:00
AlexVinS
379331fc73 [tests] Relaxed logging 2016-08-11 11:07:04 +03:00
DjWarmonger
19ea46a6d2 Part 2. 2016-08-11 09:20:50 +02:00
DjWarmonger
2410f0af61 - WeightedRule optimization - part 1
- comments, style
2016-08-11 07:49:08 +02:00
Arseniy Shestakov
25fd4d85e2 VCAI::getFlaggedObjects: use visitableObjs for better performance
This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
Arseniy Shestakov
3a1a6cf338 CBattleInterface: fix crash on defeat in tactics phase. Fix issue 2440
It's possible to lose all mobile stacks if you move them on moat so tactics phase must end in that case.
2016-08-09 18:15:58 +03:00
DjWarmonger
2bffd4e5c1 Moar optimization! 2016-08-09 13:40:46 +02:00
DjWarmonger
7f0b852449 Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U). 2016-08-09 10:12:13 +02:00
DjWarmonger
08dccb4cc3 Use binary search for roulette wheel. TODO: implement in other places. 2016-08-08 22:16:31 +02:00
DjWarmonger
7db2fc6d25 Fixes. Works correctly only for player factions configured in RMG options. 2016-08-06 12:16:13 +02:00
DjWarmonger
f980de7107 Place starting zones on surface/underground depending on player faction - first draft. 2016-08-06 10:04:03 +02:00
AlexVinS
6e24d1e929 Applied patch by rumianom from http://bugs.vcmi.eu/view.php?id=2442 2016-08-01 18:28:14 +03:00
AlexVinS
57e588cba1 attempt to fix travis build 2016-07-28 13:15:19 +03:00
DjWarmonger
5a1383fea8 Correct implementation for previous fix. 2016-07-25 18:37:42 +02:00
DjWarmonger
d9556332e1 Hopefully fixed zone guards misplaced due to paths connecting at acute angles. 2016-07-24 18:15:23 +02:00
DjWarmonger
40f28778c2 Minor optimization, saves few seconds. 2016-07-14 14:24:11 +02:00
DjWarmonger
7d7b51d0db Generated zones can now have different sizes depending on template. 2016-07-13 10:35:31 +02:00
DjWarmonger
1d8fb01f46 More even distribution of surface / underground zones + refactoring. 2016-07-13 07:54:52 +02:00
DjWarmonger
ac68dca328 Fixed zone placer so it now correctly evaluates found solution. 2016-07-12 21:23:45 +02:00
DjWarmonger
aecf834cc1 Fixed placing of close objects #2447. Some additional refactoring. 2016-07-12 11:42:03 +02:00
DjWarmonger
e1e520f0a2 Removed "growing" zones which don't fit the rest of algorithm. Zones are now better connected on complex maps. 2016-07-11 15:44:24 +02:00
DjWarmonger
c3cbe89e2a Last improvement: attract zones and push them bakc in separate steps. 2016-07-10 18:16:32 +02:00
DjWarmonger
87ef3701aa Probably better fitness function. 2016-07-10 16:37:54 +02:00
DjWarmonger
8ceceb897e Fixed zones falling into negative cordinates. Should fix "assert(size)" crashes. 2016-07-10 14:32:45 +02:00
DjWarmonger
fb3adf762a Improved zone placer - zones on different levels are allowed to overlap completely. 2016-07-10 13:32:33 +02:00
DjWarmonger
27974786e3 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-07-10 12:35:19 +02:00
DjWarmonger
f139b70279 Changed Subterranean Gate placement algorithm - now they are meant to be equidistant from both zone centers. 2016-07-10 12:29:48 +02:00
DjWarmonger
a66893af28 Fixed bug with Subterranean Gates:
Failed to connect (-1,-1,-1) with center of teh zone.
2016-07-10 10:11:29 +02:00
AlexVinS
21fff9d827 Fixed old regression from 0cf969d5 2016-06-12 07:21:57 +03:00
DjWarmonger
cfacd1adc3 Random template format change:
Tempaltes now can have optional "name" parameter for different names than identifier.
2016-06-06 11:30:51 +02:00
DjWarmonger
201ed26795 Fixed #1213 2016-06-06 09:30:45 +02:00
DjWarmonger
4101cabc22 Hidden unnecessary log. 2016-06-05 10:25:52 +02:00
DjWarmonger
053b342721 Minor optimization for object selection. 2016-06-05 10:18:10 +02:00
ArseniyShestakov
259056339f Merge pull request #201 from gakowalski/patch-1
Updated apt-get parameter list
2016-04-27 16:35:17 +03:00
Grzegorz Adam Kowalski
4232b37784 Updated apt-get parameter list
Added "libboost-test-dev" to sudo apt-get install for Debian-based systems.
2016-04-27 14:32:43 +02:00
AlexVinS
027d8765d5 Fixed 2437 2016-04-07 11:11:46 +03:00
Arseniy Shestakov
2e70d29479 CGameHandler::applyBattleEffects: improve Fire Shield support
Now damage is limited to total health of defending stack and clone have no file shield damage. In same time damage calculation is likely remain incorrect.
2016-03-14 15:28:17 +03:00
Arseniy Shestakov
4240ecad01 One more small fix for possible issues with gate surface 2016-03-14 13:11:04 +03:00
Arseniy Shestakov
af05b025e7 CBattleInterface: avoid crashes on gate state changes. Fix issue 2415 2016-03-14 10:37:43 +03:00
Arseniy Shestakov
605962019b CGameHandler::giveSpells: improve Conflux grail building support
Aurora Borealis give hero spells of all levels even if only first level of mages guild is built. Widsom requirement is still remain in place of course.
2016-03-13 13:26:00 +03:00
Arseniy Shestakov
bee0c6d705 CGameHandler::buildStructure: give spells after gs apply. Fix issue 2425
Hero will also immidiately get new spells when Library built in Tower or Grail in Conflux.
2016-03-13 11:31:09 +03:00