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Commit Graph

1262 Commits

Author SHA1 Message Date
Dydzio
8a862347c4 Update VCAI VS file 2018-08-04 15:45:22 +02:00
DjWarmonger
b0e1b8c5ec
Merge pull request #465 from vcmi/AIMapObjectEvaluation
Okay let's see where this gets us.
2018-08-04 15:07:08 +02:00
DJWarmonger
aa9c6d3716 Cleanup 2018-08-04 13:18:05 +02:00
DJWarmonger
9e34ef5534 AI will not try to sell reserved resources. 2018-08-04 11:51:19 +02:00
DJWarmonger
2aa0a6fe2f More fixes for trading. Seems to work now. 2018-08-04 10:20:40 +02:00
DJWarmonger
a5ca32ad38 Some checks and log for CollectRes goal. 2018-08-04 09:24:43 +02:00
Andrii Danylchenko
4141e8e7b0 [2982] AI: unexpected error in AI logic when take resource on adjasent tile 2018-08-01 21:49:15 +03:00
Dydzio
22b02ecc78 Use boost::optional "better way" 2018-07-30 15:32:55 +02:00
Dydzio
0786bd915a remove C++17 insert_or_assign usage 2018-07-30 14:07:39 +02:00
Dydzio
123ca6c417 Update CMakeLists.txt 2018-07-30 01:39:47 +02:00
Dydzio
2288e9b8aa
Merge branch 'develop' into AIMapObjectEvaluation 2018-07-30 01:33:49 +02:00
AlexVinS
f17783cfb5 [c::b] Updated projects, applied fixes 2018-07-29 22:07:40 +03:00
Dydzio
393b25eb7f Minor tweaks/fixes 2018-07-29 19:31:01 +02:00
Dydzio
f906d98fe5 Bugfix... 2018-07-29 16:02:18 +02:00
DJWarmonger
30f99e7cc1 Fix for Travis 2018-07-28 16:02:59 +02:00
Dydzio
d3e53bea2f Add aiValue handling for MapObjectsEvaluator 2018-07-28 12:58:18 +02:00
DJWarmonger
70549197b6 Naah, revert my changes. 2018-07-28 09:08:53 +02:00
DJWarmonger
e7cb8d7d17 Fixed GetObj (TRADING_POST) incorrectly set to elementar. 2018-07-28 06:47:37 +02:00
DJWarmonger
a8696a9957 formatting 2018-07-27 09:22:07 +02:00
DJWarmonger
6abebeeb9f Fixed non-const reference issue. 2018-07-27 08:10:21 +02:00
DJWarmonger
ea19716fb9 Fix for wander - AI sitting at town will buy troops. 2018-07-27 07:20:08 +02:00
DJWarmonger
301565b315 Updated CMake 2018-07-27 06:44:10 +02:00
Dydzio
df00ced204 Create fuzzy logic map object evaluation fundamentals 2018-07-27 02:28:12 +02:00
Dydzio
27541a72f5 Extract FuzzyHelper distance calculation 2018-07-27 02:21:51 +02:00
DJWarmonger
feb3459bd7 Oops restore. 2018-07-26 21:34:52 +02:00
DJWarmonger
5ce4e784c9 Final tweaks. Not going to add anything more to this PR. 2018-07-26 18:02:15 +02:00
DJWarmonger
e5b979d4ad - ResourceManager now returns abstract goal so it can be decomposed many times 2018-07-26 16:15:37 +02:00
DJWarmonger
1450d408a2 Wandering heroes may now travel to town even if it has no army in garrison. 2018-07-26 14:37:39 +02:00
DJWarmonger
b687688f5a Do not add duplicate objectives to GatherArmy pool (or any other, if it ever exist) 2018-07-26 13:29:46 +02:00
DJWarmonger
273802c92c I have no idea what I'm doing 2018-07-26 12:14:29 +02:00
Dydzio
b6a171f858 Add code comments for VCAI::makeTurnInternal 2018-07-23 20:48:38 +02:00
Dydzio
13cca972d6 Add visual studio file changes in advance 2018-07-23 19:47:07 +02:00
Dydzio
1a78ea15bb Tweaks 2018-07-22 19:53:06 +02:00
Dydzio
21c1f47a78 Fixes 2018-07-22 19:12:11 +02:00
Dydzio
2c1d91e2ff Move object ID struct to lib 2018-07-22 18:38:45 +02:00
Dydzio
08a66abdcc Singleton implementation fix 2018-07-21 15:42:17 +02:00
Dydzio
82da82fbeb Polish object database, add data operations 2018-07-21 14:30:38 +02:00
Dydzio
36f501ebf3 Implement MapObjectsEvaluator as singleton utility 2018-07-21 11:28:55 +02:00
Dydzio
6a9e91b99b Added basic interface for AI to evaluate objects 2018-07-20 21:14:57 +02:00
DJWarmonger
cae8acc56a Clearing up the code as requested by FeniksFire 2018-07-19 20:39:37 +02:00
DJWarmonger
3d59420bb5 Minor optimisations. Also, shoter code. 2018-07-19 17:36:10 +02:00
Andrii Danylchenko
12a3c7ed33 AI - code styles and remove redundant performance optimization for explore 2018-06-24 13:30:17 +03:00
Andrii Danylchenko
2466489e13 AI - improve exploration, cancel deadends 2018-06-21 22:29:26 +03:00
Johannes 'josch' Schauer
a54e8c88a9
AI/VCAI/VCAI.cpp: Remove unused variable introduced in 2014 2018-04-19 15:15:22 +02:00
Arseniy Shestakov
25dea1a599 Code style: formatting and refactoring of VCAI code 2018-04-08 17:43:20 +07:00
Alexander Shishkin
5c09f751b3 Gui cleanup3 - UI refactoring to use smart pointers (#440)
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
AlexVinS
03cfd2cb78 Do not use StackLocation in netpacks 2018-03-17 13:24:12 +08:00
AlexVinS
386805c4e0 [BattleAI] Battle magic fixes
* should fix https://bugs.vcmi.eu/view.php?id=2901
2018-03-01 22:18:01 +03:00
AlexVinS
166c04e2e0 Hack fixed serializer assertion by completely disabling AI goals serialization 2018-02-28 15:00:38 +08:00
AlexVinS
080a81db3a Fixed summoned units not being removed after battle 2018-02-23 21:58:05 +03:00
Nikolay Shalakin
3795985de9 Eliminate warnings / errors. Pull request #388 2018-02-11 15:17:14 +03:00
Arseniy Shestakov
324717acbe Spelling fixes: privilaged -> privileged, retreive -> retrieve 2018-02-10 21:52:23 +03:00
AlexVinS
0a2b04709f Fixed https://bugs.vcmi.eu/view.php?id=2873 2018-02-09 22:12:21 +03:00
Dydzio
d4958ff5f8 update VS files to match spellrefactoring9 changes 2018-02-09 18:53:07 +01:00
AlexVinS
0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00
Dydzio
38d836d1a5 Update project files to Visual Studio 2017 2018-01-13 16:33:49 +01:00
Arseniy Shestakov
da117e9255 Code style: remove void from constructors without arguments 2018-01-13 11:51:47 +03:00
Michał Kalinowski
26a222ac62 Change JsonType to enum class (#393)
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
AlexVinS
805b5215de Client threading tweak 2017-11-16 14:15:43 +03:00
DJWarmonger
bf20b165ec Fix. Don't skip usual condition. 2017-11-04 22:50:11 +01:00
DJWarmonger
3eb5de9534 Fixed AI trying to visit tavern over and over.
TODO: AI still can't use it, anyway.
2017-11-04 22:45:19 +01:00
DJWarmonger
edc4c01805 Fixed a case when AI could spend all money on army and not build anything in secondary towns. 2017-11-04 22:14:56 +01:00
Dydzio
ea17b0f458 Major overhaul of VS related files 2017-08-19 15:58:55 +02:00
Dydzio
e3ba491fa1 Use multi-core compile by default, fix VCMI_client path 2017-08-19 13:27:24 +02:00
Arseniy Shestakov
adbfa09e31 CMake: restore some of old MinGW code and improve ENABLE_PCH option
- MinGW: restore DLL deploy for MXE builds
- MinGW: restore linking options for: dbghelp, mswsock, iconv, etc
- MinGW: build with -Og when Debug is used to avoid crashes / freezes
- Cotire: when ENABLE_PCH is OFF we won't include Cotire at all
- FuzzyLite: enable FORCE_BUNDLED_FL by default for Linux to avoid FL5 usage
- Remove Version.cpp from lib source list so it's won't appear in projects
- Add option ENABLE_GITVERSION to disable Version.cpp usage
2017-08-16 16:12:36 +03:00
Arseniy Shestakov
2b3a467728 CMake: structure changes and other small improvements
- Now cmake_minimum_required used properly and set to 2.8.12
- cmake_modules/CMakeCPackOptions.cmake.in is removed
2017-08-16 16:10:08 +03:00
Arseniy Shestakov
40af43c46e CMake: massive rework for Mac build and other improvements
- macOS: RPATH-related code all removed or disabled
- macOS: new osx/CMakeLists.txt to run some install-code running after all subdirectories
- Assets copying into the runtime output directory implemented for Mac and Linux development
2017-08-16 16:10:07 +03:00
Arseniy Shestakov
193f492b99 CMake: cleanup, project generation and other improvements
- Use EXCLUDE_FROM_ALL for FuzzyLite and GoogleTest to avoid inclusion of unneded headers and libraries into installers.
- Set minimum CMake version only in main CMakeLists.txt
- Set project name only in main CMakeLists.txt
- Visual Studio: add assign_source_group function to generate proper filesystem tree
- Visual Studio: set PROJECT_LABEL so generated projects have same names binaries on Windows
- Visual Studio: enabled USE_FOLDERS for projects grouping. This also possibly affect other IDEs.
- Added add_subdirectory_with_folder function to make sure 3rd-party libraries are affected by USE_FOLDERS.
2017-08-16 16:10:07 +03:00
AlexVinS
43fad700b4 [C::B] updated FuzzyLite.cbp 2017-08-16 00:16:40 +03:00
Juan Rada-Vilela
7069f4b416 Upgrade to fuzzylite 6.0 as a submodule 2017-08-15 16:05:49 +03:00
AlexVinS
15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
143ff682bc Logging cleanup 2017-08-10 21:59:55 +03:00
AlexVinS
85e952f25f Logging cleanup 3 2017-08-10 20:17:10 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +03:00
ArseniyShestakov
9d9c026c85 Code style: serialize everything on own lines for easier debugging (#357) 2017-07-31 16:35:42 +03:00
Arseniy Shestakov
cdd9dbc7f1 Code style: avoid some ambiguous else if indentation
If some code intentionally want to break else if to achieve specific indentation there must be braces.
2017-07-19 03:42:26 +03:00
ArseniyShestakov
b2f74a93cf Code style: add empty parameter list to all lambda expressions (#345) 2017-07-17 15:35:57 +03:00
ArseniyShestakov
b52cfe5283 Code style: use parentheses for creating heap-based objects (#344) 2017-07-16 12:58:05 +03:00
ArseniyShestakov
a4c0ad94b1 Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00
Dydzio
0cb6515ae8 VCAI tweaks (#311)
* Add extra priority support for town capture evaluation
* Improve building algorithm
* GatherArmy: check free gold instead of total for when hiring heroes
2017-07-15 01:15:08 +03:00
ArseniyShestakov
ea0ceb1805 Merge pull request #323 from vcmi/CStackTweaks
CStack tweaks
2017-07-15 00:42:08 +03:00
Arseniy Shestakov
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
Arseniy Shestakov
dbcd79c48a Code cleanup: remove double and unneded semicolons 2017-07-12 22:01:10 +03:00
AlexVinS
bc626c2446 Fixed race condition 2017-07-12 18:26:20 +03:00
AlexVinS
4f14f22d3a Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
2017-07-08 20:29:59 +03:00
Victor Luchits
30cc2f6a01 Change the output path for cmake so all files go into the same root directory 2017-07-07 13:08:53 +03:00
Victor Luchits
30643feb66 Do not treat warnings as errors for fuzzylite 2017-07-04 03:31:13 +03:00
AlexVinS
3d1a84875e Queries refactoring
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +03:00
AlexVinS
4f8c7bd4bb CStack refactoring
* removed all occurrences of attackerOwned
* Use BattleSide enum
* more tweaks
2017-07-01 19:17:08 +03:00
Arseniy Shestakov
fb19a3a068 CMake: update all CMakeLists to include actual sources and headers
This make it easier to use project with newer CMake and Qt Creator.
I decided against using GLOB since we don't rename files that much.
2017-06-29 02:03:37 +03:00
FeniksFire
4113bdab01 Moving some files from lib to the battle subdirectory. 2017-06-26 15:26:08 +02:00
DJWarmonger
5a31cc831d Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
Trying to sort out git tree.
2017-06-16 21:49:49 +02:00
DJWarmonger
5e8fe083f2 Normalized GatherArmy evaluation. 2017-06-16 21:14:24 +02:00
AlexVinS
86f9df5f68 Made gamestate lock static 2017-06-14 07:59:41 +03:00
AlexVinS
0f5202689e Cumulative spell effects
* Added experimental support for cumulative effects for ENCHANTED bonus
* Updated and fixed SPECIAL_PECULIAR_ENCHANT processing
* Initial implementation of cumulative spell effects.
* Scheme for new spell feature - cumulative bonus.
2017-06-13 21:50:50 +03:00
DJWarmonger
9623f7caf3 - Restored MSVS project files
- Fixed VCAI bu pointed out by Tow
2017-06-11 08:01:41 +02:00
AlexVinS
195e979a18 get rid of CBattleInfoCallback::battleCanCastThisSpell 2017-06-05 23:46:55 +03:00
AlexVinS
2cfb2e6ae0 get rid of CPlayerBattleCallback::battleCanCastThisSpell 2017-06-05 22:53:42 +03:00
AlexVinS
4d430f6ad8 get rid of CPlayerBattleCallback::battleCanCastSpell 2017-06-05 22:16:12 +03:00
AlexVinS
22e1d5d3b1 [c::b] Move FuzzyLite project up one level to be prepared to submodule use 2017-05-27 02:37:35 +03:00
AlexVinS
a85b4cf2a5 * WIP on event condition format
* Hero portrait serialization
* Fix town spells serialization

* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
Fay
b5daa24982 Android support (#299)
* AI libs registering shenanigans on android;
* Fixed resolution aspect + mouse event scaling;
* Proper server init/deinit (through android IPC);
Enabled threaded init in CMT;
* Prevented a deadlock in logger on some devices;
* Fixed frozen intro frame after interrupting the video;
Added android progressbar displaying during initial data loading;
* Hacky fix for choppy animations during heroes movement (should look better now, but it's definitely not a good solution);
* Changes/fixes for new android launcher building process;
* Fixed app hang after getting SDL_QUIT when activity was destroyed;
* Functioanal, configurable advmap swiping support;
* VCMI changes cleanup;
Added few missing VCMI_ANDROID guards on swipe mechanics;
* Removed unneeded sleep in server startup code for android;
* Removed android ioapi hack (fixed in newest ndk);
* Removed unused android's library loading logic;
* Added android's swipe option to settings schema;
* Moved NO_STD_TOSTRING to be defined in global.h instead of build files;
2017-05-25 20:57:20 +03:00
FeniksFire
3de891b4b4 Moving/dividing classes from BattleState to separate files. 2017-03-17 16:48:44 +01:00
DjWarmonger
1f08878620 Merge pull request #283 from janisozaur/override
Add `override` keyword where applicable
2017-02-19 21:42:26 +01:00
DjWarmonger
0fdee4fde2 Merge pull request #281 from janisozaur/clang4
Accepted. This should be fixed in fuzzylite first, still.
2017-02-19 21:39:01 +01:00
Dydzio
3326bfc067 Naming fix 2017-02-18 21:10:59 +01:00
dydzio
a4f375d9c0 Make AI able tobuy extra buildings. Fix bug #2640 2017-02-18 18:40:44 +01:00
Michał Janiszewski
f5ebc763b4 Add override keyword where applicable 2017-02-17 14:39:16 +01:00
Michał Janiszewski
e28f64efd2 Fix compilation with clang 4
See https://www.securecoding.cert.org/confluence/display/cplusplus/EXP58-CPP.+Pass+an+object+of+the+correct+type+to+va_start
for details
2017-02-17 10:00:26 +01:00
Michał Kalinowski
4d39f652bf Making more detailed options when choosing AI in launcher: http://
bugs.vcmi.eu/view.php?id=2369
2017-01-17 12:34:28 +01:00
DjWarmonger
6848a52ce1 Fixed heroes not unreserving Teleports, which makes them wander around it endlessly and blocking path.
TODO: properly handle all Teleports as "visited" objects
2016-12-19 21:46:01 +01:00
DjWarmonger
f18d3d9844 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-12-15 10:55:57 +01:00
AlexVinS
374f7780ee Fixed build. 2016-12-13 12:27:48 +03:00
DjWarmonger
01730ec98a A little TODO 2016-12-12 22:52:18 +01:00
DjWarmonger
27ff9efd4b Fixed #1713 2016-12-12 21:38:12 +01:00
DjWarmonger
80d5f7b4a4 Updated project files to MVS 2015 (in fact, it's trivial). 2016-12-12 19:14:45 +01:00
DjWarmonger
90d39ca2af Fix CID 1197519 2016-12-12 19:13:43 +01:00
AlexVinS
4288bb88ae Fixed CID 1197622.
* Coverity says that this line actually unreachable
2016-12-05 03:02:52 +03:00
DjWarmonger
eaf14f6429 Should fix #2624. 2016-11-29 22:07:35 +01:00
Arseniy Shestakov
fd3992ddc9 GatherTroops: avoid crash if nearest dwelling wasn't found. Issue 2624 2016-11-29 21:57:00 +03:00
DjWarmonger
72a36b92d6 Fixed regression. 2016-11-29 18:11:52 +01:00
DjWarmonger
67d5cee05e Fixed CID 1366402 2016-11-29 17:19:41 +01:00
DjWarmonger
81e7164ef2 Fixed CID 1366401 2016-11-29 17:12:10 +01:00
DjWarmonger
8058cb3cad Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-11-28 21:53:33 +01:00
DjWarmonger
ffc511054e Do not visit Eye of The Magi. 2016-11-28 21:45:41 +01:00
AlexVinS
204ee37ae4 boost/program_options has only 2 uses, and unlikely will be used more -> removed form Global.h. 2016-11-28 21:38:17 +03:00
DjWarmonger
9b5af484b7 Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc). 2016-11-28 19:29:11 +01:00
DjWarmonger
a1b7c9d8d2 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-11-28 12:07:30 +01:00
AlexVinS
fd9cfa406d Possible fix for http://bugs.vcmi.eu/view.php?id=2620 2016-11-28 04:43:09 +03:00
AlexVinS
c1fc39d9c1 Fixed CID 1366407 2016-11-28 03:51:32 +03:00
DjWarmonger
76c4ef32c2 Re-evaluate goal after hero move to make AI more consistent. 2016-11-27 18:10:20 +01:00
AlexVinS
c4ab962cc0 Fixed a few CWE-457 2016-11-27 17:48:18 +03:00
DjWarmonger
169334f877 VCAI: do not buy heroes with single creatures for GatherArmy 2016-11-26 18:03:09 +01:00
DjWarmonger
3c3b973597 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2016-11-26 17:41:45 +01:00
DjWarmonger
58ac31375b Fixed CID 1197636. 2016-11-26 17:41:34 +01:00
AlexVinS
86e33a4c45 [Refactoring] Unified SetResources NetPack API. 2016-11-26 15:14:43 +03:00
DjWarmonger
a86edca7d8 Fixed CID 1288882 2016-11-25 19:54:28 +01:00
DjWarmonger
092a0c305b MSVS project update. 2016-11-25 18:17:40 +01:00
AlexVinS
692d23e580 Fixed CID 1366376 2016-11-25 13:38:26 +03:00
AlexVinS
931656f24a possible fix for http://bugs.vcmi.eu/view.php?id=2612 2016-11-18 14:27:20 +03:00
AlexVinS
b7b488b445 [c::b] BattleAI project updated, fixed paths 2016-11-01 21:53:46 +03:00
ArseniyShestakov
43ebfe2aa8 Merge pull request #244 from FeniksFire/develop
0.99 released so we can now merge this one.
2016-11-01 21:43:36 +03:00
Michał Kalinowski
18f8ca3cd0 Refactoring Battle AI.
Divide BattleAI on the smaller files.
2016-10-31 14:59:56 +01:00
Ivan Savenko
5b76c3f4eb Rebase of codebase changes for refactored serializer
Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
Arseniy Shestakov
cb3d6a24e7 Cmake: cleanup for commit hash in build version
Since it's available in lib we don't need to include it everywhere.
2016-10-27 17:01:29 +03:00
Vadim Markovtsev
da1c9cf249 Fix rebuilding everything on HEAD change 2016-10-23 16:56:53 +02:00
Vadim Markovtsev
d0beb27197 Add git commit hash into the version string 2016-10-23 15:45:47 +02:00
Vadim Markovtsev
4bcc43d3d0 Fix Mantis #2234
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
Vadim Markovtsev
63383502c3 Add the option to forcefully use bundled fuzzylite
cmake -DFORCE_BUNDLED_FL=TRUE ...

As requested in #231
2016-10-02 17:47:27 +02:00
Vadim Markovtsev
2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00
AlexVinS
bd79298ca6 Let AI do not self-destruct with armageddon too often. 2016-09-22 22:29:48 +03:00
AlexVinS
fb384d83b8 Probably fixed crash when AI finish battle with spell 2016-09-22 20:51:13 +03:00
AlexVinS
ea2e336f54 Merge branch 'develop' into SpellsRefactoring8 2016-09-22 16:40:32 +03:00
Arseniy Shestakov
02a45007e7 VCAI::showGarrisonDialog: don't try to pick army from locked garrison 2016-09-19 03:30:55 +03:00
AlexVinS
d993710f8e Merge branch 'develop' into SpellsRefactoring8 2016-09-17 20:29:44 +03:00
Arseniy Shestakov
84137dcaa5 Add DLL_LINKAGE to getStr and fix player id logging in VCAI 2016-09-16 05:45:00 +03:00
Arseniy Shestakov
30042cac3d VCAI::performTypicalActions: always check that hero is still available
It's weird why this only appear now so if you have ideas check issue 2479.
2016-09-16 04:52:17 +03:00
Arseniy Shestakov
ca0fe8fdc4 VCAI: do not attempt artefact and army exchange with ally hero
While visits of ally heroes supposedly occur accidentally It's still nice to handle it's gracefully.
No reason to prevent visits completely as they useful if hero have skill like Scholar.
2016-09-14 13:34:22 +03:00
Arseniy Shestakov
7ec9601acd VCAI: safety checks to avoid crashes with boat objects
Probably we should rewrite boat-related code to make AI boat handling easier.
2016-09-14 03:44:35 +03:00
Arseniy Shestakov
6dcb9a6068 VCAI: don't remove flagged objects from visitableObjs
This make my new shipyard-related changes work properly and might improve owned dwelling usage.
In case there still some code that might cause useless visits it's better just rewrite it insted of removing objects from visitableObjs.
2016-09-13 23:39:32 +03:00
AlexVinS
505e53c17d Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring8
# Conflicts:
#	client/battle/CBattleInterface.cpp
#	lib/spells/BattleSpellMechanics.cpp
2016-09-12 10:13:40 +03:00
AlexVinS
33d1895d21 Merge branch 'develop' into SpellsRefactoring8 2016-09-11 18:34:18 +03:00
Arseniy Shestakov
c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH.
CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
2016-09-11 00:10:46 +03:00
Arseniy Shestakov
9296382bc6 More fixes for clang warning... 2016-09-08 19:58:01 +03:00
Arseniy Shestakov
78a560767b VCAI compareArtifacts: consider that art with highest price is best
That is suboptimal way as well, but let us avoid infinite loop there. Fix issue 2461
2016-09-08 04:29:27 +03:00
AlexVinS
289cbbf2e7 Teach AI how to use massive timed effects. 2016-09-05 14:17:46 +03:00
AlexVinS
4cd264ef86 Merge branch 'develop' into SpellsRefactoring8 2016-09-05 05:22:50 +03:00
Arseniy Shestakov
8e94b1c4d2 VCAI::objectRemoved: handle hero boat removal. Fix issue 2350
Avoid situation when AI attempt to visit boat after it's killed hero who used it.
2016-09-04 15:44:42 +03:00
AlexVinS
3de47d4df6 [AI] Teach BattleAI how to use offensive location spells (like fireball)
* AI already can evaluate effect of smart and not smart offensive spells.
2016-08-30 12:19:55 +03:00
AlexVinS
3b2a45c8dc Get rid of battleGetPossibleTargets. 2016-08-30 12:19:52 +03:00
AlexVinS
d4a35c6839 Simplify getAffectedStacks arguments. casterColor not needed anymore. 2016-08-30 12:14:08 +03:00
Alexander Shishkin
5e5ce0bb09 Merge pull request #203 from vcmi/logFormat
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
Arseniy Shestakov
452e28d183 Remove some useless includes found by cppclean
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
Arseniy Shestakov
ab06cfd586 More fixes for uninitialized fields 2016-08-18 18:53:28 +03:00
AlexVinS
439aeecc8b [c::b] re-enabled PCH, tested with GCC 5.3. (Older versions may not work) 2016-08-18 13:40:35 +03:00
Arseniy Shestakov
39fe9472b6 CGameHandler::moveArtifact: check lock status by slot instead of id
This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
Arseniy Shestakov
91c298bdaa VCAI::tileHidden: added clearPathsInfo
Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
Arseniy Shestakov
c931fa5081 SectorMap::exploreNewSector: only store visible visitable objects
Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
AlexVinS
f06e9c8538 VCAI convert logging 2016-08-15 08:30:06 +03:00
AlexVinS
22884d9150 AI logging convert 1 2016-08-13 17:44:37 +03:00
AlexVinS
72f79a3ad7 Draft boost::format based log proxy. 2016-08-13 16:57:09 +03:00
AlexVinS
dd70e74769 [AI] relaxed logging 2016-08-13 16:57:07 +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
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
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
Arseniy Shestakov
5778082842 VCAI: dont visit border guard if tent not visited. Fix issue 1590
CQuest::checkQuest cant be used for border guard since CGKeys not yet work using quests.
Currently border guard have MISSION_NONE quest that always return true and make AI stuck.
2016-02-25 08:40:28 +03:00
ArseniyShestakov
c550484613 Merge pull request #181 from vcmi/feature/drawbridgeMechanics
Feature/drawbridge mechanics
2016-02-14 16:32:24 +03:00
Arseniy Shestakov
2cfdfca7e5 Battles: fix more cases where invalid wall hex position present 2016-02-14 14:38:24 +03:00
Vadim Markovtsev
3926920103 Rename radious -> radius
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
ArseniyShestakov
4e8486da7b Merge pull request #160 from vmarkovtsev/issue/2388
Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
AlexVinS
d7c0c3759a Merge branch 'Zyx-develop' into develop
Conflicts:
	lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
AlexVinS
bffdc2813d revert some project changes 2016-01-27 15:21:29 +03:00
ArseniyShestakov
c7ca88f84b Merge pull request #157 from vmarkovtsev/issue/2383
Issue/2383 fix invalid AI path detection
2016-01-23 22:02:10 +03:00
Vadim Markovtsev
10f888a483 Fix obelisks puzzle revealing
Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +03:00
Vadim Markovtsev
6eefce23fe Check against nullptr in VisitHero::fulfillsMe() 2016-01-19 21:15:07 +03:00
Vadim Markovtsev
2bfc8ec8cb Fix AI hero infinite move on the same tile 2016-01-19 13:14:05 +03:00
Zyx-2000
a50a702073 switched to -std=gnu++11 2016-01-18 17:49:07 +01:00
Zyx-2000
203b2dccc3 hopefully fixed things 2016-01-09 21:23:55 +01:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Arseniy Shestakov
29a7934a99 Refactoring: avoid using namespace when it's not absolutely needed 2015-12-29 02:14:08 +03:00
Arseniy Shestakov
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
DjWarmonger
a1f5a0a85c Removed unused code, which is not needed with new Pathfinder. 2015-12-24 11:28:14 +01:00
Ivan Savenko
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
Vadim Markovtsev
0661aa0e6e Remove undefined behavior in requestActionASAP 2015-12-13 11:04:42 +03:00
ArseniyShestakov
ab92123da3 CPathfinder: improve support for visits and battles in teleports
Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
2015-12-11 09:42:30 +03:00
ArseniyShestakov
975e049a3e SectorMap: disable knownSubterraneanGates support to avoid loops 2015-12-10 17:35:46 +03:00
ArseniyShestakov
5aadc1ed6f CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue 2015-12-10 13:31:03 +03:00
ArseniyShestakov
9e6f836b25 VCAI::pickBestArtifacts: don't try to move catapult between heroes 2015-12-09 18:49:22 +03:00
ArseniyShestakov
1c0d4e3f6f Fix filenames in file headers 2015-12-08 09:53:14 +03:00
ArseniyShestakov
07807fb044 Client: slience visibility error on shipyard in non-coastal town 2015-12-08 07:33:13 +03:00
ArseniyShestakov
cf4cb5c948 VCAI: silence callback on visibility check 2015-12-08 04:18:31 +03:00
ArseniyShestakov
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73 Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
s reverts commit fa8a282696.

Conflicts:
	AI/VCAI/VCAI.cpp

Conflicts:
	AI/VCAI/VCAI.cpp
	client/windows/CAdvmapInterface.cpp
	lib/CPathfinder.cpp
	lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
7708810148 VCAI: don't serialize destinationTeleportPos to avoid crash
This won't affect AI functionality except if game saved while AI moving through teleporters.
Serialization for some reason don't work properly and cause save loading to fail.
2015-12-05 08:08:02 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
791d1e7ab4 VCAI: finish fixing of teleport probing for whirlpools 2015-12-04 05:30:43 +03:00
Ivan Savenko
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
ArseniyShestakov
3800bd45b7 Movement: initialize destinationTeleportPos with invalid int3 position 2015-12-04 01:54:25 +03:00
Ivan Savenko
c2f4991e99 Replaced barrier with mutex due to data races:
Destruction of barrier while one of the threads is still in barrier.wait() is illegal. This may happen if caller thread reaches wait() after helper thread and immediately return's from the function destroying barrier which is still in use by helper thread
2015-12-04 00:12:49 +02:00
Ivan Savenko
2e56b547ee replaced references to SectorMap with shared_ptr to avoid data races in AI code 2015-12-04 00:10:51 +02:00
Ivan Savenko
73b4188fab Fixed access to unitialized memory causing StupidAI to act stupid 2015-12-03 21:28:01 +02:00
ArseniyShestakov
ee08749743 VCAI: more work on teleport exit probing 2015-12-03 21:18:40 +03:00
ArseniyShestakov
2f9ca778b2 VCAI: add channel probing support for teleporters with multiple exits 2015-12-03 17:20:03 +03:00
Ivan Savenko
7189a12df2 removed few more includes from headers 2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
eb9f29e368 VCAI: restoring teleport probing feature for updated mechanics 2015-12-02 19:26:24 +03:00
ArseniyShestakov
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
ArseniyShestakov
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
f6de3f94ca Teleports: use TTeleportExitsList typedef for exits list
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
ArseniyShestakov
2ef9d7c3ec Rename getCost back to getMovementCost
Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
b2e1ee5363 CGameState: move two pathfinding-related functions to CPathfinderHelper
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
ArseniyShestakov
866a0a1fc0 VCAI: little improvement for 2a59cb6191 2015-11-08 23:02:59 +03:00
ArseniyShestakov
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
ArseniyShestakov
4b64bec711 EPathfindingLayer: copy other code from ETerrainType for debugging 2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
AlexVinS
d46364c4c3 Merge branch 'develop' into issue/2306
Need to reapply changes to pathfiner

Conflicts:
	AI/VCAI/VCAI.cpp
	lib/CGameState.cpp
	lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
Vadim Markovtsev
fa8a282696 Fix pthread_mutex_lock abort() in requestActionASAP impl 2015-10-31 18:04:06 +03:00
DjWarmonger
1e36f3cecd Cache SectorMap where possible and update when necessary. 2015-10-26 16:38:17 +01:00
AlexVinS
c9e03405f2 fix a warning 2015-10-25 23:17:33 +03:00
AlexVinS
e8e484bbca Merge branch 'mutexRelax_fix' into develop 2015-10-25 22:35:19 +03:00
DjWarmonger
2a59cb6191 Fixed #2308 - AI didn't attack enemy heroes at all. 2015-10-25 11:55:50 +01:00
DjWarmonger
768b1ca289 More consitent code. 2015-10-25 11:16:43 +01:00
DjWarmonger
87f838f286 AI should poke inaccessible Quest Guards less often. 2015-10-25 08:39:03 +01:00
DjWarmonger
520e42bcd7 Fixed #2317 2015-10-25 08:21:15 +01:00
DjWarmonger
4e444abf66 Few more uses of cached visibleTiles. 2015-10-24 20:46:55 +02:00
DjWarmonger
a6ea0981b6 Merge branch 'develop' into mutexRelax 2015-10-24 18:30:43 +02:00
Alexander Shishkin
fca4deaad2 Merge pull request #122 from vmarkovtsev/feature/warnings
Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
Vadim Markovtsev
d24fd10e21 Fix std::abs warning
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
AlexVinS
a4d4851d80 Fix typo: casted->cast 2015-09-29 17:26:48 +03:00
DjWarmonger
e14faea181 Merge branch 'develop' of https://github.com/vcmi/vcmi into mutexRelax 2015-09-20 09:46:52 +02:00
AlexVinS
466ddb37b3 fix 1556 2015-09-14 18:38:41 +03:00
DjWarmonger
fe2a72f543 Minor optimization. 2015-08-31 10:08:50 +02:00
DjWarmonger
afe65d1264 Relaxed some locks in VCAI. 2015-08-31 09:18:24 +02:00
DjWarmonger
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
DjWarmonger
2012d53dd6 Fixed issues with exchanging combo artifacts (#2132). 2015-08-30 15:15:04 +02:00
DjWarmonger
6af8db2c69 Fixed logic discrepancy for (in)visible objects. Fixes #2224, #2225 and possibly more. 2015-08-30 09:14:54 +02:00
AlexVinS
782c8ec40b Changed windows minimum version back to winxp due to mingw bug
* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
AlexVinS
03a295f1a0 Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts 2015-08-20 03:28:04 +03:00
DjWarmonger
2dfcead9ef - Updated MSVS project
- Updated changelog to 0.98c
2015-08-01 17:49:12 +02:00
AlexVinS
53b85d16be Cleanup C::B projects 2015-06-21 01:59:33 +03:00
DjWarmonger
f3c7774576 AiI will ignore winning conditions that require defeating his own objects. Fixes #2174 2015-04-13 18:45:43 +02:00
DjWarmonger
f7387becb4 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-04-11 08:53:14 +02:00
DjWarmonger
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
Dmitry Marakasov
eab0b1e674 Fix build with clang 3.6
This is backported commit 509ccac9dd53932b158ee10b47e95d495deb3fd9
from fuzzylite
2015-04-09 13:18:33 +03:00
DjWarmonger
d32461d9d1 Complete solution for artifact equip & exchange. 2015-04-09 09:53:17 +02:00
DjWarmonger
b3f482b8a8 Restored artifact selection & exchange, work in progress. 2015-04-07 22:48:35 +02:00
DjWarmonger
264a0c4fe7 - Restored evaluation of wander targets at every step.
- First wander target will be sorted by distance (closest) as well.
2015-04-07 08:55:13 +02:00
DjWarmonger
2f588b548e Fixed one case when heroes exchanged armies until ran out of movement points. 2015-04-07 08:43:10 +02:00
DjWarmonger
6cfc89dc7c A number of fixes for wander / SectorMap. 2015-04-05 21:13:47 +02:00
DjWarmonger
a208afeee6 Removed new code, it was enough to fix the old one. 2015-03-30 16:54:32 +02:00
DjWarmonger
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
DjWarmonger
299e9d5a0b Experiment - do not prioritize reserved objects during wandering to prevent running back and forth. 2015-03-30 10:07:37 +02:00
DjWarmonger
8820bc05a9 MSVS compiler doesn't allow default arguments for Lambdas. 2015-03-10 10:06:45 +01:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
ArseniyShestakov
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
ArseniyShestakov
f7a999f0f3 VCAI: add destinationTeleport to serialization 2015-03-09 15:37:54 +03:00
ArseniyShestakov
8524bdbc25 VCAI: use copy_if instead of erase_if for teleport exit probing list 2015-03-09 03:24:39 +03:00
ArseniyShestakov
496338813c VCAI: explicitly check for teleportation between subterranean gates 2015-03-09 02:27:49 +03:00
ArseniyShestakov
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
ArseniyShestakov
8d901ad4d0 VCAI Explore goal: fix switch formatting 2015-03-09 01:25:52 +03:00
ArseniyShestakov
f490ea1fcd VCAI Explore goal: remove useless check 2015-03-08 18:36:25 +03:00
ArseniyShestakov
afac28a2f5 VCAI little fix for typo in retreiveVisitableObjs 2015-03-08 17:56:59 +03:00
ArseniyShestakov
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
ArseniyShestakov
12cf883740 VCAI: add all new movement code include teleports and transit support 2015-03-08 17:47:58 +03:00
ArseniyShestakov
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
ArseniyShestakov
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
ArseniyShestakov
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
AlexVinS
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
ArseniyShestakov
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
DjWarmonger
60932d9ed0 AI won't ignore owned objects taken by enemies. 2015-01-24 21:38:22 +01:00
DjWarmonger
84b2510aa4 Merge pull request #62 from vcmi/SpellsRefactoring4
OK
2014-12-26 08:46:29 +01:00
DjWarmonger
5b8180e327 Cleaning logs. 2014-12-25 12:58:15 +01:00
AlexVinS
eebf65e88f Merge branch 'develop' into SpellsRefactoring4 2014-12-24 00:15:27 +03:00
DjWarmonger
7735e193f0 Merge branch 'develop' into experimental/serializerrefactoring 2014-12-22 19:17:40 +01:00
AlexVinS
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
da76a2f227 Fixed AI trying to visit tile already occupied by different hero, including #1902. 2014-12-21 14:50:26 +01:00
DjWarmonger
af02655b30 Fixed #1962 2014-12-21 11:33:53 +01:00
DjWarmonger
a823fae822 Fixed NaNs in FuzzyHelper::getTacticalAdvantage 2014-12-19 19:15:41 +01:00
DjWarmonger
cd060c00c5 Each fuzzy set of rules will use separate fuzzy engine. 2014-12-19 10:52:41 +01:00
DjWarmonger
a1e42caddd Banks won't use fuzzy engine at all, only center of mass. 2014-12-10 12:29:51 +01:00
DjWarmonger
7adb0fd600 Fuzzy engine fix by Jcrada. 2014-12-05 09:28:58 +01:00
DjWarmonger
6463c33c26 Rewrite / update terms for TacticalAdvantage. 2014-11-28 14:17:17 +01:00
DjWarmonger
9ca991282a Taken JCrada patch as it is. 2014-11-27 21:51:48 +01:00
AlexVinS
f7ff61ce4f Merge remote-tracking branch 'remotes/origin/develop' into SpellsRefactoring4 2014-11-24 12:41:17 +03:00
DjWarmonger
b0cd4f4117 Added limits and assertions which show that fuzzy engine is completely bugged. 2014-11-22 18:57:17 +01:00
josch
2812334de9 add FL_CPP11 preprocessor define independent of which fuzzylite is used 2014-11-17 11:42:30 +01:00
AlexVinS
a06dae1f96 Move getAffectedCreatures to CSpell. + more drafts 2014-11-13 04:53:25 +03:00
AlexVinS
d7800b834e get rid of CBattleInfoCallback::calculateSpellDmg 2014-11-12 09:52:11 +03:00
AlexVinS
e4b726151d get rid of CBattleInfoCallback::battleStackIsImmune 2014-11-12 09:20:20 +03:00
AlexVinS
5e42fb8a2a [MinGW]FL build fix 2014-11-05 03:34:14 +03:00
DjWarmonger
3e724bc564 Merge pull request #51 from Mixaill/fuzzylite-fix-3
Fix fuzzylite compilation, again
2014-11-03 17:41:30 +01:00
Mikhail Paulyshka
d0da88a515 define FL_CPP11 outside Fuzzylite source 2014-11-03 01:00:22 +03:00
Mikhail Paulyshka
941dcee0f5 Fix AI and VCAI CMakeLists.txt 2014-11-02 23:43:10 +03:00
Mikhail Paulyshka
a867faae1e use vanilla Fuzzylite 2014-11-02 23:41:41 +03:00
DjWarmonger
229ef66699 Fix for MSVS project. 2014-11-02 18:07:32 +01:00
DjWarmonger
dc9082d88c Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2014-11-02 08:21:25 +01:00
DjWarmonger
e2a6008aa4 Removed unnecessary MSVS settings. 2014-11-02 08:20:58 +01:00
Mikhail Paulyshka
53298c1fd1 ad FL_Windows prepocessor definition 2014-11-02 00:44:00 +03:00
Mikhail Paulyshka
f2ed40f0de fix compilation on non-MSVC compilators (Global.h not found) 2014-11-01 23:40:33 +03:00
DjWarmonger
040fcd30e1 Merged https://github.com/vcmi/vcmi/pull/47 2014-11-01 17:04:51 +01:00
DjWarmonger
9eeea7299a - Removed unecessary includes
- Fixed town types configured from RMG templates
2014-10-31 17:09:34 +01:00
AlexVinS
f16e859242 [C::B] update FL project 2 2014-10-27 15:17:40 +03:00
AlexVinS
49b1b6559d [C::B] update FL project 2014-10-27 14:46:20 +03:00
DjWarmonger
c87f2cdaaf Updated build for MSVS. Some compile fixes to FuzzyLite source. 2014-10-26 12:32:19 +01:00
DjWarmonger
8bf413e0c5 Restored Visual and Code::Blocks projects wiped by previous merge. 2014-10-26 10:49:05 +01:00
jcrada
a4f98a9ebd Upgraded to FuzzyLite version 5.0 2014-10-25 16:13:20 +02:00
josch
101ac04c13 Replaced embedded copy of fuzzylite with fuzzylite 5.0
- retrieved from
   https://github.com/fuzzylite/fuzzylite/archive/v5.0.tar.gz
 - only modification to tarball content was the removal of the examples
   directory
 - fuzzylite release 5.0 tags fuzzylite git commit c11556f
2014-10-25 16:00:44 +02:00
josch
fab31642d9 prepare for update to fuzzylite 5.0
- use system version of fuzzylite if available
 - adapt include paths
2014-10-25 16:00:44 +02:00
AlexVinS
66b022f93e initializer lists part1 2014-10-02 19:43:46 +04:00
DjWarmonger
95e442898e Fixed #1900 2014-10-01 13:26:04 +02:00
Ivan Savenko
33c0e24940 Fixes 1895 - Properly select upper army for recruitment 2014-09-23 14:28:55 +03:00
Ivan Savenko
4bb5784922 Fixing AI - dwelling visitation code should now work properly 2014-09-21 18:08:47 +03:00
Ivan Savenko
b67618ab53 First batch of AI fixes:
- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
Ivan Savenko
6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
Ivan Savenko
b551bdb725 Final part of the merge
Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
DjWarmonger
0edaf4fa8a Merge pull request #26 from vcmi/FFMpeg
Let's do this, way too many branches running now.
2014-09-01 10:35:30 +02:00
DjWarmonger
8b10f70afd Migrating to MSVS 2013, which allows to delete inttypes.h file. 2014-08-31 19:08:39 +02:00
Karol
1b6f2ea3b7 VCMIDirs update #5 fix
- Updated old OS detect macros.
- Fixed 1 misspell.
2014-08-26 12:19:04 +02:00
beegee1
5139378319 - migrated boost::function/ref/bind to std:: variants 2014-08-04 20:33:59 +02:00
Michael Pavlyshko
13cbf0bbca disable fPIC for windows 2014-07-11 23:11:19 +03:00
Michael Pavlyshko
f7d8faa540 install only .dll (without .dll.a) 2014-07-11 17:27:50 +03:00
AlexVinS
195eae48ca Merge branch 'develop' into SDL2
Conflicts:
	client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
Ivan Savenko
1157111fcf More bugfixing:
- Fixed compile in VCAI (precompiled headers should not include VCMI headers)
- Fixed crash on visiting observatories, including shroud of darkness
2014-06-29 17:23:06 +03:00
Haryaalcar
88122ee253 another build fix:
Undefined symbols for architecture x86_64:
  "operator<<(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, EVictoryLossCheckResult const&)
2014-06-26 02:19:10 +03:00
Ivan Savenko
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
AlexVinS
3b8d0e44d4 Merge branch 'develop' into SDL2 2014-06-24 14:09:44 +04:00
DjWarmonger
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
Ivan Savenko
ab475195ac Banks now use new scheme as well
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
DjWarmonger
5c431da0f9 Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG 2014-06-15 10:01:18 +02:00
AlexVinS
56c74bc46a +More build target to support both SDL1 and SDL2 builds 2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45 Tweak configuration 2014-06-13 07:55:47 +04:00
Haryaalcar
2ee139977f crash in VCAI::completeGoal() fixed 2014-06-09 11:24:17 +03:00
Ivan Savenko
b2e8c92383 Cleanup:
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
DjWarmonger
e54c816c92 Treasure piles can now cover several tiles. 2014-06-05 17:19:11 +02:00
Ivan Savenko
0afdfa529c Moved all object-related files to lib/mapObjects directory.
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
DjWarmonger
aee748d8d6 - Added monoliths between remote zones
- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00
DjWarmonger
8c24ea0bfb Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring. 2014-05-30 16:50:06 +02:00
Ivan Savenko
1d17d60449 gcc update:
- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
Ivan Savenko
7f276185bd Moving files:
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
AlexVinS
6f65d2484b Extract battleStackIsImmune from battleIsImmune
This fix possible problems with rising spells as now immunty is handled on stack level not on hex level
* battleIsImmune in now protected - only used in canCastThisSpellHere
2014-05-19 13:44:38 +04:00
DjWarmonger
6658e173f1 - Possible fix for #1769
- Fixed all possible (even unexpected) crashes when AI looses active hero
2014-05-18 13:13:31 +02:00
Ilya Zhuravlev
db7cd79cf7 Android port.
Conflicts:
	lib/vcmi_endian.h
2014-05-16 23:24:29 +04:00
DjWarmonger
fb5152254d Merge branch 'develop' of git://github.com/Macron1Robot/vcmi into WarmysBackup
Conflicts:
	client/CKingdomInterface.cpp
2014-05-02 12:03:02 +02:00
Macron1Robot
21c2efbc64 Update VCAI.cpp
Deleted commented text and optimized estimateIncome
2014-04-28 10:33:42 +04:00
Macron1Robot
ede9818b38 Update VCAI.cpp
corrected typo
2014-04-28 08:26:21 +04:00
DjWarmonger
4a71442c80 Missing changes. 2014-04-27 14:38:20 +02:00
Macron1Robot
8ec7a9b919 Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json" 2014-04-27 10:43:46 +04:00
Macron1Robot
907caedb13 Added "produce" section in "building" structure. Changed dailyIncome. 2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day 2014-04-24 23:36:18 +04:00
DjWarmonger
9e7013de77 Backup for my own MVS project configuration 2014-04-24 21:07:43 +02:00
beegee1
e2bcac4d27 - fixed include random generator header 2014-04-18 18:45:47 +02:00
beegee1
1d57b75bc5 - random number generation refactoring
- fixed mantis #1743
2014-04-10 19:22:32 +02:00
Ivan Savenko
43ba3d30ea Breaking things - first commit towards configurable object(s).
- New files: lib/CObjectWithReward.h/cpp
- Classes that will be replaced by configurable object are now in this
fil

Status: far from functional, currently at "it compiles" point, some
essential pieces are still missing.
2014-04-06 23:14:26 +03:00
DjWarmonger
2da3d7d7c3 Removed AI bottleneck on water-based maps. 2014-04-03 09:57:44 +00:00
DjWarmonger
30b79588db - Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.
- Some optimizations with local cb pinter in VCAI.
2014-04-01 11:53:28 +00:00
DjWarmonger
a64df5718f Some nontrivial optimizations based on profiling results:
- Movement bonuses will be calculated ONCE per pathfinder loop
- Goals will be sorted by hero to reduce number of calculatePaths calls
2014-03-31 14:26:09 +00:00
DjWarmonger
8683c8c0eb - Added and improved some propagators, including Crystal Dragons ability (#1232)
- Minor refactoring in AI
2014-03-29 21:39:19 +00:00
Ivan Savenko
771c1ce255 - some effords to get rid of bottlenecks in AI code
- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
2014-03-23 16:36:16 +00:00
DjWarmonger
441e4b2cb2 Improvements for AI speed (#1760)
AI heroes will be excluded from exploration if:
- There is no clear way to next exploration point or
- There is no possible exploration point at all
AI heroes will be erased from the list above if:
- FoW changes
- New object is added
- To prevent lock, primary hero will be erased at the start of each turn
2014-03-23 16:00:43 +00:00
Ivan Savenko
9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 2014-03-23 12:59:03 +00:00
beegee1
fe1b16a7ec Some preparation towards mantis #1743:
- refactored CRandomGenerator (added util methods, improved method names)
- usages of std::minstd_ran are replaced by CRandomGenerator (not in entire code base, C rand() usages are still not replaced)
- refactored getArtSync method of CArtHandler -> now named pickRandomArtifact
- fixed some compiler warnings
- updated source code URL in VCMI spec
2014-03-17 19:51:07 +00:00
alexvins
4203d69525 Part 2 of new spell configuration
1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.

* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
Michał W. Urbańczyk
93b8d2e59a AI crash — do not modify container when iterating it. 2014-03-01 12:53:09 +00:00
DjWarmonger
d049abe644 Fixed typo #1732. 2014-02-26 17:29:21 +00:00
DjWarmonger
8ce6659633 Important fix for unreserving objects. 2014-02-23 20:37:33 +00:00
DjWarmonger
94c8f01732 Commiting some minor tweaks before next dev version. 2014-02-23 16:55:42 +00:00
Michał W. Urbańczyk
458ba47965 Compile fix for non-msvc, as per https://github.com/vcmi/vcmi/pull/8 2014-02-21 12:27:56 +00:00
DjWarmonger
15edeb231b Fixed two heroes getting stuck on both sides of gate. 2014-02-21 09:32:24 +00:00
DjWarmonger
1196eb5d81 AI can finally clear Subterranean Gate with guard on the other side :) 2014-02-21 07:48:38 +00:00
DjWarmonger
b0b0249524 - Implemented serialization of Goals. Loaded games work, at least.
- Attempts to add Subterranean Gates to SectorMap
- Extensive use of ClearWayTo goal.
2014-02-20 20:18:49 +00:00
DjWarmonger
8683b982c7 - A simple method to break loop in goal decomposition (which consumed time)
- Finally corrected canGetArmy conditions (which also consumed time)
- Removed some unused code, general cleaning
2014-02-19 16:23:47 +00:00
DjWarmonger
a3cad2883f - Restored correct specialty serialization (#1599 and all its children)
- Fixed rare AI crash
- Fixed AI visiting some objects many times
- Some cleanup and refactoring
2014-02-17 17:28:39 +00:00
DjWarmonger
6ee823298a - Various improvements for exploration
* Heroes will try to use SectorMap if there are no accessible tiles
* Remove some loopholes and pitfalls when all the ways are blocked
* Fixed AI not conquering some (reserved) objects
Still missing: SectorMap does not use Subterranean Gates :(

- Improvements for army exchange
* Fixed exchange condition
* Bidirectional exchange is possible
2014-02-17 07:36:03 +00:00
DjWarmonger
afacb40f5a - Fixed secondary heroes stalking main hero
- Fixed exotic crash when all nearby tiles are occupied
2014-02-15 21:32:49 +00:00
DjWarmonger
b368e565ab - fixed #1714
- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
DjWarmonger
d8933b5c36 - AI will now use SectorMap to find a way to guarded / covered objects.
- Improvements to SectorMap needed for use of multiple heroes
2014-02-15 16:38:51 +00:00
DjWarmonger
e459984897 Cleanup in AI. 2014-02-15 08:10:06 +00:00
Ivan Savenko
7f07a30d7d More fixes for map-specific crashes, fixes #1427 and #733
- if special victory condition is present AND there is only one player
normal victory condition will be disabled
- added new triggered condition, constant value
- if target of CONTROL/DESTROY condition is removed from map, triggered
condition will be replaced with constant
- fixed randomization of armies with random stacks
2014-02-09 12:10:02 +00:00
DjWarmonger
d17b3a14bd - Significantly improved exploration algorithm
- Workaround to make AI gather army when exploration is not possible anymore
- Possibly fixed issue with AI not capturing guarded objects
2014-02-07 20:09:15 +00:00
DjWarmonger
a9b10c8099 - Changed aggregation method so now fuzzy engine takes all the factors into consideration
- Heroes now will use real path cost and their movement, which has numerous advantages:
* Actual movement cost is taken into consideration
* Groups of heroes will keep order
* Fastest heroes will be used for exploration first
2014-02-07 08:23:31 +00:00
DjWarmonger
54fbdfec5e - Finally fixed wander crash
- Smoothed values of terms to improve differentiation and stability
2014-02-06 06:05:45 +00:00
beegee1
95034b9fa0 - Updated PCH to use our StdInc.h as the prefix header (not generated one from cotire) -> no exclude headers from ffmpeg/etc... statements required
- Fixed compilation error (VCAI ResourceSet logging)
2014-02-05 20:25:36 +00:00
DjWarmonger
486cd4b001 - Fixed (common) issue when AI found neutral stacks infinitely strong
- Fixed non-fuzzy performance of some functions. Now AI really considers all options and uses multiple heroes, who don't spend their time wandering a lot.
2014-02-05 18:45:51 +00:00
DjWarmonger
5e58027496 Fix for rare crash in previous commit. 2014-02-05 09:04:09 +00:00
DjWarmonger
c708a631c1 - Improved AI logging messages
- Cut wandering time of AI
2014-02-04 21:49:04 +00:00
beegee1
df0a28d9cb - added PCH compilation for CMake using cotire module (PCH is OFF per default, can be enabled with ENABLE_PCH=ON) 2014-02-01 13:37:26 +00:00
Ivan Savenko
3779a54ddd - probably fixed 1671
- fixed missing loss condition in Birth of Barbarian
- fixed some bugs found by cppcheck
2014-01-30 11:08:37 +00:00
alexvins
16d6292be9 [refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
[mingw build] fix linking issues with netpacks. 
Mingw build is finally fixed! 

[c::b] update projects

[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00
DjWarmonger
c2cbd8da27 Un-abstracted AbstractGoal to allow serialization. 2014-01-06 14:17:56 +00:00
alexvins
a740f7989c [c::b] update projects, disable PHC for now, +few fixes (still wip) 2014-01-05 17:48:50 +00:00
Ivan Savenko
2c4c964a45 Large rewrite of adventure map objects:
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
beegee1
5971ceaa7f - Fixed hero / army strength handling 2013-12-31 16:11:18 +00:00
DjWarmonger
51e6961d08 Compile fix for MVS. 2013-12-29 15:48:56 +00:00
Ivan Savenko
0c5be52a42 Win/loss conditions based on logical expressions, yet another large
changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)

Still missing:
- No interface to pass custom events/victory conditions into the game 
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days
2013-12-29 11:27:38 +00:00
DjWarmonger
344783efb5 An attempt to handle spawning objects. However, on a day of double growth, when multiple monsters spawn, game freezes. Looks like engine issue, code is commented out. 2013-12-28 16:39:47 +00:00
beegee1
b8eddcd9a8 - Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
- Refactored pickHero into pickNextHeroType (hero generation sequence) and pickUnusedHeroTypeRandomly
- Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
- Fixed Fuzzy.cpp and VCAI.h compilation on Clang
- Added a handleException function in addition to our macros (no use of macros, enables debugging support, does not re-throw, catches ...-case too)
2013-12-28 12:47:55 +00:00
DjWarmonger
9ec299931d - Fixed VisitHero goal. Now heroes can exchange armies again.
- AI should not get lazy in endgame.
- Removed unused code.
2013-12-27 13:20:40 +00:00
DjWarmonger
e5b011abe0 - Fixed heroes stalling. Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended.
- Fixed multiple issues with ClearWayTo goal.
2013-12-26 09:53:37 +00:00
DjWarmonger
603cbd8850 Experiment: goal values calculated by Fuzzy Helper will be stored in "priority" field and used in consecutive calculations. 2013-12-25 16:05:11 +00:00
DjWarmonger
7af9b0ea74 Replaced AI vectors by sets for both performance and safety. 2013-12-25 13:38:20 +00:00
DjWarmonger
12bb9221d1 One more fix. 2013-12-24 22:12:12 +00:00
DjWarmonger
a8539b2b28 - Fixes for Quest Guard and goal completion, in particular For Sale map (#894)
- Fixes for ally players handling by AI
2013-12-24 22:01:16 +00:00
DjWarmonger
0c3ccda922 One more fix. 2013-12-23 21:22:42 +00:00
DjWarmonger
aec04d920e Endless crusade against AI issues and loopholes!
- Fixed #1126
- ClearWayTo and GatherArmy goals will also consider multiple subgoals
- GatherArmy may include building dwellings in town (experimental)
2013-12-23 20:46:01 +00:00
DjWarmonger
362a54b4df More fixes and tweaks for AI, including #1590. 2013-12-21 21:31:28 +00:00
DjWarmonger
a6ce282f8a Dramatically reduced exploration complexity. AI will check only nearby objects. 2013-12-21 19:17:27 +00:00
DjWarmonger
473250e223 - Removed slow and buggy part of exploration code
- Various tweaks and performance improvements. remove_if on long vector is a bad idea.
2013-12-21 17:34:59 +00:00
DjWarmonger
5ec3685041 Fixed heroes getting stuck because their assigned tile was captured by another hero. 2013-12-21 07:37:23 +00:00
DjWarmonger
045af73f0d Some tweaks and performance improvements. 2013-12-20 21:10:43 +00:00
DjWarmonger
bf3fe0e274 - Explore goal will also use fuzzy comparison
- Fixed AI afraid of town with Castle built: #1514, #1515, #1584
2013-12-20 16:49:51 +00:00
beegee1
68bdf71db6 - Fixed GCC compiler warnings
- Implemented move heroes to next scenario partially
2013-12-20 13:07:58 +00:00
DjWarmonger
6b3ca831c1 - Conquer goal will not use fuzzy logic as well. AI should play more aggresively.
- Removed unused code.
2013-12-20 13:01:44 +00:00
DjWarmonger
1b04f4fa9f Hopefully fixed ALL the cases when hero could use invalid path, for good. 2013-12-20 10:15:29 +00:00
DjWarmonger
d085f8eee8 First implementation of fuzzy logic in VisitTile goal. 2013-12-20 09:43:12 +00:00
DjWarmonger
983c0496d0 Some work towards fuzzy goal comparison. 2013-12-19 20:21:21 +00:00
Ivan Savenko
881a7cf862 - added check to avoid recursion in AI town building code
- restored previously missing AI shield during AI turn
2013-12-19 17:29:35 +00:00
Ivan Savenko
ee1b0459e6 Extended building dependencies:
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
2013-12-02 11:58:02 +00:00