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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-22 03:39:45 +02:00

353 Commits

Author SHA1 Message Date
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
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
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
Michał W. Urbańczyk
93b8d2e59a AI crash — do not modify container when iterating it. 2014-03-01 12:53:09 +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
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
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
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
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
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
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
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
7af9b0ea74 Replaced AI vectors by sets for both performance and safety. 2013-12-25 13:38:20 +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
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
1b04f4fa9f Hopefully fixed ALL the cases when hero could use invalid path, for good. 2013-12-20 10:15:29 +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
DjWarmonger
54c52869cf - Fixed some more cases when heroes could block each other
- More generous checking of complete goals and their dependencies
2013-11-24 19:15:08 +00:00