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349 Commits

Author SHA1 Message Date
DjWarmonger
4e444abf66 Few more uses of cached visibleTiles. 2015-10-24 20:46:55 +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
DjWarmonger
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
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
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
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
afac28a2f5 VCAI little fix for typo in retreiveVisitableObjs 2015-03-08 17:56:59 +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
AlexVinS
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +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
AlexVinS
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
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
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
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
DjWarmonger
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
Haryaalcar
2ee139977f crash in VCAI::completeGoal() fixed 2014-06-09 11:24:17 +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
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
Ivan Savenko
1d17d60449 gcc update:
- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
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
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