1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00
Commit Graph

559 Commits

Author SHA1 Message Date
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
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
5e5ce0bb09 Merge pull request #203 from vcmi/logFormat
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
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
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
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
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
f06e9c8538 VCAI convert logging 2016-08-15 08:30:06 +03:00
22884d9150 AI logging convert 1 2016-08-13 17:44:37 +03:00
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
aabf4808da SectorMap: remember all visitable objects in sector for wandering 2016-08-12 09:02:14 +03:00
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
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
6433d7dd40 VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI 2016-08-11 12:19:08 +03:00
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
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
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
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
2bfc8ec8cb Fix AI hero infinite move on the same tile 2016-01-19 13:14:05 +03:00
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
29a7934a99 Refactoring: avoid using namespace when it's not absolutely needed 2015-12-29 02:14:08 +03:00
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
a1f5a0a85c Removed unused code, which is not needed with new Pathfinder. 2015-12-24 11:28:14 +01:00
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
0661aa0e6e Remove undefined behavior in requestActionASAP 2015-12-13 11:04:42 +03:00
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
975e049a3e SectorMap: disable knownSubterraneanGates support to avoid loops 2015-12-10 17:35:46 +03:00
5aadc1ed6f CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue 2015-12-10 13:31:03 +03:00
9e6f836b25 VCAI::pickBestArtifacts: don't try to move catapult between heroes 2015-12-09 18:49:22 +03:00
1c0d4e3f6f Fix filenames in file headers 2015-12-08 09:53:14 +03:00
07807fb044 Client: slience visibility error on shipyard in non-coastal town 2015-12-08 07:33:13 +03:00
cf4cb5c948 VCAI: silence callback on visibility check 2015-12-08 04:18:31 +03:00
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +03:00
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
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
791d1e7ab4 VCAI: finish fixing of teleport probing for whirlpools 2015-12-04 05:30:43 +03:00
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
3800bd45b7 Movement: initialize destinationTeleportPos with invalid int3 position 2015-12-04 01:54:25 +03:00
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
2e56b547ee replaced references to SectorMap with shared_ptr to avoid data races in AI code 2015-12-04 00:10:51 +02:00
ee08749743 VCAI: more work on teleport exit probing 2015-12-03 21:18:40 +03:00
2f9ca778b2 VCAI: add channel probing support for teleporters with multiple exits 2015-12-03 17:20:03 +03:00
7189a12df2 removed few more includes from headers 2015-12-02 22:10:46 +02:00
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
eb9f29e368 VCAI: restoring teleport probing feature for updated mechanics 2015-12-02 19:26:24 +03:00
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
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
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
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
866a0a1fc0 VCAI: little improvement for 2a59cb6191 2015-11-08 23:02:59 +03:00