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

43 Commits

Author SHA1 Message Date
7ba271edf1 Rotation rebase2 (#912)
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y].
* Nullkiller AI can get it too.
* Use boost::multi_array instead of nested vectors
* In MapHandler too
* Rotate foreach algorithms, too
* VCAI gets rotated, too
2022-09-18 17:39:10 +03:00
ae67ef027a Nullkiller: fix old VCAI new lines 2021-07-26 21:02:50 +03:00
ffdf5ad180 AI: fix hero exchange logic, allow splitting weakest-fastest creature, refactoring 2019-03-17 11:54:02 +02:00
881e7f2061 AI pathfinding: use own FuzzyHelper for each storage to allow parallel processing without cuncarrent access 2019-02-10 15:25:56 +02:00
675406589c AI pathfinding calculated in parallel 2019-02-10 15:25:56 +02:00
da20aa2388 Use the same cost value in Pathfinder and fuzzy evaluations. 2019-01-17 10:54:41 +03:00
edc5abe49d AI: tweak explore to work with new pathfinding. 2019-01-07 14:07:36 +02:00
2c401931c4 AI: fix freeze on BuyArmy 2018-12-30 16:40:05 +02:00
cf213a5acf #2983б #2910 and a few other bugs fixed 2018-10-06 16:35:31 +03:00
49c872e4ec AI: replace SectorMap with new PathfinderManager 2018-10-06 16:35:31 +03:00
6ac987794c AI: first rule extracted for pathfinder 2018-09-23 15:26:53 +03:00
edcaaf036a MSVC: fixes for compatibility with latest Vcpkg packages 2018-08-27 22:19:11 +03:00
a9ef8fe32f - Fixed Border Gates logic
- VCAI may now walk onto removable objects when exploring
2018-08-08 10:52:52 +02:00
273802c92c I have no idea what I'm doing 2018-07-26 12:14:29 +02:00
12a3c7ed33 AI - code styles and remove redundant performance optimization for explore 2018-06-24 13:30:17 +03:00
2466489e13 AI - improve exploration, cancel deadends 2018-06-21 22:29:26 +03:00
25dea1a599 Code style: formatting and refactoring of VCAI code 2018-04-08 17:43:20 +07:00
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
9d9c026c85 Code style: serialize everything on own lines for easier debugging (#357) 2017-07-31 16:35:42 +03:00
f1e5797834 Code style: move or add licensing information on top of every file 2017-07-14 01:26:03 +03:00
27ff9efd4b Fixed #1713 2016-12-12 21:38:12 +01:00
9b5af484b7 Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc). 2016-11-28 19:29:11 +01:00
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
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
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
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +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
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
b3f482b8a8 Restored artifact selection & exchange, work in progress. 2015-04-07 22:48:35 +02:00
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
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
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
b2e8c92383 Cleanup:
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
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
e54c816c92 Treasure piles can now cover several tiles. 2014-06-05 17:19:11 +02:00
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
6658e173f1 - Possible fix for #1769
- Fixed all possible (even unexpected) crashes when AI looses active hero
2014-05-18 13:13:31 +02:00
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
e459984897 Cleanup in AI. 2014-02-15 08:10:06 +00:00
c708a631c1 - Improved AI logging messages
- Cut wandering time of AI
2014-02-04 21:49:04 +00:00
9950bc6ec3 First part of AI refactoring. Trying to split AI into three distinct parts:
- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics

Also, Goals will now be organized in object-oriented fashion.
2013-10-18 20:17:25 +00:00