7ba271edf1
Rotation rebase2 ( #912 )
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* 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
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- 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
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* 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
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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
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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.
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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
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* 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
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- 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
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Feature/map objects
2014-06-22 14:49:42 +02:00
b2e8c92383
Cleanup:
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- 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
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- 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.
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Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
6658e173f1
- Possible fix for #1769
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- 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.
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- 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
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- 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:
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- 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