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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-13 11:40:38 +02:00

19175 Commits

Author SHA1 Message Date
Ivan Savenko
5432dc66c8
Merge pull request #5424 from IvanSavenko/tavern_fix
[1.6.6] Fix stacking of bonuses from buildings like Tavern
2025-02-15 11:13:21 +02:00
Ivan Savenko
80ba2f2af1
Merge pull request #5420 from IvanSavenko/ci_ubuntu
[1.6.6] Update Ubuntu versions used by CI
2025-02-15 11:13:03 +02:00
Ivan Savenko
9effde04bb
Merge pull request #5404 from Laserlicht/upgrade_all
[1.6.6] extend radial wheel in town to upgrade all creatures
2025-02-15 11:12:37 +02:00
Laserlicht
3e161da834 code review 2025-02-14 21:03:23 +01:00
Ivan Savenko
58a6185b43 Fix stacking of bonuses from buildings like Tavern
- Same buildings in different towns of the same faction that provide
bonuses with propagators will now correctly stack their bonuses. This
fixes Tavern and possibly other such buildings
- Brotherhood of Sword now correctly adds bonus to thieves guild access
2025-02-14 14:29:58 +00:00
Ivan Savenko
2d7535eb00
Merge pull request #5395 from IvanSavenko/xbrz_effects
Implemented bloodlust, clone, and petrify effects for xbrz mode
2025-02-14 14:33:13 +02:00
Ivan Savenko
4e8372ef41 Update Ubuntu versions used by CI
- bump our oldest builder from Ubuntu 20.04 to 22.04 due to Github
phasing-out of 20.04: https://github.com/actions/runner-images/issues/
11101
- use gcc-10 on ubuntu 22.04 (oldest available)
- explicitly use 24.04 image instead of latest, in line with other jobs.
2025-02-14 11:18:33 +00:00
Ivan Savenko
b69e1ce1fb
Merge pull request #5399 from Laserlicht/combat_health
[1.6.6] Combat Health Bar & Calculation fix
2025-02-14 13:09:49 +02:00
Ivan Savenko
28a8d4f4a1 Implemented bloodlust, clone, and petrify effects for xbrz mode 2025-02-14 11:01:20 +00:00
Ivan Savenko
2ed145acbc
Merge pull request #5416 from XCOM-HUB/patch-15
Update swedish.json (beta)
2025-02-14 12:50:35 +02:00
Ivan Savenko
32a2413b5e
Merge pull request #5412 from IvanSavenko/ai_scouts
NKAI - Prefer giving fast units to scouts
2025-02-14 12:49:41 +02:00
Ivan Savenko
099b7a4763
Merge pull request #5413 from IvanSavenko/bugfixing
[1.6.6] Minor fixes
2025-02-14 12:49:14 +02:00
Ivan Savenko
b1ae36bdff Use boost::asio::post instead of deprecated io_service::post 2025-02-13 21:36:24 +00:00
Ivan Savenko
de3b7e3cc6
Merge pull request #5409 from vcmi/sdl_mixer_native_type
use Mix_Music from SDL_Mixer directly
2025-02-12 13:25:24 +02:00
Ivan Savenko
6cafb89ab1
Merge pull request #5397 from dydzio0614/vietnamese-launcher-translation
Update vietnamese launcher translation
2025-02-12 13:25:09 +02:00
Maurycy
a470fb7fae
Update swedish.json (beta)
Made some changes.
2025-02-12 12:18:27 +01:00
Ivan Savenko
4c74346508 Hide darkness bonus on creatures - it only works with towns 2025-02-11 20:14:57 +00:00
Ivan Savenko
4c4726847d Fix size of generated images for Chronicles 2025-02-11 20:08:02 +00:00
Ivan Savenko
c559b20791 Add more tracking for crash on Android 2025-02-11 20:07:44 +00:00
Ivan Savenko
7f7327b622 Fix attempt to translated already translated string 2025-02-11 20:07:31 +00:00
Ivan Savenko
f238d89601 NKAI - Prefer giving fast units to scouts
Nullkiller AI will now prefer giving its scout heroes faster units to
optimize their movement points on next turns.

Unit selection logic:
- AI prefers to give 'weak' units that won't affect army strength of main
hero. Unit is considered 'weak' if its level below 4 or if its AI value
is below 1% of total army strength. So AI can give high-tier unit to
scout, but only if main hero already has massive army.

- Within weak units, if hero is moving on terrain with penalty, AI will
always prefer units that are native to this terrain. So on snow AI will
always prefer unit from Tower even if its speed is lower than unit from
another faction.

- Within remaining candidates, AI will prefer unit that will give higher
movement points limit. This also means that in case of H3 rules, all
units with 11+ speed will be viewed as equally good

- If there are multiple units with same speed, AI will prefer unit with
lowest AI value
2025-02-11 16:37:54 +00:00
Dydzio
a7e53565fd Corrected formatting 2025-02-11 17:37:14 +01:00
Ivan Savenko
2b10142096
Merge pull request #5406 from GeorgeK1ng/czech-update
Czech update
2025-02-10 14:53:27 +02:00
Ivan Savenko
42abcf4653
Merge branch 'beta' into czech-update 2025-02-10 14:53:19 +02:00
Ivan Savenko
3e87d9e5fa
Merge pull request #5407 from IvanSavenko/cove_fix
[1.6.6] Fix loading of HotA maps with Cove town placed on map
2025-02-10 14:52:44 +02:00
Ivan Savenko
f91973e544
Merge pull request #5402 from IvanSavenko/move_cost_total
[1.6.6] Show total movement cost for multi-turn paths
2025-02-10 14:52:30 +02:00
Andrey Filipenkov
586cb65adc
use Mix_Music from SDL_Mixer directly 2025-02-10 15:01:51 +03:00
Ivan Savenko
1917fae2c0 Fix loading of HotA maps with Cove town placed on map 2025-02-09 22:11:19 +00:00
Laserlicht
0bbcb21826 optimize radial wheel if only few button exisiting 2025-02-09 21:54:31 +01:00
Laserlicht
c6987f4183 upgrade all radial wheel button 2025-02-09 21:54:30 +01:00
George King
9ca5df9ca7
Minor tweaks in Czech translation 2025-02-09 20:29:21 +01:00
George King
33f07cfe71
Movement points update 2025-02-09 20:25:04 +01:00
Ivan Savenko
a272ae8208
Merge pull request #5380 from IvanSavenko/xilmi_develop
[1.6.6] AI improvements from AIL / Xilmi
2025-02-09 19:46:54 +02:00
Ivan Savenko
68e0dcb01d
Merge pull request #5398 from Laserlicht/portrait_mode
[1.6.6] portrait mode for android & grey bar fix
2025-02-09 19:42:03 +02:00
Ivan Savenko
640f654fe0
Merge pull request #5401 from Laserlicht/touch_overlay
[1.6.6] overlay for touch screens & pinch fix
2025-02-09 19:40:45 +02:00
Xilmi
c7b875f671 Small adjustments to defensive behavior
AI will no longer leave the defense of a threatened town in order to bring the army to another hero.

AI will no longer send heroes to die outside of towns that already have a garrisioning hero inside, if there's a stronger enemy hero lurking around the town.
2025-02-09 17:33:56 +00:00
Xilmi
1b041fe09d Update PriorityEvaluator.cpp
Keymaster is no longer considered as conquest-target (which made the AI beeline for it).
2025-02-09 17:33:45 +00:00
Xilmi
82ab49495e Fixed an issue that prevented AI from building stables
Prerequisites of dwellings now also inherit the armyStrength of their respective dwelling for the purpose of their evaluation.
2025-02-09 17:33:39 +00:00
Xilmi
cf3eee5d8a AI-adjustments
AI no longer rushes towns that don't have a citadel or better when there is a scary enemy hero around.

AI will no longer try to maximize defenses by using the strongest possible defender. Instead it will try to use the most appropriate defender. The most appropriate is considered to have roughly 75% power of the threat and the score will be lower but still above zero the bigger the deviation is.
2025-02-09 17:33:39 +00:00
Xilmi
49d73b438b Update Nullkiller.cpp
Further warning-removal
2025-02-09 17:33:39 +00:00
Xilmi
3d87568349 Fix justified warning 2025-02-09 17:33:39 +00:00
Xilmi
5bd4b6a541 Several AI-Adjustments
Dismissing StayAtTown-tasks for heroes with less than 100 movement-points in order to avoid these tasks to be creates for heroes that have no movement over and over.

Resource-silo is now evaluated by it's output rather than like a building the AI doesn't know what it is good for.

AI should now try to maximize the highest mage-guild instead of building them slowly one by one.

Drastically reducing the score of dwelling-upgrades for upgrades the AI already has.

Heroes that are currently threatened anyways will be more brave and not care about going for things that are also threatened if there is nothing safe in range.

AI will no longer waste their heroe's MPs defending cities that don't have at least a Citatdel.

Reverted prior change that caused AI to no longer push for grey towns.
2025-02-09 17:33:39 +00:00
Xilmi
6b55401fde Swapped order of Defend and Far-Hunter-Gather 2025-02-09 17:33:39 +00:00
Xilmi
b0e87f01ed Fix cluster prio
Clusters are now checked against all priority-tiers instead of just hunter-gather.
2025-02-09 17:33:39 +00:00
Xilmi
8d3970c6d5 AI-adjustments
AI no longer thinks it can recharge their mana at towns without a mage-guild.
AI no longer treats neutral monsters as if  they were their enemies.
Upgrading armies no longer has it's own priority-tier. It is now handled at the same-priority as hunter-gather.
2025-02-09 17:33:39 +00:00
Xilmi
c9f669b41d Update PriorityEvaluator.cpp
If there's several valid defense-tasks use the one that takes fewer turns to get to.
2025-02-09 17:33:39 +00:00
Xilmi
b3eecf431c Anti-suicide-changes
Fixed an issue causing the AI to use evaluationContext.powerRatio as maxWillingToLose instead of evaluationContext.powerRatio * ai->settings->getMaxArmyLossTarget().

Defense-tasks no longer ignore maxWillingToLose when the target isn't a hero.
2025-02-09 17:33:39 +00:00
Xilmi
64ff6a0631 Update PriorityEvaluator.cpp
Basic dwellings get a score-boost to take into consideration that units are immediately hirerable as opposed to just being added at the beginning of next weak. This means they should win out against early Citadels more.

Handling for conditional quicker mage-guild-upgrading incase of caster-mains.
2025-02-09 17:33:39 +00:00
Xilmi
765658ec83 Various Evaluation improvements
AI-heroes are reduce their confidence for attacks based on how many of the units they currently have stacks from exist somewhere else in their empire. So for example if an AI has 2 black-drakes while 3 more are waiting in their castle, they act as if their army was only 2/5th as strong as it is. This should make them more likely to first reinforce their army before attacking.

Changed the formula of scoring dwelling-upgrades in a way that doesn't overvalue upgrading vs. producing new units so much.

AI will no longer be so overconfident when fighting enemy heroes near their own castle. This lead to a lot of horrible trades, especially between different AI which made FFAs way easier in the long run.

AI should be better at preventing their enemies finding their towns undefended due to considering enemies that are not immediately in their castle's range too.

If only gold is missing but no special-resources the AI will no longer devalue what building it wants to build next and build something cheaper instead. This should lead to AI quicker reaching their tier 7 units and skipping some unnecessary lower tiers on the way to it.
2025-02-09 17:33:39 +00:00
Xilmi
6c4996ff54 AI will now devalue the usefulness of non-flying units when attacking defensive structures in order to prevent suiciding against castles 2025-02-09 17:33:39 +00:00