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Commit Graph

259 Commits

Author SHA1 Message Date
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
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
1e36f3cecd Cache SectorMap where possible and update when necessary. 2015-10-26 16:38:17 +01:00
e8e484bbca Merge branch 'mutexRelax_fix' into develop 2015-10-25 22:35:19 +03:00
2a59cb6191 Fixed #2308 - AI didn't attack enemy heroes at all. 2015-10-25 11:55:50 +01:00
768b1ca289 More consitent code. 2015-10-25 11:16:43 +01:00
87f838f286 AI should poke inaccessible Quest Guards less often. 2015-10-25 08:39:03 +01:00
520e42bcd7 Fixed #2317 2015-10-25 08:21:15 +01:00
4e444abf66 Few more uses of cached visibleTiles. 2015-10-24 20:46:55 +02:00
afe65d1264 Relaxed some locks in VCAI. 2015-08-31 09:18:24 +02:00
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
2012d53dd6 Fixed issues with exchanging combo artifacts (#2132). 2015-08-30 15:15:04 +02:00
6af8db2c69 Fixed logic discrepancy for (in)visible objects. Fixes #2224, #2225 and possibly more. 2015-08-30 09:14:54 +02:00
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
d32461d9d1 Complete solution for artifact equip & exchange. 2015-04-09 09:53:17 +02:00
b3f482b8a8 Restored artifact selection & exchange, work in progress. 2015-04-07 22:48:35 +02:00
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
2f588b548e Fixed one case when heroes exchanged armies until ran out of movement points. 2015-04-07 08:43:10 +02:00
6cfc89dc7c A number of fixes for wander / SectorMap. 2015-04-05 21:13:47 +02:00
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
299e9d5a0b Experiment - do not prioritize reserved objects during wandering to prevent running back and forth. 2015-03-30 10:07:37 +02:00
8820bc05a9 MSVS compiler doesn't allow default arguments for Lambdas. 2015-03-10 10:06:45 +01:00
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
8524bdbc25 VCAI: use copy_if instead of erase_if for teleport exit probing list 2015-03-09 03:24:39 +03:00
496338813c VCAI: explicitly check for teleportation between subterranean gates 2015-03-09 02:27:49 +03:00
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
afac28a2f5 VCAI little fix for typo in retreiveVisitableObjs 2015-03-08 17:56:59 +03:00
12cf883740 VCAI: add all new movement code include teleports and transit support 2015-03-08 17:47:58 +03:00
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
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
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
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
60932d9ed0 AI won't ignore owned objects taken by enemies. 2015-01-24 21:38:22 +01:00
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
95e442898e Fixed #1900 2014-10-01 13:26:04 +02:00
33c0e24940 Fixes 1895 - Properly select upper army for recruitment 2014-09-23 14:28:55 +03:00
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
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
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
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
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
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
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
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
2ee139977f crash in VCAI::completeGoal() fixed 2014-06-09 11:24:17 +03:00