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Commit Graph

759 Commits

Author SHA1 Message Date
Ivan Savenko
0fd9dbf240 Unified income handling, added IOwnableObject interface 2024-08-28 12:40:44 +00:00
Ivan Savenko
01396b62b7 Extracted handling of type ID's from serializer into a separate class 2024-08-26 19:48:46 +00:00
Ivan Savenko
b84af1a6de Significantly simplify packs applying
Apparently our logic for packs applying with types registration is
overcomplicated and by now completely unnecessary - it became redundant
after introduction of visitor pattern.
2024-08-26 19:48:46 +00:00
Ivan Savenko
11e8b04ac5
Merge pull request #4463 from SoundSSGood/IMarket-refactoring
IMarket refactoring
2024-08-26 22:48:23 +03:00
Xilmi
b92862c04d New priorities
Added more priority-tiers
2024-08-24 14:55:26 +02:00
Xilmi
1d494f049d Fix closest way ratio not initialized for ExecuteHeroChain
Fix closest way ratio not initialized for ExecuteHeroChain
2024-08-24 14:54:00 +02:00
Xilmi
bfd6ee2b09 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-24 12:25:03 +02:00
Andrii Danylchenko
01b6828df6 BattleAI: fix init env 2024-08-22 21:20:22 +03:00
Andrii Danylchenko
bc80532f29 BattleAI: improve movement towards unreachable 2024-08-21 22:18:40 +03:00
SoundSSGood
2e3e6b1553 market->getObjInstanceID() 2024-08-21 01:01:23 +03:00
SoundSSGood
58bb2b58e3 IMarket suggestions
Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
2024-08-20 18:49:48 +03:00
SoundSSGood
fd45b5144d IMarket serializeable 2024-08-20 18:49:47 +03:00
Xilmi
11cec347f3 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-20 16:17:29 +02:00
Xilmi
8cf99616d0 Update BuildingBehavior.cpp
Fixed a warning which, in this case, was actually also a logical error! :o
2024-08-19 21:21:56 +02:00
Xilmi
e86ca49c37 Update BuildingBehavior.cpp
Fixed warning
2024-08-19 21:15:25 +02:00
Xilmi
00e5770aa3 Update PriorityEvaluator.cpp
Revert change that made AI too passive.
2024-08-18 21:22:05 +02:00
Xilmi
e6d907af55 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-18 09:52:59 +02:00
Xilmi
af7d5c7f7f Update RecruitHeroBehavior.cpp
Don't hire a hero in a town where another hero is currently defending against a threat. This would mean one of them has to stay outside and be exposed.
2024-08-18 09:50:32 +02:00
Xilmi
bdbb9d02fc Update DefenceBehavior.cpp
Fixed an issue where heroes that were leaving towns were still considered as defending the town.
2024-08-18 09:49:38 +02:00
Xilmi
65b8576687 Update BuyArmyBehavior.cpp
Allow building army in threatened town even when it wants to save for a building.
2024-08-18 09:49:02 +02:00
Xilmi
ea5ee039ca Update BuildingBehavior.cpp
Prioritize defensive buildings in threatened towns.
2024-08-18 09:48:16 +02:00
Xilmi
284f276108 Update Nullkiller.cpp
Don't trade away gold when the gold-pressure is high.
2024-08-18 09:47:37 +02:00
Xilmi
3be25d9414 Update PriorityEvaluator.cpp
Defend towns 1 turn earlier.
2024-08-18 09:47:05 +02:00
Ivan Savenko
f0448acaa3 TBB is now a dependency of lib. Implemented multithreaded xBRZ scale 2024-08-17 15:25:26 +00:00
Xilmi
8ad6d712c0 lowered aggression
Being less willing to rush across half the map to attack an enemy town only to find it too well defended when arriving there.
2024-08-15 18:16:23 +02:00
Xilmi
a79f76f32b Update Nullkiller.cpp
Fix issue with selling/buying the same resources back and forth. But probably leads to not using the market early on. (needs more testing)
2024-08-15 18:15:29 +02:00
Xilmi
6193e6224f Update FuzzyHelper.cpp
Added Multiplicative danger-modifier to citadels and castles.
2024-08-15 18:14:48 +02:00
Xilmi
f0ca1c6112 Update BuildAnalyzer.cpp
Removed the restrictions of the greedy-playstyle.
Only count forts as gold-producing prerequisites when no same- or higher-level fort exists somewhere else in the empire.
2024-08-15 18:13:44 +02:00
Xilmi
b7e4219fde More purposeful defending
Avoid defending towns that are out of reach for the enemy.
2024-08-14 22:53:48 +02:00
Xilmi
c10c04779f Adaptive Build-order
When not threatened by nearby enemies the AI adds missing gold-income-buildings towards gold-pressure. This impacts the build-order in a way that they try to rush these more and get up a good economy more quickly.
2024-08-14 22:52:19 +02:00
Ivan Savenko
49c5f650f7
Merge pull request #4437 from IvanSavenko/battle_sides
Unified handling of battle sides ID's
2024-08-14 18:37:05 +03:00
Ivan Savenko
5c7c4a7810
Merge pull request #4443 from IvanSavenko/fix_sonar
Fix miscellaneous issues discovered by Sonar
2024-08-14 17:12:27 +03:00
Ivan Savenko
38311244a4
Merge pull request #4402 from Laserlicht/8th_creature
support for 8th creature (Factory)
2024-08-14 17:04:32 +03:00
Ivan Savenko
97f1a310df Fix miscellaneous issues discovered by Sonar 2024-08-12 18:26:30 +00:00
Ivan Savenko
2a05fbdd50 Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
2024-08-11 20:54:44 +00:00
Xilmi
a7b26e237f Fix crash
Fixed a crash due to improperly trying to access "cb".
2024-08-11 21:59:06 +02:00
Xilmi
fba34a743e Update DefenceBehavior.cpp
Reverted previous change to defense-behavior.

Both approaches have pros and cons and neither really works as I want. This still needs work.
2024-08-11 18:23:52 +02:00
Xilmi
ed059393ec No more prio 3 tasks
The AI no longer performs prio 3 tasks, when no prio 0-2 tasks were found.
2024-08-11 18:23:02 +02:00
Xilmi
958aeb3a60 AI improvements
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.

The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.

Scoring for mage-guild now increased the bigger the existing armies are.

AI is less afraid of enemy-heros than previously.
2024-08-11 18:21:24 +02:00
Xilmi
5907aae057 Fixed AI not taking hero-strength into account when hero is garrisoned.
When evaluating their fighting-chance against towns with a garrisoned hero the AI didn't consider the attribute-boosts of the defending hero.
Now it does.
2024-08-11 17:59:10 +02:00
Xilmi
730e574bef Fixed AI ignoring garrisioned heroes when it comes to danger-analysis.
AI now considers garrisoned heros a potential threat for their heroes too.
2024-08-11 12:44:07 +02:00
Xilmi
99e4052dc0 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-11 11:37:10 +02:00
Andrii Danylchenko
78dea24017 Visual logger colored text 2024-08-10 19:13:09 +03:00
Andrii Danylchenko
47c77826c3 Visual logger map texts 2024-08-10 13:04:35 +03:00
Laserlicht
170f375179 code review 2024-08-10 00:29:30 +02:00
Xilmi
ea4e412f9a Update Nullkiller.cpp
Only actual heroes and not nullptrs will exculde each other in comparison.
2024-08-07 01:37:15 +02:00
Xilmi
ec5da0e6b3 Update PriorityEvaluator.cpp
Further working towards heroes avoiding danger.
2024-08-07 01:36:27 +02:00
Laserlicht
475b769eef fix ToW 2024-08-07 01:35:50 +02:00
Xilmi
b0e4551dbf Update BuyArmyBehavior.cpp
No longer saving money for city-halls when city-halls cannot be built.
2024-08-07 01:35:17 +02:00
Laserlicht
14bcfad7b0 fix upgrade 2024-08-06 23:28:45 +02:00
Laserlicht
ebeeff5aa3 abstraction layer 2024-08-05 23:51:07 +02:00
Laserlicht
3afddbbf29 replaced constant 2024-08-05 23:03:19 +02:00
Xilmi
f4c0bee003 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-05 21:53:59 +02:00
Xilmi
07108ce03d Update PriorityEvaluator.cpp
Allow defending in priority 2.
2024-07-25 21:49:17 +02:00
Xilmi
183ce82b99 Update Nullkiller.cpp
Readded prio-3 tasks for heroes when no prio 0-2 tasks were found. It's anything that doesn't lose more than the loss-threshold.
2024-07-25 21:48:44 +02:00
Xilmi
38da53135b Update DefenceBehavior.cpp
A town will no longer communitcate that it doesn't need defenses, when it currently has a garrisioned hero. Because otherwise the garrisoned hero would just leave and let the town undefended.
2024-07-25 21:47:56 +02:00
Laserlicht
bfd1e8a7c8 calculate income 2024-07-25 02:51:00 +02:00
Xilmi
909c308614 Update Nullkiller.cpp
Removed unused variable.
2024-07-24 21:46:18 +02:00
Xilmi
1e2021fb6d Update RecruitHero.h
Fix warning.
2024-07-24 21:41:49 +02:00
Xilmi
8152b003fe Update Nullkiller.cpp
Fixed a bug that caused tasks that are generated with an initial priority not being executed.
Fixed an error-message wrongfully claiming a hero was locked by STARTUP, when infact the hero was locked by something else (usually a hero-chain).
Recruiting-heros is now handled alongside buying army and buildings.
2024-07-24 21:26:53 +02:00
Xilmi
e2e3cd281c Update RecruitHero.h
Multiple orders for the same hero by different towns are now handled properly instead of trying to buy the same hero several times.
2024-07-24 21:23:20 +02:00
Xilmi
19b969406c Update PriorityEvaluator.cpp
Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.

Building-cost now has more impact on their score.
2024-07-24 21:22:14 +02:00
Xilmi
bbb5157f74 Update RecruitHeroBehavior.cpp
Reworked recruit-behavior to be a bit more conservative and avoid recruiting-sprees. Stuff like buying several heros in a row because the next one is always slightly better than the last but using up the whole starting-bank for that.
2024-07-24 21:17:04 +02:00
Xilmi
aade79720f Update BuildAnalyzer.cpp
Allow queuing citadels and castles on other days than satur- and sunday.
2024-07-24 21:14:27 +02:00
Xilmi
69b64a3241 Update ExplorationBehavior.cpp
Added missing bracked and changed indenting to make it less confusing.
2024-07-24 15:40:20 +02:00
Xilmi
34e4ab45ee Fixed what merge-conflict-handling had broken.
Restored exploration-without relying on memory but with included whirlpool
2024-07-24 15:21:17 +02:00
Xilmi
b83a214763 Merge remote-tracking branch 'upstream/develop' into develop 2024-07-24 14:59:24 +02:00
Andrii Danylchenko
dbcd7677ac
Merge pull request #4313 from vcmi/nkai-whirlpool
NKAI: whirlpool
2024-07-24 00:03:11 +03:00
Xilmi
69efe9cfda Merge remote-tracking branch 'upstream/develop' into develop 2024-07-22 20:15:40 +02:00
Ivan Savenko
4aa73b40c9 Split CTownHandler into smaller chunks 2024-07-21 18:21:48 +00:00
Xilmi
6f9309696d Merge remote-tracking branch 'upstream/develop' into develop 2024-07-21 19:06:14 +02:00
Andrii Danylchenko
683c363946 NKAI: whirlpool 2024-07-21 17:20:54 +03:00
Xilmi
945de7c369 More warnings
Removed unused code
2024-07-20 21:12:43 +02:00
Xilmi
ed82e2bf4a Warnings
Removed unused variable.
2024-07-20 21:02:39 +02:00
Ivan Savenko
1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00
Xilmi
2bf7b3200b Merge remote-tracking branch 'upstream/develop' into develop 2024-07-19 22:05:58 +02:00
Xilmi
f0f40660c4 reverse getTotalArmyLoss()-change
Due to a recent fix in army-loss calculations this method should now work correctly the way it was.
2024-07-19 15:59:57 +02:00
Xilmi
fa2f883361 Merge remote-tracking branch 'upstream/develop' into develop 2024-07-19 15:26:31 +02:00
Xilmi
eb26b16823 Trace level
Increased AI-trace-level because I need it for debugging.
2024-07-19 15:26:14 +02:00
Xilmi
e374f24016 complete Building-costs as evaluation-context
Added building-cost including all resoruces as evaluation-context for more sophisticated building-selection and also as a countermeasure to softlocking a build-order by having no ways to obtain certain resources.
For example, if the AI would drop below 5 wood, while having no market-place and no wood-income it will avoid building any buildings that neither allow trading nor produce wood.
2024-07-19 15:25:24 +02:00
Xilmi
2d715f4d7e Trading logic
Added trading-logic to Nullkiller-AI.
The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
2024-07-19 15:21:56 +02:00
Xilmi
f094bf9602 Added marketplace to buildable buildings
Before marketplaces could only be built as part of a requirement for other buildings but not on their own when that other building already existed like it is the case in certain campaign-missions.
2024-07-19 15:19:27 +02:00
Xilmi
9c6d8762c5 Lowered restrictions from hero-hiring.
Removed two restrictions from hero-hiring, that prevented AI from hiring heros in certain scenarios.
2024-07-19 15:18:02 +02:00
Andrii Danylchenko
e9e5948d61 NKAI: take into account 7lvl creature cost when we consider what resources we need 2024-07-18 20:24:24 +03:00
Andrii Danylchenko
37dc2a38e8 NKAI: reduce double army loss cases 2024-07-18 13:38:25 +03:00
Andrii Danylchenko
7571fb7046 NKAI: fix gosolo when human is lead by gosolo AI + multiplayer 2024-07-17 17:09:04 +03:00
Ivan Savenko
1072356002
Merge pull request #4268 from IvanSavenko/pathnode_reduce
Reduce size of CGPathNode and AIPathNode
2024-07-17 13:08:05 +03:00
Xilmi
455ad648ae More warning fixes
heroRole is no longer needed here.
2024-07-15 20:09:11 +02:00
Xilmi
d4b4a6c4db Warnings
Commented out relics from debugging that were causing warnings for unused variables.
2024-07-15 19:57:33 +02:00
Xilmi
fbe1e171fe Merge remote-tracking branch 'upstream/develop' into develop 2024-07-15 18:36:19 +02:00
Xilmi
4a552d411c Decisionmaking-changes
There's 3 new evaluation-contexts that are now taken into account:
Whether an action is building, whether an action involves sailing and the newly introduced threat.

The value-evaluation of creatures now also takes special resources into account.

No longer treating other AIs differently than players when it comes to how afraid we shall be of them.

The cost of buildings for decision-making now determines missing resources. Available resources are ignored when it comes to how they impact the cost. But missing-resources will heftily impact the assumed price by calculating their market-value. This shall encourage the AI to rather build what it currently can build instead of saving up for something that it lacking the special resources for.

AI is no longer willing to sacrifice more than 25% of their army for any attack except when it has no towns left.

Revamped the priority-tiers of AI decision-making.

Higest priority is conquering enemy towns and killing enemy heroes. However, the AI will no longer try to do so when the target is more than one turn away and protected by a nearby enemy-hero that could kill the one tasked with dealing with the target. Except when they have no towns left. Then they get desperate and try everything.

As a general rule of thumb one could say the AI will prioritize conquest over collecting freebies over investing army to get something that isn't a city. It's a bit more complex than that but this is roughly what can be expected. It will also highly value their own heroes safety during all this.
2024-07-15 18:12:52 +02:00
Xilmi
95ba57dfe2 No more Startup-behavior
Startup-behavior was messing with my intended logic. Mostly by getting excess heroes for no real purpose other than that it could.
This wasted a lot of money that could be better invested on subsequent turns.
I removed it and playing-strength actually went up.
2024-07-15 17:50:30 +02:00
Xilmi
f8f10adb2e Take magic-capability into account for overall strength-estimation of hero-lead-armies
The magic-strength of a hero now checks if the hero has a spellbook and at least one combat-spell.
The impact of knowledge and spellpower to the hero's magic-strength is now also depending on it's current and max mana-pool-size as an empty mana-pool does not exactly contribute well to fights.

Replaced every call of getFightingStrength() with getHeroStrength() which uses both the fightingStrength and the (reworked) magicStrength to guess how much stronger a hero-lead army is.
2024-07-15 17:42:02 +02:00
Xilmi
83ffbdff2b Fix for double army-loss
Fixed that army loss was taken into account both for the path and the target-object. In certain cases, like a hero defending a town, this could lead to armyloss being twice as high as it should be.
2024-07-15 17:35:54 +02:00
Xilmi
e2e3f9e638 Take hero-stats into account for attacking hero-defended entities
Instead of using just the strength of the raw army, the hero-stats are now taking into account for the generation of the danger-map.
2024-07-15 17:30:42 +02:00
Xilmi
48ecbd4cbf Threat in DangerHitMap
Added new value threat to DangerHitMapAnalayzer. The purpose is to allow decisions to be less binary around enemy heros.
2024-07-15 17:28:10 +02:00
Xilmi
53c51b4278 Allow all buildings
Added resource-silo and special buildings to things that AI can theoretically build.
2024-07-15 17:26:06 +02:00
Ivan Savenko
04a81fee87 Reduce size of CGPathNode and AIPathNode 2024-07-15 07:49:04 +00:00
Andrii Danylchenko
6f5710e809
Merge pull request #4110 from vcmi/rewardables
NKAI: rewardables
2024-07-14 09:02:37 +03:00
Xilmi
d878d0ce18 Avoid being killed
Heroes with conquest-tasks will only endanger themselves to be killed when they can execute a conquest in the same turn.

Heroes with other tasks will dismiss any tasks except of defending when they'd be within one turn of an enemy hero that could kill them.
2024-07-12 23:36:41 +02:00
Xilmi
102b537353 Recruit-behavior
Moved recruit-behavior back to tasks that plans get made for since otherwise it can mess up plans by blocking town-exits.
2024-07-12 23:33:58 +02:00
Xilmi
a821978d4e Merge remote-tracking branch 'upstream/develop' into develop 2024-07-12 17:43:04 +02:00
Xilmi
92bed2305e priority-tiers
Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.

Slightly reworked scoring heuristics.
2024-07-12 17:41:46 +02:00
Xilmi
9456ab41da Priority-tier
Openmap is no longer tied to difficulty-level due to being configurable anyways.

Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.

Recruit-hero-behavior is now evaluated before movement to make it more likely a new hero can exchange their stuff with others.
2024-07-12 17:39:52 +02:00
Xilmi
638c1350b8 Path-safety
No longer excluding paths for exposing a hero to an enemy in the behaviors. There definitely are reasons for doing something anyways, even if threatened. The logic for that should be done in the PriorityEvaluator.
2024-07-12 15:43:40 +02:00
Xilmi
663ca23f6f Army-hiring
Supressing hiring army on turn one seems just bad. Starting the main-hero as strong as possible seems like a good idea to me and hiring the available troops outright will help achieve that goal.

However, if there's a hero for hire, who has army with him that is a better deal, we hire that one first.
2024-07-12 15:41:55 +02:00
Xilmi
fdaac9d3c3 Hero-hiring
When we have no hero, we will definitely want to hire one.
We will also want to hire heroes who already pay for more than themselves by coming with an army that has more value than the hero costs.
2024-07-12 15:39:50 +02:00
Xilmi
3fed58c47b Gold-pressure 2024-07-12 15:36:29 +02:00
Ivan Savenko
6b8f94e6e7 Merge remote-tracking branch 'vcmi/master' into develop 2024-07-11 17:43:44 +00:00
Ivan Savenko
7445e950ba Replace uint64_t with signed type to prevent overflow on substraction 2024-07-08 20:52:11 +00:00
Xilmi
94e5b5519c Fixed AI constantly visiting towns thinking they can get a huge upgrade
Due to morale-considerations the AI sometimes calculated that their strongest army after doing an exchange had slightly lower total value than the army they used before.
But by using unsigned "slightly lower" became near infinite.
So they constantly wanted to upgrade their army because they considered it more useful than anything else.
Changing the unsigned into signed fixes this.
2024-07-08 16:53:14 +02:00
Xilmi
d4308c2ce4 Merge branch 'fixes_only' into develop 2024-07-07 22:52:03 +02:00
Xilmi
a72d23ed8d Debug-Info
Added some debug-info and non-fuzzy-specific-priority-cutoff.
2024-07-07 22:51:50 +02:00
Xilmi
7b407b6432 AI-variant without fuzzy-logic
It is now possible to switch to an AI-variant that uses hand-written heuristics for decision-making rather than the FuzzyLite-engine. This is configurable in nkai-settings.json via the new parameter "useFuzzy".
2024-07-07 22:44:52 +02:00
Xilmi
e0a81b3e69 Fixed AI-exploration-data being lost after loading savegame
The information of whether objects like a redwood-observatory or subterranian gates have been interacted with by the AI will now be retrieved from the game-state instead of using an AI-internal memory that won't survive loading a save-game.
2024-07-07 22:08:19 +02:00
Andrii Danylchenko
1be36e1ad4 NKAI: rewardables 2024-07-07 21:58:39 +03:00
Xilmi
54c6d99de3 Using only one bucket
Nullkiller suggested that this change would help to further fix inconsistent behavior by the AI. I tested it and it did indeed fix different orders of how AI does things.

"Important to make count 1 to not relay on object addresses
They are source of random" - Nullkiller
2024-07-07 15:17:38 +02:00
Xilmi
734f815e67 Sorting tasks after buildPlan
Tasks need to be sorted again after buildPlan as otherwise the correct order isn't guaranteed. This led to inconsistent behavior by the AI.
2024-07-07 15:12:05 +02:00
Ivan Savenko
b5c36958a9 Workaround for very slow boat summon tests 2024-07-04 19:56:01 +00:00
Ivan Savenko
41ed7e2e10 Added TODO's for potential optimizations that I've discovered 2024-07-04 07:59:50 +00:00
Ivan Savenko
075582910a Less CPU intensive version of ExplorationHelper::scanMap method 2024-07-04 07:53:25 +00:00
Ivan Savenko
73fdd12581 Use optimized container without dynamic memory allocations 2024-07-03 21:15:40 +00:00
Ivan Savenko
1468abb8a0 Remove excessive copies of large objects 2024-07-03 21:14:22 +00:00
Ivan Savenko
95d8e447b2 Remove access to text translation system from AI 2024-07-03 21:13:55 +00:00
Ivan Savenko
40f17d654d Use containers with pre-allocations to improve pathfinding speed 2024-07-03 18:06:56 +00:00
Ivan Savenko
24b77b0972 Remove access to hero name translation 2024-07-03 17:01:38 +00:00
Alexander Wilms
02e429e973 Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
2024-06-24 03:47:19 +02:00
Alexander Wilms
820b1b446e Fix typo: TowmPortalFinder -> TownPortalFinder 2024-06-23 22:40:15 +02:00
Ivan Savenko
3bea383b59 Merge branch 'vcmi/beta' into 'vcmi/develop' 2024-06-21 12:58:36 +00:00
Ivan Savenko
8e68c7dcd8
Merge pull request #4144 from vcmi/fix-4139
#4139 - attempt to fix crash on portal probbing
2024-06-18 12:07:24 +03:00
Ivan Savenko
431b2865a4 Review fixes 2024-06-17 09:43:22 +00:00
Andrii Danylchenko
cd4aaf93ee #4139 - attempt to fix crash on portal probbing 2024-06-16 11:58:15 +03:00
Ivan Savenko
e699941a39 Disable logic that seems to be leading to thread races 2024-06-12 18:17:23 +00:00
Ivan Savenko
e32b6bd807 Fix potentially uninitialized members 2024-06-12 18:10:38 +00:00
Ivan Savenko
b4c6906471 Merge branch 'vcmi/beta' into 'vcmi/develop' 2024-06-11 19:22:23 +00:00
Ivan Savenko
9c05e80315 Fix Admiral's Hat whirlpool immunity. Reduce usage of
convertFromVisitablePos
2024-06-11 14:31:11 +00:00
Ivan Savenko
b8beb4fb13 Fixes for various minor issues detected by Sonar Cloud 2024-06-01 11:48:30 +00:00
Andrii Danylchenko
7bf047ff18 #4066 - fix exploration 2024-06-01 13:13:51 +03:00
Andrii Danylchenko
9728413742 NKAI: fix dead end cancellation 2024-06-01 12:25:23 +03:00
Ivan Savenko
df83fa33a1 Merge branch 'vcmi/master' into 'vcmi/develop' 2024-05-31 09:34:21 +00:00
Ivan Savenko
5ecb527252
Merge pull request #3997 from IvanSavenko/serialization_refactor
[1.6] Serialization refactor
2024-05-30 19:13:21 +03:00
Andrii Danylchenko
02ea497951 NKAI: speedup exploration a bit 2024-05-22 22:49:11 +03:00
Andrii Danylchenko
820f0e0c1a NKAI: port exploration from VCAI 2024-05-20 23:50:13 +03:00
Andrii Danylchenko
1388fb1493 NKAI: port exploration from VCAI 2024-05-20 22:43:23 +03:00
Ivan Savenko
ffe14fc1fc
Merge pull request #4022 from vcmi/master
Merge master -> beta
2024-05-20 18:09:51 +03:00
Ivan Savenko
9bfe000724 Added semi-workaround method for network thread shutdown:
Currently closing game while network thread is waiting for something is
very bug-prone, since network thread may resume during shutdown and
access partially destroyed client state.

Now if exit has been requested, the very first step would be semi-
graceful shutdown of network thread (via exception throwing). This may
in theory skip some cleanup in non-RAII code, but since game is shutting
down this does not matters much.

This logic applies to:
- shutting down while network thread is waiting for dialogs
- shuttind down while network thread waiting for animations in combat
2024-05-18 11:04:10 +00:00
Ivan Savenko
f3de2cfe1c Removed broken & unused serialization of player interface and AI 2024-05-17 16:35:53 +00:00
Ivan Savenko
cba49a9952 Fix gcc-14 build 2024-05-17 10:10:06 +00:00
Ivan Savenko
721b15d9de Merge branch 'vcmi/master' into 'vcmi/develop' 2024-05-17 08:26:37 +00:00
Ivan Savenko
84bc6c42db Added 'Serializeable' base class for classes serializeable by pointer 2024-05-16 18:40:59 +00:00
Laserlicht
560923fc1f
show cheating problem message only once per AI 2024-05-15 12:50:51 +02:00
Laserlicht
e9b2159c0a
hint about disabled cheats for nullkiller 2024-05-15 00:18:14 +02:00
DjWarmonger
560d53a07c
Merge pull request #3960 from vcmi/fix-3941
#3941 - recruit hero when no heroes
2024-05-13 11:30:11 +02:00
Andrii Danylchenko
98afd43969 #3941 - recruit hero when no heroes 2024-05-12 21:10:31 +03:00
Andrii Danylchenko
98a78b3386 #3930 - fix usage of wrong variable 2024-05-12 18:04:23 +03:00
Ivan Savenko
30e0a16ee9 Fix some 'new' issues reported by Sonar Cloud 2024-05-06 15:33:30 +00:00
Andrii Danylchenko
157443c1df #3876 - allow to embark after battle for AI pathfinder 2024-05-05 13:52:57 +03:00
Andrii Danylchenko
f1d7151a93 #3842 - fix negative link cost because of bonuses 2024-04-28 09:11:15 +03:00
Andrii Danylchenko
39e19f79f4 Fix #3754, #2316 2024-04-27 13:57:50 +03:00
Andrii Danylchenko
afa766c763 #3824 - fix cluster unlock 2024-04-27 10:57:30 +03:00
Andrii Danylchenko
6e641dbdea #3824 - fix empty army with only commander issues 2024-04-26 23:18:20 +03:00
Andrii Danylchenko
b4abb3a56c
Merge pull request #3814 from vcmi/fixes
NKAI: fix patrolling heroes never retreat and town danger evaluation
2024-04-23 18:52:47 +03:00
Ivan Savenko
62d15ed23c
Merge pull request #3820 from IvanSavenko/bugfixing
Bugfixing
2024-04-23 13:03:36 +03:00
Ivan Savenko
a6dead7725 Fixed loading of text strings for hota quests 2024-04-22 13:49:17 +03:00
Ivan Savenko
a46e022421 Fixed format string 2024-04-22 13:48:56 +03:00
Ivan Savenko
438ec08d72 AI will only ignore garrisons in 'Steadwick Fall' mission (H3 logic) 2024-04-22 11:14:58 +03:00
Ivan Savenko
e8e4446886 Simplify NKAI settings loading code 2024-04-22 11:14:58 +03:00
Ivan Savenko
20f323d83c Added 'useTroopsFromGarrisons' option to NKAI 2024-04-22 11:14:57 +03:00
Ivan Savenko
21dff9413e
Merge pull request #3786 from IvanSavenko/instant_movement
Instant movement
2024-04-22 11:08:00 +03:00
Ivan Savenko
1b469036a3
Merge pull request #3784 from dydzio0614/quick-dwellings-visit
Add handling for yes/no dialogs that can be safely skipped by player
2024-04-22 11:06:40 +03:00
Andrii Danylchenko
390136e536 NKAI: fix patrolling heroes never retreat and town danger evaluation 2024-04-21 14:23:58 +03:00
Andrii Danylchenko
7aff0e63fc NKAI: fix parallel access to object graph 2024-04-21 12:27:58 +03:00
Andrii Danylchenko
70fad45316
Merge pull request #3770 from vcmi/nkai-multitask
NKAI: allow multiple tasks to be executed from one calculation
2024-04-20 15:21:11 +03:00
Andrii Danylchenko
3939c4b9d3 NKAI: stability fixes and regression 2024-04-20 14:32:58 +03:00
Ivan Savenko
d5a2ad1be8 Allow sending requests to move across multiple tiles at once 2024-04-20 12:28:50 +03:00
Dydzio
19453aab41 Add handling for yes/no dialogs that can be safely skipped by player 2024-04-17 01:08:27 +02:00
Alexander Wilms
e70411bf1a Fix typo: preasure -> pressure 2024-04-16 21:10:49 +00:00
Alexander Wilms
7d925b3689 Fix typo: Preasure -> Pressure 2024-04-16 21:10:15 +00:00
Andrii Danylchenko
ed76d8a652 NKAI: allow multiple tasks to be executed from one calculation 2024-04-14 16:46:05 +03:00
Andrii Danylchenko
fd0dd7441a
Merge pull request #3700 from vcmi/object-graph
NKAI: parallel capture objects
2024-04-01 12:59:08 +03:00
Andrii Danylchenko
728f673763 NKAI: remove static ai field 2024-03-31 21:11:25 +03:00
Andrii Danylchenko
ca7c91e766
Merge pull request #3677 from vcmi/object-graph
Object graph
2024-03-29 20:39:56 +02:00
Andrii Danylchenko
d6f1a5c2b3 NKAI: parallel capture objects 2024-03-29 20:39:03 +02:00
Evgeny Malygin
25125f96da
Fix: licenses, pragma guards, StdInc 2024-03-29 07:48:52 +02:00
Andrii Danylchenko
ff654c2148 NKAI: fix build 2024-03-28 17:47:08 +02:00
Andrii Danylchenko
30d9daf62c NKAI: improve boat handling by object graph, a set of fixes 2024-03-28 13:39:15 +02:00
Andrii Danylchenko
adfcb650e2 NKAI: object graph fixes 2024-03-25 21:04:08 +02:00
Andrii Danylchenko
3820f6f78b NKAI: fix headless and compilation 2024-03-24 13:16:46 +02:00
Andrii Danylchenko
419d6a648b NKAI: optimize clusterization and pathfinding for object graph 2024-03-24 09:32:54 +02:00
Andrii Danylchenko
017fb204a1 NKAI: remove 5th dimension 2024-03-24 09:32:54 +02:00
Andrii Danylchenko
e66ceff154 NKAI: object graph improved and optimized 2024-03-21 12:13:36 +02:00
Andrii Danylchenko
bec2c0cac2 NKAI: fix sonar and refactoring 2024-03-10 15:14:15 +02:00
Andrii Danylchenko
6245adb9a4 NKAI: configurable object graph 2024-03-08 14:39:16 +02:00
Andrii Danylchenko
5f8a157c6d NKAI: rollback changes with removing scan depth 2024-03-03 10:21:17 +02:00
Andrii Danylchenko
fb6fd63a58 NKAI: water paths in graph 2024-03-02 15:55:36 +02:00
Andrii Danylchenko
b236384356 NKAI: graph add battle layer 2024-03-02 15:54:05 +02:00
Andrii Danylchenko
a090441672 NKAI: object graph second layer not operational yet 2024-03-02 15:54:03 +02:00
Andrii Danylchenko
376a17409f NKAI: initial implementation of object graph 2024-03-02 15:52:45 +02:00
Andrii Danylchenko
35429eab52 NKAI: moddable configuration 2024-03-01 22:03:07 +02:00
Alexander Wilms
2ea78a5883 Fix float comparisons
Replace this "==" with a more tolerant comparison operation.
Floating point numbers should not be tested for equality cpp:S1244
2024-02-14 23:30:29 +01:00