DJWarmonger
70549197b6
Naah, revert my changes.
2018-07-28 09:08:53 +02:00
DJWarmonger
ea19716fb9
Fix for wander - AI sitting at town will buy troops.
2018-07-27 07:20:08 +02:00
DJWarmonger
feb3459bd7
Oops restore.
2018-07-26 21:34:52 +02:00
DJWarmonger
5ce4e784c9
Final tweaks. Not going to add anything more to this PR.
2018-07-26 18:02:15 +02:00
DJWarmonger
1450d408a2
Wandering heroes may now travel to town even if it has no army in garrison.
2018-07-26 14:37:39 +02:00
DJWarmonger
273802c92c
I have no idea what I'm doing
2018-07-26 12:14:29 +02:00
Dydzio
b6a171f858
Add code comments for VCAI::makeTurnInternal
2018-07-23 20:48:38 +02:00
DJWarmonger
cae8acc56a
Clearing up the code as requested by FeniksFire
2018-07-19 20:39:37 +02:00
DJWarmonger
3d59420bb5
Minor optimisations. Also, shoter code.
2018-07-19 17:36:10 +02:00
Andrii Danylchenko
12a3c7ed33
AI - code styles and remove redundant performance optimization for explore
2018-06-24 13:30:17 +03:00
Andrii Danylchenko
2466489e13
AI - improve exploration, cancel deadends
2018-06-21 22:29:26 +03:00
Johannes 'josch' Schauer
a54e8c88a9
AI/VCAI/VCAI.cpp: Remove unused variable introduced in 2014
2018-04-19 15:15:22 +02:00
Arseniy Shestakov
25dea1a599
Code style: formatting and refactoring of VCAI code
2018-04-08 17:43:20 +07:00
Alexander Shishkin
5c09f751b3
Gui cleanup3 - UI refactoring to use smart pointers ( #440 )
...
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
AlexVinS
03cfd2cb78
Do not use StackLocation in netpacks
2018-03-17 13:24:12 +08:00
AlexVinS
166c04e2e0
Hack fixed serializer assertion by completely disabling AI goals serialization
2018-02-28 15:00:38 +08:00
Arseniy Shestakov
324717acbe
Spelling fixes: privilaged -> privileged, retreive -> retrieve
2018-02-10 21:52:23 +03:00
AlexVinS
0a2b04709f
Fixed https://bugs.vcmi.eu/view.php?id=2873
2018-02-09 22:12:21 +03:00
AlexVinS
0b70baa95e
Spells configuration version 2 (effect-based)
...
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00
Arseniy Shestakov
da117e9255
Code style: remove void from constructors without arguments
2018-01-13 11:51:47 +03:00
Michał Kalinowski
26a222ac62
Change JsonType to enum class ( #393 )
...
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
DJWarmonger
bf20b165ec
Fix. Don't skip usual condition.
2017-11-04 22:50:11 +01:00
DJWarmonger
3eb5de9534
Fixed AI trying to visit tavern over and over.
...
TODO: AI still can't use it, anyway.
2017-11-04 22:45:19 +01:00
DJWarmonger
edc4c01805
Fixed a case when AI could spend all money on army and not build anything in secondary towns.
2017-11-04 22:14:56 +01:00
AlexVinS
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
AlexVinS
143ff682bc
Logging cleanup
2017-08-10 21:59:55 +03:00
AlexVinS
85e952f25f
Logging cleanup 3
2017-08-10 20:17:10 +03:00
AlexVinS
61e241308d
Logging cleanup
2017-08-10 19:52:05 +03:00
ArseniyShestakov
b2f74a93cf
Code style: add empty parameter list to all lambda expressions ( #345 )
2017-07-17 15:35:57 +03:00
ArseniyShestakov
a4c0ad94b1
Code style: remove default value hints in definitions ( #342 )
...
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00
Dydzio
0cb6515ae8
VCAI tweaks ( #311 )
...
* Add extra priority support for town capture evaluation
* Improve building algorithm
* GatherArmy: check free gold instead of total for when hiring heroes
2017-07-15 01:15:08 +03:00
Arseniy Shestakov
f1e5797834
Code style: move or add licensing information on top of every file
2017-07-14 01:26:03 +03:00
AlexVinS
bc626c2446
Fixed race condition
2017-07-12 18:26:20 +03:00
AlexVinS
3d1a84875e
Queries refactoring
...
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +03:00
AlexVinS
86f9df5f68
Made gamestate lock static
2017-06-14 07:59:41 +03:00
DJWarmonger
9623f7caf3
- Restored MSVS project files
...
- Fixed VCAI bu pointed out by Tow
2017-06-11 08:01:41 +02:00
Dydzio
3326bfc067
Naming fix
2017-02-18 21:10:59 +01:00
dydzio
a4f375d9c0
Make AI able tobuy extra buildings. Fix bug #2640
2017-02-18 18:40:44 +01:00
Michał Kalinowski
4d39f652bf
Making more detailed options when choosing AI in launcher: http://
...
bugs.vcmi.eu/view.php?id=2369
2017-01-17 12:34:28 +01:00
DjWarmonger
6848a52ce1
Fixed heroes not unreserving Teleports, which makes them wander around it endlessly and blocking path.
...
TODO: properly handle all Teleports as "visited" objects
2016-12-19 21:46:01 +01:00
DjWarmonger
01730ec98a
A little TODO
2016-12-12 22:52:18 +01:00
DjWarmonger
27ff9efd4b
Fixed #1713
2016-12-12 21:38:12 +01:00
AlexVinS
4288bb88ae
Fixed CID 1197622.
...
* Coverity says that this line actually unreachable
2016-12-05 03:02:52 +03:00
DjWarmonger
72a36b92d6
Fixed regression.
2016-11-29 18:11:52 +01:00
DjWarmonger
67d5cee05e
Fixed CID 1366402
2016-11-29 17:19:41 +01:00
DjWarmonger
81e7164ef2
Fixed CID 1366401
2016-11-29 17:12:10 +01:00
DjWarmonger
ffc511054e
Do not visit Eye of The Magi.
2016-11-28 21:45:41 +01:00
DjWarmonger
9b5af484b7
Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc).
2016-11-28 19:29:11 +01:00
DjWarmonger
76c4ef32c2
Re-evaluate goal after hero move to make AI more consistent.
2016-11-27 18:10:20 +01:00
AlexVinS
86e33a4c45
[Refactoring] Unified SetResources NetPack API.
2016-11-26 15:14:43 +03:00
Ivan Savenko
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
Vadim Markovtsev
4bcc43d3d0
Fix Mantis #2234
...
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
Arseniy Shestakov
02a45007e7
VCAI::showGarrisonDialog: don't try to pick army from locked garrison
2016-09-19 03:30:55 +03:00
Arseniy Shestakov
84137dcaa5
Add DLL_LINKAGE to getStr and fix player id logging in VCAI
2016-09-16 05:45:00 +03:00
Arseniy Shestakov
30042cac3d
VCAI::performTypicalActions: always check that hero is still available
...
It's weird why this only appear now so if you have ideas check issue 2479.
2016-09-16 04:52:17 +03:00
Arseniy Shestakov
ca0fe8fdc4
VCAI: do not attempt artefact and army exchange with ally hero
...
While visits of ally heroes supposedly occur accidentally It's still nice to handle it's gracefully.
No reason to prevent visits completely as they useful if hero have skill like Scholar.
2016-09-14 13:34:22 +03:00
Arseniy Shestakov
7ec9601acd
VCAI: safety checks to avoid crashes with boat objects
...
Probably we should rewrite boat-related code to make AI boat handling easier.
2016-09-14 03:44:35 +03:00
Arseniy Shestakov
6dcb9a6068
VCAI: don't remove flagged objects from visitableObjs
...
This make my new shipyard-related changes work properly and might improve owned dwelling usage.
In case there still some code that might cause useless visits it's better just rewrite it insted of removing objects from visitableObjs.
2016-09-13 23:39:32 +03:00
Arseniy Shestakov
8e94b1c4d2
VCAI::objectRemoved: handle hero boat removal. Fix issue 2350
...
Avoid situation when AI attempt to visit boat after it's killed hero who used it.
2016-09-04 15:44:42 +03:00
Alexander Shishkin
5e5ce0bb09
Merge pull request #203 from vcmi/logFormat
...
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
Arseniy Shestakov
452e28d183
Remove some useless includes found by cppclean
...
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
Arseniy Shestakov
39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
...
This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
Arseniy Shestakov
91c298bdaa
VCAI::tileHidden: added clearPathsInfo
...
Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
Arseniy Shestakov
c931fa5081
SectorMap::exploreNewSector: only store visible visitable objects
...
Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
AlexVinS
f06e9c8538
VCAI convert logging
2016-08-15 08:30:06 +03:00
AlexVinS
22884d9150
AI logging convert 1
2016-08-13 17:44:37 +03:00
Arseniy Shestakov
7bdcd209e6
VCAI::wander: only use nearby objects from SectorMap when possible
...
Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
Arseniy Shestakov
aabf4808da
SectorMap: remember all visitable objects in sector for wandering
2016-08-12 09:02:14 +03:00
Arseniy Shestakov
b83dea2008
VCAI::wander: map object selection refactoring
...
Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
Arseniy Shestakov
8533ee3256
VCAI::validateVisitableObjs: drop unused code that
...
For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
Arseniy Shestakov
6433d7dd40
VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI
2016-08-11 12:19:08 +03:00
Arseniy Shestakov
25fd4d85e2
VCAI::getFlaggedObjects: use visitableObjs for better performance
...
This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
Arseniy Shestakov
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
Arseniy Shestakov
5778082842
VCAI: dont visit border guard if tent not visited. Fix issue 1590
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CQuest::checkQuest cant be used for border guard since CGKeys not yet work using quests.
Currently border guard have MISSION_NONE quest that always return true and make AI stuck.
2016-02-25 08:40:28 +03:00
Vadim Markovtsev
3926920103
Rename radious -> radius
...
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
Vadim Markovtsev
2bfc8ec8cb
Fix AI hero infinite move on the same tile
2016-01-19 13:14:05 +03:00
Arseniy Shestakov
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
...
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.
This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Arseniy Shestakov
29a7934a99
Refactoring: avoid using namespace when it's not absolutely needed
2015-12-29 02:14:08 +03:00
Arseniy Shestakov
6f5c52a229
Refactoring: use cleaner CCreatureSet::stacksCount everywhere
2015-12-24 21:30:57 +03:00
DjWarmonger
a1f5a0a85c
Removed unused code, which is not needed with new Pathfinder.
2015-12-24 11:28:14 +01:00
Ivan Savenko
a051a08a46
Merge remote-tracking branch 'origin/issue/2306' into develop
2015-12-18 22:21:11 +02:00
Vadim Markovtsev
0661aa0e6e
Remove undefined behavior in requestActionASAP
2015-12-13 11:04:42 +03:00
ArseniyShestakov
ab92123da3
CPathfinder: improve support for visits and battles in teleports
...
Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
2015-12-11 09:42:30 +03:00
ArseniyShestakov
975e049a3e
SectorMap: disable knownSubterraneanGates support to avoid loops
2015-12-10 17:35:46 +03:00
ArseniyShestakov
5aadc1ed6f
CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue
2015-12-10 13:31:03 +03:00
ArseniyShestakov
9e6f836b25
VCAI::pickBestArtifacts: don't try to move catapult between heroes
2015-12-09 18:49:22 +03:00
ArseniyShestakov
1c0d4e3f6f
Fix filenames in file headers
2015-12-08 09:53:14 +03:00
ArseniyShestakov
07807fb044
Client: slience visibility error on shipyard in non-coastal town
2015-12-08 07:33:13 +03:00
ArseniyShestakov
cf4cb5c948
VCAI: silence callback on visibility check
2015-12-08 04:18:31 +03:00
ArseniyShestakov
03e9dd3bab
Add hero gold cost to GameConstants
2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73
Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
...
s reverts commit fa8a282696
.
Conflicts:
AI/VCAI/VCAI.cpp
Conflicts:
AI/VCAI/VCAI.cpp
client/windows/CAdvmapInterface.cpp
lib/CPathfinder.cpp
lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
0a5e9c0fbe
Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
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Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
791d1e7ab4
VCAI: finish fixing of teleport probing for whirlpools
2015-12-04 05:30:43 +03:00
Ivan Savenko
faa7cbff18
Fixed gcc/clang warnings
2015-12-04 01:17:43 +02:00
ArseniyShestakov
3800bd45b7
Movement: initialize destinationTeleportPos with invalid int3 position
2015-12-04 01:54:25 +03:00
Ivan Savenko
c2f4991e99
Replaced barrier with mutex due to data races:
...
Destruction of barrier while one of the threads is still in barrier.wait() is illegal. This may happen if caller thread reaches wait() after helper thread and immediately return's from the function destroying barrier which is still in use by helper thread
2015-12-04 00:12:49 +02:00
Ivan Savenko
2e56b547ee
replaced references to SectorMap with shared_ptr to avoid data races in AI code
2015-12-04 00:10:51 +02:00
ArseniyShestakov
ee08749743
VCAI: more work on teleport exit probing
2015-12-03 21:18:40 +03:00
ArseniyShestakov
2f9ca778b2
VCAI: add channel probing support for teleporters with multiple exits
2015-12-03 17:20:03 +03:00
Ivan Savenko
7189a12df2
removed few more includes from headers
2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad
Removed includes of CGameState from headers
2015-12-02 21:39:53 +02:00
ArseniyShestakov
eb9f29e368
VCAI: restoring teleport probing feature for updated mechanics
2015-12-02 19:26:24 +03:00
ArseniyShestakov
b5100bee94
Teleport: rework code to support exit point selection for whirlpools
2015-12-02 17:56:26 +03:00
ArseniyShestakov
f55bfe41d6
Digging: implement digging status on right click. Fix issue 401
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This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
f6de3f94ca
Teleports: use TTeleportExitsList typedef for exits list
...
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
ArseniyShestakov
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ArseniyShestakov
866a0a1fc0
VCAI: little improvement for 2a59cb6191
2015-11-08 23:02:59 +03:00
ArseniyShestakov
ac12a0735e
Plumbing on client and server to make flying actually work
2015-11-05 10:02:13 +03:00
ArseniyShestakov
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
AlexVinS
d46364c4c3
Merge branch 'develop' into issue/2306
...
Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
Vadim Markovtsev
fa8a282696
Fix pthread_mutex_lock abort() in requestActionASAP impl
2015-10-31 18:04:06 +03:00
DjWarmonger
1e36f3cecd
Cache SectorMap where possible and update when necessary.
2015-10-26 16:38:17 +01:00
AlexVinS
e8e484bbca
Merge branch 'mutexRelax_fix' into develop
2015-10-25 22:35:19 +03:00
DjWarmonger
2a59cb6191
Fixed #2308 - AI didn't attack enemy heroes at all.
2015-10-25 11:55:50 +01:00
DjWarmonger
768b1ca289
More consitent code.
2015-10-25 11:16:43 +01:00
DjWarmonger
87f838f286
AI should poke inaccessible Quest Guards less often.
2015-10-25 08:39:03 +01:00
DjWarmonger
520e42bcd7
Fixed #2317
2015-10-25 08:21:15 +01:00
DjWarmonger
4e444abf66
Few more uses of cached visibleTiles.
2015-10-24 20:46:55 +02:00
DjWarmonger
afe65d1264
Relaxed some locks in VCAI.
2015-08-31 09:18:24 +02:00
DjWarmonger
1c14dbf7b2
Cache SectorMaps to evaluate multiple goals -> huge performance boost
2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5
Cache visible tiles within SectorMap for quicker access.
2015-08-31 07:39:03 +02:00
DjWarmonger
2012d53dd6
Fixed issues with exchanging combo artifacts ( #2132 ).
2015-08-30 15:15:04 +02:00
DjWarmonger
6af8db2c69
Fixed logic discrepancy for (in)visible objects. Fixes #2224 , #2225 and possibly more.
2015-08-30 09:14:54 +02:00
DjWarmonger
3e8c395156
- More fixes for wander targets
...
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
DjWarmonger
d32461d9d1
Complete solution for artifact equip & exchange.
2015-04-09 09:53:17 +02:00
DjWarmonger
b3f482b8a8
Restored artifact selection & exchange, work in progress.
2015-04-07 22:48:35 +02:00
DjWarmonger
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
DjWarmonger
2f588b548e
Fixed one case when heroes exchanged armies until ran out of movement points.
2015-04-07 08:43:10 +02:00
DjWarmonger
6cfc89dc7c
A number of fixes for wander / SectorMap.
2015-04-05 21:13:47 +02:00
DjWarmonger
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
DjWarmonger
299e9d5a0b
Experiment - do not prioritize reserved objects during wandering to prevent running back and forth.
2015-03-30 10:07:37 +02:00
DjWarmonger
8820bc05a9
MSVS compiler doesn't allow default arguments for Lambdas.
2015-03-10 10:06:45 +01:00
DjWarmonger
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
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Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
11d4b4291c
VCAI: always clear teleport channel probing list if we lost hero
2015-03-10 03:23:36 +03:00
ArseniyShestakov
431f3bd857
VCAI: use cannotFulfillGoalException instead of runtime_error
2015-03-09 17:09:34 +03:00
ArseniyShestakov
8524bdbc25
VCAI: use copy_if instead of erase_if for teleport exit probing list
2015-03-09 03:24:39 +03:00
ArseniyShestakov
496338813c
VCAI: explicitly check for teleportation between subterranean gates
2015-03-09 02:27:49 +03:00
ArseniyShestakov
8f8d237d5d
Use isTeleportChannel callback functions to check teleport channel type
2015-03-09 02:13:40 +03:00
ArseniyShestakov
afac28a2f5
VCAI little fix for typo in retreiveVisitableObjs
2015-03-08 17:56:59 +03:00
ArseniyShestakov
12cf883740
VCAI: add all new movement code include teleports and transit support
2015-03-08 17:47:58 +03:00
ArseniyShestakov
665712c196
VCAI: add any newly found teleports to knownTeleportChannels
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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
ArseniyShestakov
ab7ad4741a
AIStatus: add teleport channel probing mode
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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
AlexVinS
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
ArseniyShestakov
ea46be03f3
AI: check if hero killed while visiting object he stayed on
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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
DjWarmonger
60932d9ed0
AI won't ignore owned objects taken by enemies.
2015-01-24 21:38:22 +01:00
AlexVinS
3bca68fd2d
Initial refactoring
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* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
95e442898e
Fixed #1900
2014-10-01 13:26:04 +02:00
Ivan Savenko
33c0e24940
Fixes 1895 - Properly select upper army for recruitment
2014-09-23 14:28:55 +03:00
Ivan Savenko
b67618ab53
First batch of AI fixes:
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- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
Ivan Savenko
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
Ivan Savenko
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
Ivan Savenko
1157111fcf
More bugfixing:
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- 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
Haryaalcar
88122ee253
another build fix:
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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
Ivan Savenko
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
Ivan Savenko
a0689fa377
Refactoring of hoverText from objects:
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- 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
DjWarmonger
3ac306f501
Merge pull request #19 from vcmi/feature/mapObjects
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Feature/map objects
2014-06-22 14:49:42 +02:00
Haryaalcar
2ee139977f
crash in VCAI::completeGoal() fixed
2014-06-09 11:24:17 +03:00
Ivan Savenko
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
Ivan Savenko
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
Ivan Savenko
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
DjWarmonger
aee748d8d6
- Added monoliths between remote zones
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- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00
Ivan Savenko
1d17d60449
gcc update:
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- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
DjWarmonger
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
Macron1Robot
21c2efbc64
Update VCAI.cpp
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Deleted commented text and optimized estimateIncome
2014-04-28 10:33:42 +04:00
Macron1Robot
ede9818b38
Update VCAI.cpp
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corrected typo
2014-04-28 08:26:21 +04:00
Macron1Robot
8ec7a9b919
Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json"
2014-04-27 10:43:46 +04:00
Macron1Robot
907caedb13
Added "produce" section in "building" structure. Changed dailyIncome.
2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff
Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day
2014-04-24 23:36:18 +04:00
Ivan Savenko
43ba3d30ea
Breaking things - first commit towards configurable object(s).
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- New files: lib/CObjectWithReward.h/cpp
- Classes that will be replaced by configurable object are now in this
fil
Status: far from functional, currently at "it compiles" point, some
essential pieces are still missing.
2014-04-06 23:14:26 +03:00
DjWarmonger
2da3d7d7c3
Removed AI bottleneck on water-based maps.
2014-04-03 09:57:44 +00:00
DjWarmonger
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
DjWarmonger
a64df5718f
Some nontrivial optimizations based on profiling results:
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- Movement bonuses will be calculated ONCE per pathfinder loop
- Goals will be sorted by hero to reduce number of calculatePaths calls
2014-03-31 14:26:09 +00:00
DjWarmonger
8683c8c0eb
- Added and improved some propagators, including Crystal Dragons ability ( #1232 )
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- Minor refactoring in AI
2014-03-29 21:39:19 +00:00
Ivan Savenko
771c1ce255
- some effords to get rid of bottlenecks in AI code
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- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
2014-03-23 16:36:16 +00:00
DjWarmonger
441e4b2cb2
Improvements for AI speed ( #1760 )
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AI heroes will be excluded from exploration if:
- There is no clear way to next exploration point or
- There is no possible exploration point at all
AI heroes will be erased from the list above if:
- FoW changes
- New object is added
- To prevent lock, primary hero will be erased at the start of each turn
2014-03-23 16:00:43 +00:00
Ivan Savenko
9c0df68cb8
Fixing spelling mistakes. Patch from josch, fixes #1759
2014-03-23 12:59:03 +00:00
beegee1
fe1b16a7ec
Some preparation towards mantis #1743 :
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- refactored CRandomGenerator (added util methods, improved method names)
- usages of std::minstd_ran are replaced by CRandomGenerator (not in entire code base, C rand() usages are still not replaced)
- refactored getArtSync method of CArtHandler -> now named pickRandomArtifact
- fixed some compiler warnings
- updated source code URL in VCMI spec
2014-03-17 19:51:07 +00:00
Michał W. Urbańczyk
93b8d2e59a
AI crash — do not modify container when iterating it.
2014-03-01 12:53:09 +00:00
DjWarmonger
8ce6659633
Important fix for unreserving objects.
2014-02-23 20:37:33 +00:00
DjWarmonger
94c8f01732
Commiting some minor tweaks before next dev version.
2014-02-23 16:55:42 +00:00
DjWarmonger
15edeb231b
Fixed two heroes getting stuck on both sides of gate.
2014-02-21 09:32:24 +00:00
DjWarmonger
1196eb5d81
AI can finally clear Subterranean Gate with guard on the other side :)
2014-02-21 07:48:38 +00:00
DjWarmonger
b0b0249524
- Implemented serialization of Goals. Loaded games work, at least.
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- Attempts to add Subterranean Gates to SectorMap
- Extensive use of ClearWayTo goal.
2014-02-20 20:18:49 +00:00
DjWarmonger
8683b982c7
- A simple method to break loop in goal decomposition (which consumed time)
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- Finally corrected canGetArmy conditions (which also consumed time)
- Removed some unused code, general cleaning
2014-02-19 16:23:47 +00:00
DjWarmonger
a3cad2883f
- Restored correct specialty serialization ( #1599 and all its children)
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- Fixed rare AI crash
- Fixed AI visiting some objects many times
- Some cleanup and refactoring
2014-02-17 17:28:39 +00:00
DjWarmonger
6ee823298a
- Various improvements for exploration
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* Heroes will try to use SectorMap if there are no accessible tiles
* Remove some loopholes and pitfalls when all the ways are blocked
* Fixed AI not conquering some (reserved) objects
Still missing: SectorMap does not use Subterranean Gates :(
- Improvements for army exchange
* Fixed exchange condition
* Bidirectional exchange is possible
2014-02-17 07:36:03 +00:00
DjWarmonger
afacb40f5a
- Fixed secondary heroes stalking main hero
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- Fixed exotic crash when all nearby tiles are occupied
2014-02-15 21:32:49 +00:00
DjWarmonger
b368e565ab
- fixed #1714
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- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
DjWarmonger
d8933b5c36
- AI will now use SectorMap to find a way to guarded / covered objects.
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- Improvements to SectorMap needed for use of multiple heroes
2014-02-15 16:38:51 +00:00
DjWarmonger
e459984897
Cleanup in AI.
2014-02-15 08:10:06 +00:00
DjWarmonger
d17b3a14bd
- Significantly improved exploration algorithm
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- Workaround to make AI gather army when exploration is not possible anymore
- Possibly fixed issue with AI not capturing guarded objects
2014-02-07 20:09:15 +00:00
DjWarmonger
a9b10c8099
- Changed aggregation method so now fuzzy engine takes all the factors into consideration
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- Heroes now will use real path cost and their movement, which has numerous advantages:
* Actual movement cost is taken into consideration
* Groups of heroes will keep order
* Fastest heroes will be used for exploration first
2014-02-07 08:23:31 +00:00
DjWarmonger
54fbdfec5e
- Finally fixed wander crash
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- Smoothed values of terms to improve differentiation and stability
2014-02-06 06:05:45 +00:00
DjWarmonger
486cd4b001
- Fixed (common) issue when AI found neutral stacks infinitely strong
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- Fixed non-fuzzy performance of some functions. Now AI really considers all options and uses multiple heroes, who don't spend their time wandering a lot.
2014-02-05 18:45:51 +00:00
DjWarmonger
5e58027496
Fix for rare crash in previous commit.
2014-02-05 09:04:09 +00:00
DjWarmonger
c708a631c1
- Improved AI logging messages
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- Cut wandering time of AI
2014-02-04 21:49:04 +00:00
Ivan Savenko
3779a54ddd
- probably fixed 1671
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- fixed missing loss condition in Birth of Barbarian
- fixed some bugs found by cppcheck
2014-01-30 11:08:37 +00:00
Ivan Savenko
2c4c964a45
Large rewrite of adventure map objects:
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- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
beegee1
5971ceaa7f
- Fixed hero / army strength handling
2013-12-31 16:11:18 +00:00
DjWarmonger
344783efb5
An attempt to handle spawning objects. However, on a day of double growth, when multiple monsters spawn, game freezes. Looks like engine issue, code is commented out.
2013-12-28 16:39:47 +00:00