Ivan Savenko
b25702f15e
expose safeAttackRatio to AI config
2024-11-28 11:53:51 +00:00
Xilmi
9d2fc1b1c9
Update DefenceBehavior.cpp
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Fixed an issue that caused the AI to try buying the same hero in two different towns.
2024-10-31 00:41:51 +01:00
Xilmi
11980e0f97
Garrisoning behavior improvement
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AI will now also garrison a hero as defender if the town to be defended has troops as long as the hero can merge their own troops with the town.
AI will no longer just dismiss existing troops in a town if a hero trying to garrison there can merge with it.
2024-10-20 15:49:23 +02:00
Xilmi
f2b8b40925
Being less dismissive
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Reduced the amount of circumstances under which the AI dismisses heroes. Among others to prevent a loop through all passes where it repeatedly hires and dismisses heroes.
2024-10-01 17:20:54 +02:00
Xilmi
cfe4d7592a
Update DefenceBehavior.cpp
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Heroes will no longer rush to defend towns that have a standing garrison that they can't merge their armies with.
2024-09-29 03:13:21 +02:00
Xilmi
e7e3f6dcbe
Update DefenceBehavior.cpp
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Only hire heroes for defence if the enemy is already really close. (Otherwise AI hired too many heroes from defensebehavior)
2024-09-09 19:55:03 +02:00
Xilmi
bdbb9d02fc
Update DefenceBehavior.cpp
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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
fba34a743e
Update DefenceBehavior.cpp
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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
38da53135b
Update DefenceBehavior.cpp
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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
Alexander Wilms
02e429e973
Fix typos using https://github.com/crate-ci/typos
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Changes were reviewed manually
2024-06-24 03:47:19 +02:00
Andrii Danylchenko
728f673763
NKAI: remove static ai field
2024-03-31 21:11:25 +03:00
Andrii Danylchenko
d6f1a5c2b3
NKAI: parallel capture objects
2024-03-29 20:39:03 +02:00
Andrii Danylchenko
6245adb9a4
NKAI: configurable object graph
2024-03-08 14:39:16 +02:00
Alexander Wilms
0a6c82c639
AI/Nullkiller/Behaviors/DefenceBehavior.{h,cpp}: treat -> threat
2023-10-27 23:34:11 +00:00
Alexandre Detiste
15e45f966c
typos found by lintian
2023-10-17 22:06:08 +02:00
Ivan Savenko
87957e74c1
Replaced boost::thread_specific_ptr with thread_local
2023-08-23 16:32:29 +03:00
Ivan Savenko
67b7c39761
Fix possible nullptr dereference
2023-08-11 18:50:39 +03:00
Andrii Danylchenko
6490c65490
nkai: fix freezes
2023-07-31 22:01:12 +03:00
Andrii Danylchenko
c93bb0a502
nkai: fixes and skill rewards
2023-07-31 22:01:11 +03:00
Andrii Danylchenko
6ba74f02bc
NKAI: playing around with defence
2023-07-31 22:01:11 +03:00
Andrii Danylchenko
b19ac01bf9
Fuzzy rework, added more defence and gather army routines
2023-07-31 22:01:10 +03:00
Ivan Savenko
08cfbe79cf
Added encapsulation for movement points access
2023-06-25 17:42:36 +03:00
Ivan Savenko
87fcfa4add
Removed excessive pathfinder includes
2023-06-21 12:00:44 +03:00
Ivan Savenko
acac42291e
Remove excessive CMap.h includes
2023-05-31 23:18:38 +03:00
Andrii Danylchenko
fbc9a32ad8
#2018 - fix shipyard usage for NKAI, allied shipyard should work now
2023-04-22 18:42:36 +03:00
Konstantin
11b237a23c
vcmi: massive refactoring v1
2023-04-05 22:33:12 +03:00
Andrii Danylchenko
ab84cb9931
NKAI: fix defense tasks priority evaluation
2023-04-02 10:10:17 +03:00
Andrii Danylchenko
88fb532d90
NKAI: more fixes to defense and pandora
2023-04-02 10:02:33 +03:00
Andrii Danylchenko
8b0c7b6601
NKAI improve defence and some fixes
2023-03-07 20:10:58 +02:00
Ivan Savenko
aeb653c919
Fix typos
2023-03-07 00:06:58 +02:00
Ivan Savenko
05a1d7c6e3
All text for factions/towns/building are passed through translator
2023-01-20 15:18:36 +02:00
Ivan Savenko
fa6f7513e8
All heroes-related strings are passed through translator
2023-01-20 15:18:36 +02:00
Andrii Danylchenko
eeea01d778
NKAI: namespace
2022-10-04 08:40:14 +03:00
Andrii Danylchenko
2434fe3f6f
NK: fix AI speed
2022-10-01 13:49:27 +03:00
Andrey Filipenkov
1d57c40740
wrap && conditions in parentheses when near ||
2022-09-22 11:54:09 +03:00
Andrii Danylchenko
02b2f35143
Nullkiller: fix crash
2022-03-05 15:51:03 +02:00
Andrii Danylchenko
b4241670ba
Nullkiller: rename VCAI to AIGateway
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
3d91f2e988
Fix defence crashes and hangs
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
32fb465823
Nullkiller: stabilization+clasterization improvements+fuzzy fear
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
1806dd8447
Nullkiller: remove AIhelper + refactoring
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
cebb5b296b
Nullkiller: fix priorities after refactoring
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
223a52b3d1
Nullkiller: Try to join behavior and goal and see what come out of it.
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
af0dcf97c4
Nullkiller: initial cleanup of unused code
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
1fd838a5b9
Nullkiller: stabilisation
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
eea5cb7f0b
Nullkiller AI: further stabilisation, implement staged hero chain (first with limit 0 turns then 1 turn)
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
b261734905
Nullkiller AI: new prioritization engine
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
e6eb9ccc03
Nullkiller: dismising and hiring hero in order to defend town
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
84e5e6ac17
Nullkiller: rework defence a bit
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
1096f2e9e6
Nullkiller: town portal fixes
2021-07-26 21:02:50 +03:00
Andrii Danylchenko
a2ac19e4ec
Nullkiller: defence behavior
2021-07-26 21:02:50 +03:00