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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
Commit Graph

16509 Commits

Author SHA1 Message Date
Alexander Wilms
775b20bfe2 Remove .clangd config and add separate markdown file explaining some CMake options 2024-07-15 15:48:36 +02:00
Alexander Wilms
97c9cd483b Improve Linux developer documentation
* List CMake options in table
* Improve headline hierarchy
* Add .clangd config file so compile_commands.json gets found out-of-the-box
2024-07-15 15:47:37 +02:00
Ivan Savenko
04a81fee87 Reduce size of CGPathNode and AIPathNode 2024-07-15 07:49:04 +00:00
Ivan Savenko
c00a1e1b0c Fixed new issues detected by SonarCloud 2024-07-15 07:46:40 +00:00
Dydzio
6119898932 Add some useful comments 2024-07-15 09:39:22 +02:00
Laserlicht
6aa7c9ebf9
code review 2024-07-15 00:51:41 +02:00
Dydzio
3836f132d3 Fix alternative actions to support more than 2 actions + simplify logic 2024-07-15 00:41:05 +02:00
Alexander Wilms
f9de3b2ffd startExecutable(): Restore error handling 2024-07-14 21:04:36 +02:00
Alexander Wilms
875a8cc11a startExecutable(): Use QProcess::start() instead of QProcess::startDetached() to fix the missing prompt after quitting vcmiclient or vcmieditor
vcmilauncher is now hidden while the child process is running, since it doesn't get repainted.

Fixes #2574
2024-07-14 21:04:36 +02:00
Andrii Danylchenko
58add0e182
Add docs for Nullkiller AI 2024-07-14 17:45:41 +03:00
Andrii Danylchenko
a4b6fc75dd BattleAI: fix moving to unreachable in case of back-to-back 2-hex 2024-07-14 11:46:45 +03:00
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
Simeon Manolov
d997d18438
remove debug line 2024-07-12 15:41:07 +03:00
Simeon Manolov
4be7adbf0a
add missing include 2024-07-12 15:26:31 +03:00
Simeon Manolov
5b6bc10131
Code review 2024-07-12 14:54:28 +03:00
Ivan Savenko
74723bf77e
Merge pull request #4254 from smanolloff/fix-battle-queue
Fix battle turn order for current turn
2024-07-12 14:45:15 +03:00
Simeon Manolov
941cd6768f
Fix battle turn order for current turn 2024-07-12 11:39:57 +03:00
altiereslima
39516b275e Update Portuguese Translation 2024-07-11 19:11:54 -03:00
Simeon Manolov
9d73b50979
Bind server to a randomly assigned port 2024-07-12 01:06:36 +03:00
Ivan Savenko
6b8f94e6e7 Merge remote-tracking branch 'vcmi/master' into develop 2024-07-11 17:43:44 +00:00
Ivan Savenko
286a70c007
Merge pull request #4250 from vcmi/beta
Merge beta -> master
2024-07-11 15:13:26 +03:00
Ivan Savenko
006fadb82c
Merge pull request #4247 from IvanSavenko/release_154
Preparations for release 1.5.4
2024-07-11 11:45:27 +03:00
Ivan Savenko
143fcb7907
Merge pull request #4249 from kambala-decapitator/install-file-async
call Install From File button handler asynchronously
2024-07-11 11:45:18 +03:00
Ivan Savenko
fd297f08e2 Add quick workaround for loading identifiers from difficulty bonuses 2024-07-10 22:33:09 +00:00
Andrey Filipenkov
98cda246a2 [launcher] call Install From File button handler asynchronously 2024-07-10 21:41:26 +03:00
Ivan Savenko
b2729f2661 Updated changelog 2024-07-10 14:41:19 +00:00
Xilmi
98415e98da Spellcasting-bug-fix
Fixed a bug that prevented the AI from using spells when attacking an enemy settlement that has towers.
The bug was caused by noticing how greatly effective spells would be against towers but not being able to actually target them.
By skipping invalid targets, this no longer is an issue.
2024-07-10 14:36:35 +00:00
Ivan Savenko
92d32c4573 Add downloads counter for 1.5.4. Remove some older ones since they won't
fit into a single row
2024-07-10 14:36:24 +00:00
Ivan Savenko
ef68bd7ac0 Show message to player and close game if creature battle animation is
missing (demo assets usage?)
2024-07-10 14:36:24 +00:00
Ivan Savenko
bd10f2d939 Updated Ukrainian translation 2024-07-10 14:36:24 +00:00
Ivan Savenko
dbc227da04 Fix incorrect tooltip when right-clicking Witch Hut if selected hero
already has this skill
2024-07-10 14:36:24 +00:00
Ivan Savenko
22870c4764 Fix potential crash on right-clicking object that gives secondary skills
such as Witch Hut when town is selected
2024-07-10 14:36:24 +00:00
Ivan Savenko
d442da92f6
Merge pull request #4229 from IvanSavenko/changelog_154
Changelog for 1.5.4
2024-07-10 17:33:04 +03:00
Ivan Savenko
ccef09db91
Merge pull request #4243 from Laserlicht/patch-3
extend file open error text
2024-07-10 17:14:37 +03:00
Ivan Savenko
9ce1d3eb34
Merge pull request #4244 from dydzio0614/polish-translations-update-2
Update polish translation for launcher and map editor
2024-07-10 17:14:20 +03:00
Ivan Savenko
ee14c0ab16
Merge pull request #4245 from Laserlicht/ger
Update german translation
2024-07-10 17:14:11 +03:00
Ivan Savenko
fbd4d3444b
Merge pull request #4246 from Laserlicht/slack_remove
remove slack references
2024-07-10 17:14:01 +03:00
Laserlicht
83a09be8a9
keep slack info 2024-07-10 12:56:11 +02:00
Laserlicht
16f1d8d3ce
remove slack 2024-07-10 12:49:53 +02:00
Xilmi
073c5bee45 Spellcasting fixes
Allowed the AI to cast spells that are aimed at a location instead of a unit. For example meteor shower.
Fixed an issue that caused the AI to not kill unit-stacks with spells due to only considering stacks where at least one unit survives in it's score-calculations.
2024-07-10 02:40:42 +02:00
Xilmi
13bbb573bd Spellcasting-bug-fix
Fixed a bug that prevented the AI from using spells when attacking an enemy settlement that has towers.
The bug was caused by noticing how greatly effective spells would be against towers but not being able to actually target them.
By skipping invalid targets, this no longer is an issue.
2024-07-09 22:55:39 +02:00