10dbbead2d
Fix indentation of logging code and around it
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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
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
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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
7b5a7f43ad
Removed includes of CGameState from headers
2015-12-02 21:39:53 +02:00
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
fc6f62e633
getMovementCost: get rid of useless flying parameter
2015-10-19 07:27:00 +03:00
aa00fdbd0e
Fix building with Boost 1.58.
2015-05-06 19:16:51 -05:00
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
21aaad6972
MoveHero: add transit movement option
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Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
685deddac1
Start spell-relatet files reorganisation
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* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
aa0433228a
Fixed cheats - sendMesssage will also pass current object.
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Workaround-ish but should work. Branch should be fixed now.
2014-09-21 20:35:53 +03:00
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
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
b2e8c92383
Cleanup:
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- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
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
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
7f276185bd
Moving files:
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- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
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
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
f5d945d1b2
Fixed #1679 .
2014-03-01 12:23:33 +00:00
b368e565ab
- fixed #1714
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- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
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
ac5e3be435
Experiment for #1679 .
2014-02-01 21:34:14 +00:00
68bdf71db6
- Fixed GCC compiler warnings
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- Implemented move heroes to next scenario partially
2013-12-20 13:07:58 +00:00
d085f8eee8
First implementation of fuzzy logic in VisitTile goal.
2013-12-20 09:43:12 +00:00
2d095cf20a
- Fixed days without castle counter
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- Fixed 'you have only 0 days...' message
- Checks victory/loss conditions every player turn instead of every day
- Fixed mantis #1463
2013-12-06 19:44:11 +00:00
6ec96b50d7
- compile fix
2013-09-02 13:24:32 +00:00
385f4ab7f5
#1153 and #1395 should be fixed. Terrible, terrible, terrible.
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Fixed crash in battles, when attempted to access <0 screen coordinates.
2013-09-01 22:55:57 +00:00
2b45e13c5c
c++03 -> c++11 switch:
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- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions
NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
17403b544c
Various fixes for quick combat.
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Replaced several boost::bind usages with lambdas.
2013-06-23 16:09:15 +00:00
4a0587d500
More work on auto-fight.
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Dynamic libraries return smart-pointers to what they create.
2013-06-22 21:47:51 +00:00
2be2143844
Game interfaces can register another interfaces to receive info on game events.
2013-06-22 18:22:44 +00:00
79026bdfde
Introduced strongly typed QueryID.
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Exchange between heroes is now a proper first-class query. Fixes #1269 . #66 should also be finally fully fixed.
VC projects: /Zm flag to fix compilation issues with recent Boost.
2013-05-27 10:53:28 +00:00
c7c2686379
- Integrated the logging API into the client and the lib - Remove some more comments and switched to /// style - Fixed recursive locks - Added Global.h to CMakeLists(now visible in qt-creator) - Removed usage of shared_mutex - Added unique_ptr to CLogger targets
2013-04-09 14:31:36 +00:00
ee51c5beb5
- Renamed /lib subfolders to lowercase
2013-04-07 10:48:07 +00:00
dbec99ffc7
* PlayerColor and TeamID refactoring
2013-03-03 17:06:03 +00:00
74ac44662c
- a bit less memory usage during compilation with gcc, new file - RegisterTypes.cpp
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- fixed several issues related to visiting town by ally
- fixed #1215
2013-02-23 12:22:23 +00:00
01e563b579
#1211 won't crash.
2013-02-21 02:25:44 +00:00
d45a554fec
Significant changes to saving system. Now both client and server store their lib part.
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Desync detection upon loading. Fixed many desyncs. (more remain)
Monsters won't have creature count 0 even if that is set as creature properties.
2013-02-18 22:37:22 +00:00
560315bc48
* SlotID refactoring
2013-02-16 14:03:47 +00:00
9e00090c42
* refactoring, a few intriguing problems remain
2013-02-13 23:55:42 +00:00
bda766b697
* refactoring
2013-02-12 19:49:40 +00:00
506d54478f
[mingw] finally fix broken compilation after rev 3183
2013-02-12 15:46:43 +00:00
8a8eecd063
* refactoring
2013-02-11 19:11:34 +00:00
d540723739
* refactoring
2013-02-11 14:42:09 +00:00
86dc9386d6
* refactoring, including a generic solution for IDs
2013-02-10 23:24:57 +00:00
e31f5062f9
Fixed crashes when VCAI cannot find hero to recruit.
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Bumped format version.
2013-02-09 17:37:38 +00:00
f1c78e3260
* creature ID refactoring
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* double week creatures are configurable now
2013-02-07 17:34:50 +00:00
af5287c193
* fixed opening custom campaign selection window
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* artifact positions refactored
* vstd::advance allows moving between enum values
2013-02-06 23:24:43 +00:00
bda92a4a73
* refactoring
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* fixed bug 1143
* some work on campaigns
2013-02-05 18:48:46 +00:00
25663ce7af
* fixed vector<bool> serialization
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* refactoring
2013-02-04 19:43:16 +00:00