ArseniyShestakov
578aa2acd4
Pathfinding: don't use gamestate directly as it's not needed
2015-11-16 21:22:11 +03:00
ArseniyShestakov
d524b4eabe
CPathfinder: get rid of addNeighbours coord argument
2015-11-16 19:54:17 +03:00
ArseniyShestakov
8f72d73241
CPathfinder: update teleport code and use TurnInfo for whirlpools
2015-11-16 19:14:18 +03:00
ArseniyShestakov
0949283cb9
Pathfinding: pass PathfinderOptions to helper and avoid changing them
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Original idea behind options is that options should only be set on pathfinder object creation (or via some special method in case pathfinder become persistent).
2015-11-16 18:43:02 +03:00
ArseniyShestakov
3185b64fb0
CPathfinder: rename cObj and dObjt to ctObj and dtObj
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This way it's more clear that it's pointer to object on tile and not path node.
It's important because air layer nodes don't have visitable objects while tile under them can have one.
2015-11-16 17:41:23 +03:00
ArseniyShestakov
6dd9572644
CPathfinder: cleanup checks for source node visitable object
2015-11-16 17:36:58 +03:00
ArseniyShestakov
aa59ad05ed
CPathfinder: don't access map->guardingCreaturePositions directly
2015-11-13 23:32:52 +03:00
ArseniyShestakov
324cf5490c
CPathfinder: fix movement into guardian tile
2015-11-13 23:07:56 +03:00
ArseniyShestakov
0be9d21132
CPathfinder: add rule that hero in boat can't visit empty boats
2015-11-13 10:28:44 +03:00
ArseniyShestakov
d2baa5b0d0
Pathfinding: move isLayerAvailable into TurnInfo
2015-11-12 14:40:56 +03:00
ArseniyShestakov
abc4ea272f
TurnInfo: store all bonuses and use TileInfo for everything
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Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
9ed9d94009
TurnInfo: first step towards better abstraction
2015-11-12 05:20:32 +03:00
ArseniyShestakov
4e11d81673
CGWhirlpool: fix random exit chooser
2015-11-12 01:23:27 +03:00
ArseniyShestakov
942c0cd718
CPathfinder: improve support for whirlpools
2015-11-12 01:16:06 +03:00
ArseniyShestakov
d76b2b7ca8
CPathsInfo: rework nodes multi_array allocation
2015-11-12 00:05:20 +03:00
ArseniyShestakov
09473f6648
CPathfinder: move embark special case to isMovementToDestPossible
2015-11-11 22:29:20 +03:00
ArseniyShestakov
46b923713b
Pathfinding: rework isLayerTransitionPossible and fix formatting
2015-11-11 22:08:15 +03:00
ArseniyShestakov
f1311abd0b
CPathfinder: move node action code into getDestAction
2015-11-11 19:51:08 +03:00
DjWarmonger
5fadb239f2
Merge pull request #134 from edeksumo/Fix-Defence-Ani
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Let's try this.
2015-11-11 09:43:51 +01:00
ArseniyShestakov
4aaf6191a5
CPathfinder: implemented originalMovementRules option
2015-11-10 21:07:27 +03:00
ArseniyShestakov
2b6851b3d2
Pathfinding: use unique_ptr for hlp and fix few rules
2015-11-10 19:15:59 +03:00
ArseniyShestakov
9a63735c24
CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
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TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +03:00
ArseniyShestakov
2ef9d7c3ec
Rename getCost back to getMovementCost
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Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
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
ArseniyShestakov
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ArseniyShestakov
96897acc46
CWillLastDays: add condition for permanent durations
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Accidentally missed them in pull request
2015-11-09 19:05:22 +03:00
ArseniyShestakov
7f0b0bd1b5
Bonus system: use updateBonuses in battleTurnPasseed
2015-11-09 15:48:07 +03:00
ArseniyShestakov
ee1c5e452f
Bonus system: add CWillLastDays selector
2015-11-09 15:01:58 +03:00
ArseniyShestakov
5bfbd8526b
Bonus system: fix N_DAYS bonus duration
2015-11-09 14:18:36 +03:00
ArseniyShestakov
45e4cf354e
Revert "Pathfinding: do path calculation in separate thread"
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This reverts commit f376b2799941638fc3ac8f0ea4cb57da7d38ae12.
2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999
Pathfinding: do path calculation in separate thread
2015-11-08 19:19:48 +03:00
ArseniyShestakov
9cf35d1bfd
CPathfinder: support for Castle Gate
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No support for client / server implemented yet.
2015-11-08 10:06:24 +03:00
ArseniyShestakov
be37e1cd8b
CPathfinder: add const to appropriate methods
2015-11-08 08:39:00 +03:00
ArseniyShestakov
f590b364c5
Pathfinder: shorten EPathfindingLayer to ELayer
2015-11-08 08:27:51 +03:00
ArseniyShestakov
4af9c7c29d
CPathfinder: add one turn boundary for flying and water walking
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Now when oneTurnSpecialLayersLimit is enabled hero won't be able to stop on blocked or water tiles between turns.
It's default H3 mechanics so it's enabled by default.
2015-11-08 07:44:00 +03:00
ArseniyShestakov
2fb73c55e1
CPathfinder: use node action in isMovementAfterDestPossible checks
2015-11-08 04:41:06 +03:00
ArseniyShestakov
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
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CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
edeksumo
ba1062ed3c
Formating2
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Change ani to anim
2015-11-07 23:30:01 +01:00
ArseniyShestakov
82048cbf2d
Pathfinder: implement new feature - node action
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No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
ArseniyShestakov
bd8eec7fb8
CGPathNode: move resetting code into separate function
2015-11-07 22:16:45 +03:00
ArseniyShestakov
d8a612f5d6
CPathsInfo: use boost::multi_array for storing graph of nodes
2015-11-07 22:02:57 +03:00
ArseniyShestakov
3f2cdf3137
CPathfinder: implement priority queue and node locking
2015-11-07 21:11:07 +03:00
ArseniyShestakov
7eebcb9d60
Artifacts: replace few more ints by ArtifactID
2015-11-07 11:46:58 +03:00
AlexVinS
e645b46aed
Revert "Merge pull request #124 from vcmi/issue/1372"
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This reverts commit da01af319b8e803bc737587fdf88b83bf412f2d1, reversing
changes made to 8b6b4e2e0b81169444a1879b3ac505ca346925f3.
2015-11-07 11:35:02 +03:00
ArseniyShestakov
bd12989ad6
Artifacts: use ArtifactID instead of ints
2015-11-06 21:54:51 +03:00
ArseniyShestakov
148355908d
CPathfinder: get rid of FoW variable and bunch of small fixes
2015-11-05 15:04:56 +03:00
ArseniyShestakov
9fe442537b
Pass on EPathfindingLayer and small fixes for code around it
2015-11-05 12:46:44 +03:00
ArseniyShestakov
5f3e9deda7
CPathfinder: deny transit over whirlpools when hero not protected
2015-11-05 11:34:01 +03:00