The node of a disembark-action can no longer be part of a hero-chain since sea-to-land-trade isn't possible and landing first eats up all movement-points.
Manarecoveryreward now uses float instead of unsigned int in order to avoid extremely high instead of negative scores when the hero has more mana than his mana-limit for example due to mana-vortex.
Moved upgrading armies to a lower priority tier as otherwise the AI would go back to their cities all the time even though there were plenty of other things to do.
Improved exploration logic by putting different kinds of exploration to different priority-tiers.
Looking at the other side of a portal has high priority, visiting an observatory has medium priority and scouting by visiting nearby tiles has low priority.
Modified how to score what hero to hire to make it more likely to rehire fled heroes with high levels when the army-gain from the hero would be rather insignificant.
Fixed crash caused by mistakenly assuming that "pos" is the position of a hero on the map and not its bottom-right-corner that can be outside of the map.
The StayAtTown-behavior now always creates tasks for all heroes to go and stay at a town. It will be treated differently than going to a town for mana in the sense that it is only considered at the lowest priority-tier. So it will only happen when the AI doesn't find anything else to do. It should resolve one of the two main-reasons for losing weak heros.
The hunter-gather-priority-tier now goes strictly by distance for all taks that are considered above 0 in value.
Modified goldPressure-formula to no longer use completely arbitrary part of lockedresources/5000.
Lockedresources is now just divided by a factor of the free gold like everything else.
No longer using FuzzyEngine just to create a log-message. It's now only used when isUseFuzzy is set.
Also:
Removed < operator and instead use already existing "canAfford"-Method.
AI should score citadels and castles higher for better developed towns so that it focuses on finishing the main-town quicker as opposed to developing several smaller towns simultaneously.
Apparently our logic for packs applying with types registration is
overcomplicated and by now completely unnecessary - it became redundant
after introduction of visitor pattern.
Don't hire a hero in a town where another hero is currently defending against a threat. This would mean one of them has to stay outside and be exposed.
Removed the restrictions of the greedy-playstyle.
Only count forts as gold-producing prerequisites when no same- or higher-level fort exists somewhere else in the empire.
When not threatened by nearby enemies the AI adds missing gold-income-buildings towards gold-pressure. This impacts the build-order in a way that they try to rush these more and get up a good economy more quickly.
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.
The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.
Scoring for mage-guild now increased the bigger the existing armies are.
AI is less afraid of enemy-heros than previously.
When evaluating their fighting-chance against towns with a garrisoned hero the AI didn't consider the attribute-boosts of the defending hero.
Now it does.
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.
Fixed a bug that caused tasks that are generated with an initial priority not being executed.
Fixed an error-message wrongfully claiming a hero was locked by STARTUP, when infact the hero was locked by something else (usually a hero-chain).
Recruiting-heros is now handled alongside buying army and buildings.
Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.
Building-cost now has more impact on their score.
Reworked recruit-behavior to be a bit more conservative and avoid recruiting-sprees. Stuff like buying several heros in a row because the next one is always slightly better than the last but using up the whole starting-bank for that.
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes
Moved without changes:
Languages.h -> texts/Languages.h
MetaString.* -> texts/MetaString.*
TextOperations.* -> texts/TextOperations.*
Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
-> texts/CLegacyConfigParser.*
-> texts/TextLocalizationContainer.*
-> texts/TextIdentifier.h
Added building-cost including all resoruces as evaluation-context for more sophisticated building-selection and also as a countermeasure to softlocking a build-order by having no ways to obtain certain resources.
For example, if the AI would drop below 5 wood, while having no market-place and no wood-income it will avoid building any buildings that neither allow trading nor produce wood.
Added trading-logic to Nullkiller-AI.
The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
Before marketplaces could only be built as part of a requirement for other buildings but not on their own when that other building already existed like it is the case in certain campaign-missions.