DJWarmonger
e5b979d4ad
- ResourceManager now returns abstract goal so it can be decomposed many times
2018-07-26 16:15:37 +02:00
DJWarmonger
1450d408a2
Wandering heroes may now travel to town even if it has no army in garrison.
2018-07-26 14:37:39 +02:00
DJWarmonger
b687688f5a
Do not add duplicate objectives to GatherArmy pool (or any other, if it ever exist)
2018-07-26 13:29:46 +02:00
DJWarmonger
273802c92c
I have no idea what I'm doing
2018-07-26 12:14:29 +02:00
Dydzio
b6a171f858
Add code comments for VCAI::makeTurnInternal
2018-07-23 20:48:38 +02:00
Dydzio
13cca972d6
Add visual studio file changes in advance
2018-07-23 19:47:07 +02:00
Dydzio
1a78ea15bb
Tweaks
2018-07-22 19:53:06 +02:00
Dydzio
21c1f47a78
Fixes
2018-07-22 19:12:11 +02:00
Dydzio
2c1d91e2ff
Move object ID struct to lib
2018-07-22 18:38:45 +02:00
Dydzio
08a66abdcc
Singleton implementation fix
2018-07-21 15:42:17 +02:00
Dydzio
82da82fbeb
Polish object database, add data operations
2018-07-21 14:30:38 +02:00
Dydzio
36f501ebf3
Implement MapObjectsEvaluator as singleton utility
2018-07-21 11:28:55 +02:00
Dydzio
6a9e91b99b
Added basic interface for AI to evaluate objects
2018-07-20 21:14:57 +02:00
DJWarmonger
cae8acc56a
Clearing up the code as requested by FeniksFire
2018-07-19 20:39:37 +02:00
DJWarmonger
3d59420bb5
Minor optimisations. Also, shoter code.
2018-07-19 17:36:10 +02:00
Andrii Danylchenko
12a3c7ed33
AI - code styles and remove redundant performance optimization for explore
2018-06-24 13:30:17 +03:00
Andrii Danylchenko
2466489e13
AI - improve exploration, cancel deadends
2018-06-21 22:29:26 +03:00
Johannes 'josch' Schauer
a54e8c88a9
AI/VCAI/VCAI.cpp: Remove unused variable introduced in 2014
2018-04-19 15:15:22 +02:00
Arseniy Shestakov
25dea1a599
Code style: formatting and refactoring of VCAI code
2018-04-08 17:43:20 +07:00
Alexander Shishkin
5c09f751b3
Gui cleanup3 - UI refactoring to use smart pointers ( #440 )
...
* Changed most gui classes to use shared pointers
* Store and use IImage as shared_ptr
* CSpellWindow redesign
* AdventureMapClasses cleanup
* CLabel: store background as smart pointer
* Store CObjectList items as smart pointers
* Removed destroy function of list item
* Store toggle buttons as smart pointers
* Use CComponent as smart pointer
* Attempt to fix artifact merchant drawing
2018-04-07 18:34:11 +07:00
AlexVinS
03cfd2cb78
Do not use StackLocation in netpacks
2018-03-17 13:24:12 +08:00
AlexVinS
166c04e2e0
Hack fixed serializer assertion by completely disabling AI goals serialization
2018-02-28 15:00:38 +08:00
Nikolay Shalakin
3795985de9
Eliminate warnings / errors. Pull request #388
2018-02-11 15:17:14 +03:00
Arseniy Shestakov
324717acbe
Spelling fixes: privilaged -> privileged, retreive -> retrieve
2018-02-10 21:52:23 +03:00
AlexVinS
0a2b04709f
Fixed https://bugs.vcmi.eu/view.php?id=2873
2018-02-09 22:12:21 +03:00
AlexVinS
0b70baa95e
Spells configuration version 2 (effect-based)
...
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00
Dydzio
38d836d1a5
Update project files to Visual Studio 2017
2018-01-13 16:33:49 +01:00
Arseniy Shestakov
da117e9255
Code style: remove void from constructors without arguments
2018-01-13 11:51:47 +03:00
Michał Kalinowski
26a222ac62
Change JsonType to enum class ( #393 )
...
Change enum JsonType to enum class JsonType
2017-11-27 00:18:18 +03:00
DJWarmonger
bf20b165ec
Fix. Don't skip usual condition.
2017-11-04 22:50:11 +01:00
DJWarmonger
3eb5de9534
Fixed AI trying to visit tavern over and over.
...
TODO: AI still can't use it, anyway.
2017-11-04 22:45:19 +01:00
DJWarmonger
edc4c01805
Fixed a case when AI could spend all money on army and not build anything in secondary towns.
2017-11-04 22:14:56 +01:00
Dydzio
ea17b0f458
Major overhaul of VS related files
2017-08-19 15:58:55 +02:00
Dydzio
e3ba491fa1
Use multi-core compile by default, fix VCMI_client path
2017-08-19 13:27:24 +02:00
Arseniy Shestakov
40af43c46e
CMake: massive rework for Mac build and other improvements
...
- macOS: RPATH-related code all removed or disabled
- macOS: new osx/CMakeLists.txt to run some install-code running after all subdirectories
- Assets copying into the runtime output directory implemented for Mac and Linux development
2017-08-16 16:10:07 +03:00
Arseniy Shestakov
193f492b99
CMake: cleanup, project generation and other improvements
...
- Use EXCLUDE_FROM_ALL for FuzzyLite and GoogleTest to avoid inclusion of unneded headers and libraries into installers.
- Set minimum CMake version only in main CMakeLists.txt
- Set project name only in main CMakeLists.txt
- Visual Studio: add assign_source_group function to generate proper filesystem tree
- Visual Studio: set PROJECT_LABEL so generated projects have same names binaries on Windows
- Visual Studio: enabled USE_FOLDERS for projects grouping. This also possibly affect other IDEs.
- Added add_subdirectory_with_folder function to make sure 3rd-party libraries are affected by USE_FOLDERS.
2017-08-16 16:10:07 +03:00
Juan Rada-Vilela
7069f4b416
Upgrade to fuzzylite 6.0 as a submodule
2017-08-15 16:05:49 +03:00
AlexVinS
15138c23de
Finished conversion to new logging API
...
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
143ff682bc
Logging cleanup
2017-08-10 21:59:55 +03:00
AlexVinS
85e952f25f
Logging cleanup 3
2017-08-10 20:17:10 +03:00
AlexVinS
61e241308d
Logging cleanup
2017-08-10 19:52:05 +03:00
ArseniyShestakov
9d9c026c85
Code style: serialize everything on own lines for easier debugging ( #357 )
2017-07-31 16:35:42 +03:00
Arseniy Shestakov
cdd9dbc7f1
Code style: avoid some ambiguous else if indentation
...
If some code intentionally want to break else if to achieve specific indentation there must be braces.
2017-07-19 03:42:26 +03:00
ArseniyShestakov
b2f74a93cf
Code style: add empty parameter list to all lambda expressions ( #345 )
2017-07-17 15:35:57 +03:00
ArseniyShestakov
a4c0ad94b1
Code style: remove default value hints in definitions ( #342 )
...
Some are outdated and this is something IDE are useful for.
2017-07-15 14:08:20 +03:00
Dydzio
0cb6515ae8
VCAI tweaks ( #311 )
...
* Add extra priority support for town capture evaluation
* Improve building algorithm
* GatherArmy: check free gold instead of total for when hiring heroes
2017-07-15 01:15:08 +03:00
Arseniy Shestakov
f1e5797834
Code style: move or add licensing information on top of every file
2017-07-14 01:26:03 +03:00
AlexVinS
bc626c2446
Fixed race condition
2017-07-12 18:26:20 +03:00
Victor Luchits
30cc2f6a01
Change the output path for cmake so all files go into the same root directory
2017-07-07 13:08:53 +03:00
AlexVinS
3d1a84875e
Queries refactoring
...
* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
2017-07-03 21:43:04 +03:00
Arseniy Shestakov
fb19a3a068
CMake: update all CMakeLists to include actual sources and headers
...
This make it easier to use project with newer CMake and Qt Creator.
I decided against using GLOB since we don't rename files that much.
2017-06-29 02:03:37 +03:00
DJWarmonger
5a31cc831d
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
...
Trying to sort out git tree.
2017-06-16 21:49:49 +02:00
DJWarmonger
5e8fe083f2
Normalized GatherArmy evaluation.
2017-06-16 21:14:24 +02:00
AlexVinS
86f9df5f68
Made gamestate lock static
2017-06-14 07:59:41 +03:00
DJWarmonger
9623f7caf3
- Restored MSVS project files
...
- Fixed VCAI bu pointed out by Tow
2017-06-11 08:01:41 +02:00
AlexVinS
a85b4cf2a5
* WIP on event condition format
...
* Hero portrait serialization
* Fix town spells serialization
* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
2017-05-27 00:23:19 +03:00
Fay
b5daa24982
Android support ( #299 )
...
* AI libs registering shenanigans on android;
* Fixed resolution aspect + mouse event scaling;
* Proper server init/deinit (through android IPC);
Enabled threaded init in CMT;
* Prevented a deadlock in logger on some devices;
* Fixed frozen intro frame after interrupting the video;
Added android progressbar displaying during initial data loading;
* Hacky fix for choppy animations during heroes movement (should look better now, but it's definitely not a good solution);
* Changes/fixes for new android launcher building process;
* Fixed app hang after getting SDL_QUIT when activity was destroyed;
* Functioanal, configurable advmap swiping support;
* VCMI changes cleanup;
Added few missing VCMI_ANDROID guards on swipe mechanics;
* Removed unneeded sleep in server startup code for android;
* Removed android ioapi hack (fixed in newest ndk);
* Removed unused android's library loading logic;
* Added android's swipe option to settings schema;
* Moved NO_STD_TOSTRING to be defined in global.h instead of build files;
2017-05-25 20:57:20 +03:00
Dydzio
3326bfc067
Naming fix
2017-02-18 21:10:59 +01:00
dydzio
a4f375d9c0
Make AI able tobuy extra buildings. Fix bug #2640
2017-02-18 18:40:44 +01:00
Michał Kalinowski
4d39f652bf
Making more detailed options when choosing AI in launcher: http://
...
bugs.vcmi.eu/view.php?id=2369
2017-01-17 12:34:28 +01:00
DjWarmonger
6848a52ce1
Fixed heroes not unreserving Teleports, which makes them wander around it endlessly and blocking path.
...
TODO: properly handle all Teleports as "visited" objects
2016-12-19 21:46:01 +01:00
DjWarmonger
f18d3d9844
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-12-15 10:55:57 +01:00
AlexVinS
374f7780ee
Fixed build.
2016-12-13 12:27:48 +03:00
DjWarmonger
01730ec98a
A little TODO
2016-12-12 22:52:18 +01:00
DjWarmonger
27ff9efd4b
Fixed #1713
2016-12-12 21:38:12 +01:00
DjWarmonger
80d5f7b4a4
Updated project files to MVS 2015 (in fact, it's trivial).
2016-12-12 19:14:45 +01:00
AlexVinS
4288bb88ae
Fixed CID 1197622.
...
* Coverity says that this line actually unreachable
2016-12-05 03:02:52 +03:00
DjWarmonger
eaf14f6429
Should fix #2624 .
2016-11-29 22:07:35 +01:00
Arseniy Shestakov
fd3992ddc9
GatherTroops: avoid crash if nearest dwelling wasn't found. Issue 2624
2016-11-29 21:57:00 +03:00
DjWarmonger
72a36b92d6
Fixed regression.
2016-11-29 18:11:52 +01:00
DjWarmonger
67d5cee05e
Fixed CID 1366402
2016-11-29 17:19:41 +01:00
DjWarmonger
81e7164ef2
Fixed CID 1366401
2016-11-29 17:12:10 +01:00
DjWarmonger
8058cb3cad
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-11-28 21:53:33 +01:00
DjWarmonger
ffc511054e
Do not visit Eye of The Magi.
2016-11-28 21:45:41 +01:00
AlexVinS
204ee37ae4
boost/program_options has only 2 uses, and unlikely will be used more -> removed form Global.h.
2016-11-28 21:38:17 +03:00
DjWarmonger
9b5af484b7
Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc).
2016-11-28 19:29:11 +01:00
DjWarmonger
a1b7c9d8d2
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-11-28 12:07:30 +01:00
AlexVinS
fd9cfa406d
Possible fix for http://bugs.vcmi.eu/view.php?id=2620
2016-11-28 04:43:09 +03:00
DjWarmonger
76c4ef32c2
Re-evaluate goal after hero move to make AI more consistent.
2016-11-27 18:10:20 +01:00
AlexVinS
c4ab962cc0
Fixed a few CWE-457
2016-11-27 17:48:18 +03:00
DjWarmonger
169334f877
VCAI: do not buy heroes with single creatures for GatherArmy
2016-11-26 18:03:09 +01:00
DjWarmonger
3c3b973597
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2016-11-26 17:41:45 +01:00
DjWarmonger
58ac31375b
Fixed CID 1197636.
2016-11-26 17:41:34 +01:00
AlexVinS
86e33a4c45
[Refactoring] Unified SetResources NetPack API.
2016-11-26 15:14:43 +03:00
DjWarmonger
a86edca7d8
Fixed CID 1288882
2016-11-25 19:54:28 +01:00
AlexVinS
692d23e580
Fixed CID 1366376
2016-11-25 13:38:26 +03:00
Ivan Savenko
5b76c3f4eb
Rebase of codebase changes for refactored serializer
...
Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
Arseniy Shestakov
cb3d6a24e7
Cmake: cleanup for commit hash in build version
...
Since it's available in lib we don't need to include it everywhere.
2016-10-27 17:01:29 +03:00
Vadim Markovtsev
da1c9cf249
Fix rebuilding everything on HEAD change
2016-10-23 16:56:53 +02:00
Vadim Markovtsev
d0beb27197
Add git commit hash into the version string
2016-10-23 15:45:47 +02:00
Vadim Markovtsev
4bcc43d3d0
Fix Mantis #2234
...
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
Arseniy Shestakov
02a45007e7
VCAI::showGarrisonDialog: don't try to pick army from locked garrison
2016-09-19 03:30:55 +03:00
Arseniy Shestakov
84137dcaa5
Add DLL_LINKAGE to getStr and fix player id logging in VCAI
2016-09-16 05:45:00 +03:00
Arseniy Shestakov
30042cac3d
VCAI::performTypicalActions: always check that hero is still available
...
It's weird why this only appear now so if you have ideas check issue 2479.
2016-09-16 04:52:17 +03:00
Arseniy Shestakov
ca0fe8fdc4
VCAI: do not attempt artefact and army exchange with ally hero
...
While visits of ally heroes supposedly occur accidentally It's still nice to handle it's gracefully.
No reason to prevent visits completely as they useful if hero have skill like Scholar.
2016-09-14 13:34:22 +03:00
Arseniy Shestakov
7ec9601acd
VCAI: safety checks to avoid crashes with boat objects
...
Probably we should rewrite boat-related code to make AI boat handling easier.
2016-09-14 03:44:35 +03:00
Arseniy Shestakov
6dcb9a6068
VCAI: don't remove flagged objects from visitableObjs
...
This make my new shipyard-related changes work properly and might improve owned dwelling usage.
In case there still some code that might cause useless visits it's better just rewrite it insted of removing objects from visitableObjs.
2016-09-13 23:39:32 +03:00
Arseniy Shestakov
9296382bc6
More fixes for clang warning...
2016-09-08 19:58:01 +03:00
Arseniy Shestakov
78a560767b
VCAI compareArtifacts: consider that art with highest price is best
...
That is suboptimal way as well, but let us avoid infinite loop there. Fix issue 2461
2016-09-08 04:29:27 +03:00
Arseniy Shestakov
8e94b1c4d2
VCAI::objectRemoved: handle hero boat removal. Fix issue 2350
...
Avoid situation when AI attempt to visit boat after it's killed hero who used it.
2016-09-04 15:44:42 +03:00
Alexander Shishkin
5e5ce0bb09
Merge pull request #203 from vcmi/logFormat
...
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
Arseniy Shestakov
452e28d183
Remove some useless includes found by cppclean
...
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
Arseniy Shestakov
ab06cfd586
More fixes for uninitialized fields
2016-08-18 18:53:28 +03:00
AlexVinS
439aeecc8b
[c::b] re-enabled PCH, tested with GCC 5.3. (Older versions may not work)
2016-08-18 13:40:35 +03:00
Arseniy Shestakov
39fe9472b6
CGameHandler::moveArtifact: check lock status by slot instead of id
...
This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
Arseniy Shestakov
91c298bdaa
VCAI::tileHidden: added clearPathsInfo
...
Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
Arseniy Shestakov
c931fa5081
SectorMap::exploreNewSector: only store visible visitable objects
...
Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
AlexVinS
f06e9c8538
VCAI convert logging
2016-08-15 08:30:06 +03:00
AlexVinS
22884d9150
AI logging convert 1
2016-08-13 17:44:37 +03:00
AlexVinS
72f79a3ad7
Draft boost::format based log proxy.
2016-08-13 16:57:09 +03:00
Arseniy Shestakov
7bdcd209e6
VCAI::wander: only use nearby objects from SectorMap when possible
...
Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
Arseniy Shestakov
aabf4808da
SectorMap: remember all visitable objects in sector for wandering
2016-08-12 09:02:14 +03:00
Arseniy Shestakov
b83dea2008
VCAI::wander: map object selection refactoring
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Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
Arseniy Shestakov
8533ee3256
VCAI::validateVisitableObjs: drop unused code that
...
For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
Arseniy Shestakov
6433d7dd40
VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI
2016-08-11 12:19:08 +03:00
Arseniy Shestakov
25fd4d85e2
VCAI::getFlaggedObjects: use visitableObjs for better performance
...
This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
Arseniy Shestakov
10dbbead2d
Fix indentation of logging code and around it
...
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
Arseniy Shestakov
5778082842
VCAI: dont visit border guard if tent not visited. Fix issue 1590
...
CQuest::checkQuest cant be used for border guard since CGKeys not yet work using quests.
Currently border guard have MISSION_NONE quest that always return true and make AI stuck.
2016-02-25 08:40:28 +03:00
Vadim Markovtsev
3926920103
Rename radious -> radius
...
There is no such English word, "radious"
Some files get new lines in the end - BSD sed bug + best practices
2016-01-31 18:01:58 +03:00
ArseniyShestakov
4e8486da7b
Merge pull request #160 from vmarkovtsev/issue/2388
...
Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
AlexVinS
d7c0c3759a
Merge branch 'Zyx-develop' into develop
...
Conflicts:
lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
AlexVinS
bffdc2813d
revert some project changes
2016-01-27 15:21:29 +03:00
ArseniyShestakov
c7ca88f84b
Merge pull request #157 from vmarkovtsev/issue/2383
...
Issue/2383 fix invalid AI path detection
2016-01-23 22:02:10 +03:00
Vadim Markovtsev
10f888a483
Fix obelisks puzzle revealing
...
Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +03:00
Vadim Markovtsev
6eefce23fe
Check against nullptr in VisitHero::fulfillsMe()
2016-01-19 21:15:07 +03:00
Vadim Markovtsev
2bfc8ec8cb
Fix AI hero infinite move on the same tile
2016-01-19 13:14:05 +03:00
Zyx-2000
a50a702073
switched to -std=gnu++11
2016-01-18 17:49:07 +01:00
Zyx-2000
203b2dccc3
hopefully fixed things
2016-01-09 21:23:55 +01:00
Arseniy Shestakov
9fd1cff090
Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
...
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
Arseniy Shestakov
29a7934a99
Refactoring: avoid using namespace when it's not absolutely needed
2015-12-29 02:14:08 +03:00
Arseniy Shestakov
6f5c52a229
Refactoring: use cleaner CCreatureSet::stacksCount everywhere
2015-12-24 21:30:57 +03:00
DjWarmonger
a1f5a0a85c
Removed unused code, which is not needed with new Pathfinder.
2015-12-24 11:28:14 +01:00
Ivan Savenko
a051a08a46
Merge remote-tracking branch 'origin/issue/2306' into develop
2015-12-18 22:21:11 +02:00
Vadim Markovtsev
0661aa0e6e
Remove undefined behavior in requestActionASAP
2015-12-13 11:04:42 +03:00
ArseniyShestakov
ab92123da3
CPathfinder: improve support for visits and battles in teleports
...
Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
2015-12-11 09:42:30 +03:00
ArseniyShestakov
975e049a3e
SectorMap: disable knownSubterraneanGates support to avoid loops
2015-12-10 17:35:46 +03:00
ArseniyShestakov
5aadc1ed6f
CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue
2015-12-10 13:31:03 +03:00
ArseniyShestakov
9e6f836b25
VCAI::pickBestArtifacts: don't try to move catapult between heroes
2015-12-09 18:49:22 +03:00
ArseniyShestakov
1c0d4e3f6f
Fix filenames in file headers
2015-12-08 09:53:14 +03:00
ArseniyShestakov
07807fb044
Client: slience visibility error on shipyard in non-coastal town
2015-12-08 07:33:13 +03:00
ArseniyShestakov
cf4cb5c948
VCAI: silence callback on visibility check
2015-12-08 04:18:31 +03:00
ArseniyShestakov
03e9dd3bab
Add hero gold cost to GameConstants
2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73
Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
...
s reverts commit fa8a282696
.
Conflicts:
AI/VCAI/VCAI.cpp
Conflicts:
AI/VCAI/VCAI.cpp
client/windows/CAdvmapInterface.cpp
lib/CPathfinder.cpp
lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
7708810148
VCAI: don't serialize destinationTeleportPos to avoid crash
...
This won't affect AI functionality except if game saved while AI moving through teleporters.
Serialization for some reason don't work properly and cause save loading to fail.
2015-12-05 08:08:02 +03:00
ArseniyShestakov
0a5e9c0fbe
Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
...
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
791d1e7ab4
VCAI: finish fixing of teleport probing for whirlpools
2015-12-04 05:30:43 +03:00
Ivan Savenko
faa7cbff18
Fixed gcc/clang warnings
2015-12-04 01:17:43 +02:00
ArseniyShestakov
3800bd45b7
Movement: initialize destinationTeleportPos with invalid int3 position
2015-12-04 01:54:25 +03:00
Ivan Savenko
c2f4991e99
Replaced barrier with mutex due to data races:
...
Destruction of barrier while one of the threads is still in barrier.wait() is illegal. This may happen if caller thread reaches wait() after helper thread and immediately return's from the function destroying barrier which is still in use by helper thread
2015-12-04 00:12:49 +02:00
Ivan Savenko
2e56b547ee
replaced references to SectorMap with shared_ptr to avoid data races in AI code
2015-12-04 00:10:51 +02:00
ArseniyShestakov
ee08749743
VCAI: more work on teleport exit probing
2015-12-03 21:18:40 +03:00
ArseniyShestakov
2f9ca778b2
VCAI: add channel probing support for teleporters with multiple exits
2015-12-03 17:20:03 +03:00
Ivan Savenko
7189a12df2
removed few more includes from headers
2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad
Removed includes of CGameState from headers
2015-12-02 21:39:53 +02:00
Ivan Savenko
c3ce4b25df
Removed all #include's of CMap.h from headers.
...
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +02:00
ArseniyShestakov
eb9f29e368
VCAI: restoring teleport probing feature for updated mechanics
2015-12-02 19:26:24 +03:00
ArseniyShestakov
b5100bee94
Teleport: rework code to support exit point selection for whirlpools
2015-12-02 17:56:26 +03:00
ArseniyShestakov
f55bfe41d6
Digging: implement digging status on right click. Fix issue 401
...
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
f6de3f94ca
Teleports: use TTeleportExitsList typedef for exits list
...
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
ArseniyShestakov
2ef9d7c3ec
Rename getCost back to getMovementCost
...
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
...
Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
5106738160
Merge branch 'develop' into feature/pathfinderLayers
2015-11-09 19:20:13 +03:00
ArseniyShestakov
866a0a1fc0
VCAI: little improvement for 2a59cb6191
2015-11-08 23:02:59 +03:00
ArseniyShestakov
ac12a0735e
Plumbing on client and server to make flying actually work
2015-11-05 10:02:13 +03:00
ArseniyShestakov
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
...
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
AlexVinS
d46364c4c3
Merge branch 'develop' into issue/2306
...
Need to reapply changes to pathfiner
Conflicts:
AI/VCAI/VCAI.cpp
lib/CGameState.cpp
lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
Vadim Markovtsev
fa8a282696
Fix pthread_mutex_lock abort() in requestActionASAP impl
2015-10-31 18:04:06 +03:00
DjWarmonger
1e36f3cecd
Cache SectorMap where possible and update when necessary.
2015-10-26 16:38:17 +01:00
AlexVinS
c9e03405f2
fix a warning
2015-10-25 23:17:33 +03:00
AlexVinS
e8e484bbca
Merge branch 'mutexRelax_fix' into develop
2015-10-25 22:35:19 +03:00
DjWarmonger
2a59cb6191
Fixed #2308 - AI didn't attack enemy heroes at all.
2015-10-25 11:55:50 +01:00
DjWarmonger
768b1ca289
More consitent code.
2015-10-25 11:16:43 +01:00
DjWarmonger
87f838f286
AI should poke inaccessible Quest Guards less often.
2015-10-25 08:39:03 +01:00
DjWarmonger
520e42bcd7
Fixed #2317
2015-10-25 08:21:15 +01:00
DjWarmonger
4e444abf66
Few more uses of cached visibleTiles.
2015-10-24 20:46:55 +02:00
DjWarmonger
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
Vadim Markovtsev
d24fd10e21
Fix std::abs warning
...
Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
DjWarmonger
fe2a72f543
Minor optimization.
2015-08-31 10:08:50 +02:00
DjWarmonger
afe65d1264
Relaxed some locks in VCAI.
2015-08-31 09:18:24 +02:00
DjWarmonger
1c14dbf7b2
Cache SectorMaps to evaluate multiple goals -> huge performance boost
2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5
Cache visible tiles within SectorMap for quicker access.
2015-08-31 07:39:03 +02:00
DjWarmonger
2012d53dd6
Fixed issues with exchanging combo artifacts ( #2132 ).
2015-08-30 15:15:04 +02:00
DjWarmonger
6af8db2c69
Fixed logic discrepancy for (in)visible objects. Fixes #2224 , #2225 and possibly more.
2015-08-30 09:14:54 +02:00
AlexVinS
782c8ec40b
Changed windows minimum version back to winxp due to mingw bug
...
* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
AlexVinS
03a295f1a0
Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts
2015-08-20 03:28:04 +03:00
AlexVinS
53b85d16be
Cleanup C::B projects
2015-06-21 01:59:33 +03:00
DjWarmonger
f3c7774576
AiI will ignore winning conditions that require defeating his own objects. Fixes #2174
2015-04-13 18:45:43 +02:00
DjWarmonger
3e8c395156
- More fixes for wander targets
...
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
DjWarmonger
d32461d9d1
Complete solution for artifact equip & exchange.
2015-04-09 09:53:17 +02:00
DjWarmonger
b3f482b8a8
Restored artifact selection & exchange, work in progress.
2015-04-07 22:48:35 +02:00
DjWarmonger
264a0c4fe7
- Restored evaluation of wander targets at every step.
...
- First wander target will be sorted by distance (closest) as well.
2015-04-07 08:55:13 +02:00
DjWarmonger
2f588b548e
Fixed one case when heroes exchanged armies until ran out of movement points.
2015-04-07 08:43:10 +02:00
DjWarmonger
6cfc89dc7c
A number of fixes for wander / SectorMap.
2015-04-05 21:13:47 +02:00
DjWarmonger
a208afeee6
Removed new code, it was enough to fix the old one.
2015-03-30 16:54:32 +02:00
DjWarmonger
b2a75551c8
- Extensive use of SectorMap. AI will not eagerly pick guarded and blocked treasures.
...
- Fixed usage of boats, added Boat building as a part of Explore goal. This resolves #2151
2015-03-30 15:32:23 +02:00
DjWarmonger
299e9d5a0b
Experiment - do not prioritize reserved objects during wandering to prevent running back and forth.
2015-03-30 10:07:37 +02:00
DjWarmonger
8820bc05a9
MSVS compiler doesn't allow default arguments for Lambdas.
2015-03-10 10:06:45 +01:00
DjWarmonger
ec879046ca
Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
...
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
11d4b4291c
VCAI: always clear teleport channel probing list if we lost hero
2015-03-10 03:23:36 +03:00
ArseniyShestakov
431f3bd857
VCAI: use cannotFulfillGoalException instead of runtime_error
2015-03-09 17:09:34 +03:00
ArseniyShestakov
f7a999f0f3
VCAI: add destinationTeleport to serialization
2015-03-09 15:37:54 +03:00
ArseniyShestakov
8524bdbc25
VCAI: use copy_if instead of erase_if for teleport exit probing list
2015-03-09 03:24:39 +03:00
ArseniyShestakov
496338813c
VCAI: explicitly check for teleportation between subterranean gates
2015-03-09 02:27:49 +03:00
ArseniyShestakov
8f8d237d5d
Use isTeleportChannel callback functions to check teleport channel type
2015-03-09 02:13:40 +03:00
ArseniyShestakov
8d901ad4d0
VCAI Explore goal: fix switch formatting
2015-03-09 01:25:52 +03:00
ArseniyShestakov
f490ea1fcd
VCAI Explore goal: remove useless check
2015-03-08 18:36:25 +03:00
ArseniyShestakov
afac28a2f5
VCAI little fix for typo in retreiveVisitableObjs
2015-03-08 17:56:59 +03:00
ArseniyShestakov
9ece636cf8
VCAI Explore goal: add monolith's exploration support
...
Explore will also suggest AI to re-enter bidirectional teleporter in case of one of it's exits is not visible for some reason.
Also now AI won't try to visit teleporters in case if it's know that it's channel is impassable. E.g if map have several entrance monoliths of with same same SubID that don't have exit then AI will only try to visit one of them and later of he'll know that all other monoliths of this subtype is blocked because they all using same channel.
2015-03-08 17:49:14 +03:00
ArseniyShestakov
12cf883740
VCAI: add all new movement code include teleports and transit support
2015-03-08 17:47:58 +03:00
ArseniyShestakov
665712c196
VCAI: add any newly found teleports to knownTeleportChannels
...
Now all new objects added to visitableObjs only using addVisitableObj so we can catch them for teleports handling.
I also simplified one of retreiveVisitableObjs functions because it's only used for inserting things into visitableObjs.
2015-03-08 17:38:09 +03:00
ArseniyShestakov
ab7ad4741a
AIStatus: add teleport channel probing mode
...
When AI going through bidirectional teleport it's always getting list of all available exits.
If some of exits are invisible it's will attempt to visit each of them teleport probing begins.
2015-03-08 17:23:56 +03:00
ArseniyShestakov
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
...
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00
AlexVinS
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
AlexVinS
685deddac1
Start spell-relatet files reorganisation
...
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
ArseniyShestakov
ea46be03f3
AI: check if hero killed while visiting object he stayed on
...
This is need to avoid crashes like one happen in 2084, but then game bahaviour incorrect.
I'm not exactly sure if this possible currently, but I can imaging this would happen if hero decide to attack bank while staying on it.
2015-02-22 20:56:50 +03:00
DjWarmonger
60932d9ed0
AI won't ignore owned objects taken by enemies.
2015-01-24 21:38:22 +01:00
DjWarmonger
5b8180e327
Cleaning logs.
2014-12-25 12:58:15 +01:00
DjWarmonger
7735e193f0
Merge branch 'develop' into experimental/serializerrefactoring
2014-12-22 19:17:40 +01:00
AlexVinS
3bca68fd2d
Initial refactoring
...
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
da76a2f227
Fixed AI trying to visit tile already occupied by different hero, including #1902 .
2014-12-21 14:50:26 +01:00
DjWarmonger
af02655b30
Fixed #1962
2014-12-21 11:33:53 +01:00
DjWarmonger
a823fae822
Fixed NaNs in FuzzyHelper::getTacticalAdvantage
2014-12-19 19:15:41 +01:00
DjWarmonger
cd060c00c5
Each fuzzy set of rules will use separate fuzzy engine.
2014-12-19 10:52:41 +01:00
DjWarmonger
a1e42caddd
Banks won't use fuzzy engine at all, only center of mass.
2014-12-10 12:29:51 +01:00
DjWarmonger
7adb0fd600
Fuzzy engine fix by Jcrada.
2014-12-05 09:28:58 +01:00
DjWarmonger
6463c33c26
Rewrite / update terms for TacticalAdvantage.
2014-11-28 14:17:17 +01:00
DjWarmonger
9ca991282a
Taken JCrada patch as it is.
2014-11-27 21:51:48 +01:00
DjWarmonger
b0cd4f4117
Added limits and assertions which show that fuzzy engine is completely bugged.
2014-11-22 18:57:17 +01:00
Mikhail Paulyshka
d0da88a515
define FL_CPP11 outside Fuzzylite source
2014-11-03 01:00:22 +03:00
Mikhail Paulyshka
941dcee0f5
Fix AI and VCAI CMakeLists.txt
2014-11-02 23:43:10 +03:00
DjWarmonger
9eeea7299a
- Removed unecessary includes
...
- Fixed town types configured from RMG templates
2014-10-31 17:09:34 +01:00
AlexVinS
f16e859242
[C::B] update FL project 2
2014-10-27 15:17:40 +03:00
DjWarmonger
c87f2cdaaf
Updated build for MSVS. Some compile fixes to FuzzyLite source.
2014-10-26 12:32:19 +01:00
jcrada
a4f98a9ebd
Upgraded to FuzzyLite version 5.0
2014-10-25 16:13:20 +02:00
josch
fab31642d9
prepare for update to fuzzylite 5.0
...
- use system version of fuzzylite if available
- adapt include paths
2014-10-25 16:00:44 +02:00
AlexVinS
66b022f93e
initializer lists part1
2014-10-02 19:43:46 +04:00
DjWarmonger
95e442898e
Fixed #1900
2014-10-01 13:26:04 +02:00
Ivan Savenko
33c0e24940
Fixes 1895 - Properly select upper army for recruitment
2014-09-23 14:28:55 +03:00
Ivan Savenko
4bb5784922
Fixing AI - dwelling visitation code should now work properly
2014-09-21 18:08:47 +03:00
Ivan Savenko
b67618ab53
First batch of AI fixes:
...
- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
Ivan Savenko
6c0c03d74b
Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
...
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b
Breaking things - trying to remove server-side knowledge of selected objects
2014-09-19 00:18:49 +03:00
Ivan Savenko
b551bdb725
Final part of the merge
...
Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
DjWarmonger
8b10f70afd
Migrating to MSVS 2013, which allows to delete inttypes.h file.
2014-08-31 19:08:39 +02:00
Karol
1b6f2ea3b7
VCMIDirs update #5 fix
...
- Updated old OS detect macros.
- Fixed 1 misspell.
2014-08-26 12:19:04 +02:00
Michael Pavlyshko
f7d8faa540
install only .dll (without .dll.a)
2014-07-11 17:27:50 +03:00
AlexVinS
195eae48ca
Merge branch 'develop' into SDL2
...
Conflicts:
client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
Ivan Savenko
1157111fcf
More bugfixing:
...
- Fixed compile in VCAI (precompiled headers should not include VCMI headers)
- Fixed crash on visiting observatories, including shroud of darkness
2014-06-29 17:23:06 +03:00
Haryaalcar
88122ee253
another build fix:
...
Undefined symbols for architecture x86_64:
"operator<<(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, EVictoryLossCheckResult const&)
2014-06-26 02:19:10 +03:00
Ivan Savenko
32240da34e
Reduced number of #include's in headers. May break compilation on Win
...
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377
Refactoring of hoverText from objects:
...
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
AlexVinS
3b8d0e44d4
Merge branch 'develop' into SDL2
2014-06-24 14:09:44 +04:00
DjWarmonger
3ac306f501
Merge pull request #19 from vcmi/feature/mapObjects
...
Feature/map objects
2014-06-22 14:49:42 +02:00
Ivan Savenko
ab475195ac
Banks now use new scheme as well
...
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
DjWarmonger
5c431da0f9
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-15 10:01:18 +02:00
AlexVinS
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
Haryaalcar
2ee139977f
crash in VCAI::completeGoal() fixed
2014-06-09 11:24:17 +03:00
Ivan Savenko
b2e8c92383
Cleanup:
...
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +03:00
Ivan Savenko
652ceb2bde
Finally shattered CObjectHandler.cpp into tiny bits
...
- 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
DjWarmonger
e54c816c92
Treasure piles can now cover several tiles.
2014-06-05 17:19:11 +02:00
Ivan Savenko
0afdfa529c
Moved all object-related files to lib/mapObjects directory.
...
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65
Merged changes from upstream and fixed compilation caused by API changes
2014-06-03 22:45:18 +03:00
DjWarmonger
aee748d8d6
- Added monoliths between remote zones
...
- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00
DjWarmonger
8c24ea0bfb
Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
2014-05-30 16:50:06 +02:00
Ivan Savenko
1d17d60449
gcc update:
...
- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
Ivan Savenko
7f276185bd
Moving files:
...
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +03:00
DjWarmonger
6658e173f1
- Possible fix for #1769
...
- Fixed all possible (even unexpected) crashes when AI looses active hero
2014-05-18 13:13:31 +02:00
Ilya Zhuravlev
db7cd79cf7
Android port.
...
Conflicts:
lib/vcmi_endian.h
2014-05-16 23:24:29 +04:00
DjWarmonger
fb5152254d
Merge branch 'develop' of git://github.com/Macron1Robot/vcmi into WarmysBackup
...
Conflicts:
client/CKingdomInterface.cpp
2014-05-02 12:03:02 +02:00
Macron1Robot
21c2efbc64
Update VCAI.cpp
...
Deleted commented text and optimized estimateIncome
2014-04-28 10:33:42 +04:00
Macron1Robot
ede9818b38
Update VCAI.cpp
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corrected typo
2014-04-28 08:26:21 +04:00
Macron1Robot
8ec7a9b919
Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json"
2014-04-27 10:43:46 +04:00
Macron1Robot
907caedb13
Added "produce" section in "building" structure. Changed dailyIncome.
2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff
Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day
2014-04-24 23:36:18 +04:00
DjWarmonger
9e7013de77
Backup for my own MVS project configuration
2014-04-24 21:07:43 +02:00
Ivan Savenko
43ba3d30ea
Breaking things - first commit towards configurable object(s).
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- New files: lib/CObjectWithReward.h/cpp
- Classes that will be replaced by configurable object are now in this
fil
Status: far from functional, currently at "it compiles" point, some
essential pieces are still missing.
2014-04-06 23:14:26 +03:00
DjWarmonger
2da3d7d7c3
Removed AI bottleneck on water-based maps.
2014-04-03 09:57:44 +00:00
DjWarmonger
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
DjWarmonger
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
DjWarmonger
8683c8c0eb
- Added and improved some propagators, including Crystal Dragons ability ( #1232 )
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- Minor refactoring in AI
2014-03-29 21:39:19 +00:00
Ivan Savenko
771c1ce255
- some effords to get rid of bottlenecks in AI code
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- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
2014-03-23 16:36:16 +00:00
DjWarmonger
441e4b2cb2
Improvements for AI speed ( #1760 )
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AI heroes will be excluded from exploration if:
- There is no clear way to next exploration point or
- There is no possible exploration point at all
AI heroes will be erased from the list above if:
- FoW changes
- New object is added
- To prevent lock, primary hero will be erased at the start of each turn
2014-03-23 16:00:43 +00:00
Ivan Savenko
9c0df68cb8
Fixing spelling mistakes. Patch from josch, fixes #1759
2014-03-23 12:59:03 +00:00
beegee1
fe1b16a7ec
Some preparation towards mantis #1743 :
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- refactored CRandomGenerator (added util methods, improved method names)
- usages of std::minstd_ran are replaced by CRandomGenerator (not in entire code base, C rand() usages are still not replaced)
- refactored getArtSync method of CArtHandler -> now named pickRandomArtifact
- fixed some compiler warnings
- updated source code URL in VCMI spec
2014-03-17 19:51:07 +00:00
alexvins
4203d69525
Part 2 of new spell configuration
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1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.
* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
Michał W. Urbańczyk
93b8d2e59a
AI crash — do not modify container when iterating it.
2014-03-01 12:53:09 +00:00
DjWarmonger
d049abe644
Fixed typo #1732 .
2014-02-26 17:29:21 +00:00
DjWarmonger
8ce6659633
Important fix for unreserving objects.
2014-02-23 20:37:33 +00:00
DjWarmonger
94c8f01732
Commiting some minor tweaks before next dev version.
2014-02-23 16:55:42 +00:00
Michał W. Urbańczyk
458ba47965
Compile fix for non-msvc, as per https://github.com/vcmi/vcmi/pull/8
2014-02-21 12:27:56 +00:00
DjWarmonger
15edeb231b
Fixed two heroes getting stuck on both sides of gate.
2014-02-21 09:32:24 +00:00
DjWarmonger
1196eb5d81
AI can finally clear Subterranean Gate with guard on the other side :)
2014-02-21 07:48:38 +00:00
DjWarmonger
b0b0249524
- Implemented serialization of Goals. Loaded games work, at least.
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- Attempts to add Subterranean Gates to SectorMap
- Extensive use of ClearWayTo goal.
2014-02-20 20:18:49 +00:00
DjWarmonger
8683b982c7
- A simple method to break loop in goal decomposition (which consumed time)
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- Finally corrected canGetArmy conditions (which also consumed time)
- Removed some unused code, general cleaning
2014-02-19 16:23:47 +00:00
DjWarmonger
a3cad2883f
- Restored correct specialty serialization ( #1599 and all its children)
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- Fixed rare AI crash
- Fixed AI visiting some objects many times
- Some cleanup and refactoring
2014-02-17 17:28:39 +00:00
DjWarmonger
6ee823298a
- Various improvements for exploration
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* Heroes will try to use SectorMap if there are no accessible tiles
* Remove some loopholes and pitfalls when all the ways are blocked
* Fixed AI not conquering some (reserved) objects
Still missing: SectorMap does not use Subterranean Gates :(
- Improvements for army exchange
* Fixed exchange condition
* Bidirectional exchange is possible
2014-02-17 07:36:03 +00:00
DjWarmonger
afacb40f5a
- Fixed secondary heroes stalking main hero
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- Fixed exotic crash when all nearby tiles are occupied
2014-02-15 21:32:49 +00:00
DjWarmonger
b368e565ab
- fixed #1714
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- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
DjWarmonger
d8933b5c36
- AI will now use SectorMap to find a way to guarded / covered objects.
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- Improvements to SectorMap needed for use of multiple heroes
2014-02-15 16:38:51 +00:00
DjWarmonger
e459984897
Cleanup in AI.
2014-02-15 08:10:06 +00:00
Ivan Savenko
7f07a30d7d
More fixes for map-specific crashes, fixes #1427 and #733
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- if special victory condition is present AND there is only one player
normal victory condition will be disabled
- added new triggered condition, constant value
- if target of CONTROL/DESTROY condition is removed from map, triggered
condition will be replaced with constant
- fixed randomization of armies with random stacks
2014-02-09 12:10:02 +00:00
DjWarmonger
d17b3a14bd
- Significantly improved exploration algorithm
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- Workaround to make AI gather army when exploration is not possible anymore
- Possibly fixed issue with AI not capturing guarded objects
2014-02-07 20:09:15 +00:00
DjWarmonger
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
DjWarmonger
54fbdfec5e
- Finally fixed wander crash
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- Smoothed values of terms to improve differentiation and stability
2014-02-06 06:05:45 +00:00
beegee1
95034b9fa0
- Updated PCH to use our StdInc.h as the prefix header (not generated one from cotire) -> no exclude headers from ffmpeg/etc... statements required
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- Fixed compilation error (VCAI ResourceSet logging)
2014-02-05 20:25:36 +00:00
DjWarmonger
486cd4b001
- Fixed (common) issue when AI found neutral stacks infinitely strong
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- Fixed non-fuzzy performance of some functions. Now AI really considers all options and uses multiple heroes, who don't spend their time wandering a lot.
2014-02-05 18:45:51 +00:00
DjWarmonger
5e58027496
Fix for rare crash in previous commit.
2014-02-05 09:04:09 +00:00
DjWarmonger
c708a631c1
- Improved AI logging messages
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- Cut wandering time of AI
2014-02-04 21:49:04 +00:00
beegee1
df0a28d9cb
- added PCH compilation for CMake using cotire module (PCH is OFF per default, can be enabled with ENABLE_PCH=ON)
2014-02-01 13:37:26 +00:00
Ivan Savenko
3779a54ddd
- probably fixed 1671
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- fixed missing loss condition in Birth of Barbarian
- fixed some bugs found by cppcheck
2014-01-30 11:08:37 +00:00
alexvins
16d6292be9
[refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
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[mingw build] fix linking issues with netpacks.
Mingw build is finally fixed!
[c::b] update projects
[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00
DjWarmonger
c2cbd8da27
Un-abstracted AbstractGoal to allow serialization.
2014-01-06 14:17:56 +00:00
alexvins
a740f7989c
[c::b] update projects, disable PHC for now, +few fixes (still wip)
2014-01-05 17:48:50 +00:00
Ivan Savenko
2c4c964a45
Large rewrite of adventure map objects:
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- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
beegee1
5971ceaa7f
- Fixed hero / army strength handling
2013-12-31 16:11:18 +00:00
DjWarmonger
51e6961d08
Compile fix for MVS.
2013-12-29 15:48:56 +00:00
Ivan Savenko
0c5be52a42
Win/loss conditions based on logical expressions, yet another large
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changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)
Still missing:
- No interface to pass custom events/victory conditions into the game
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days
2013-12-29 11:27:38 +00:00
DjWarmonger
344783efb5
An attempt to handle spawning objects. However, on a day of double growth, when multiple monsters spawn, game freezes. Looks like engine issue, code is commented out.
2013-12-28 16:39:47 +00:00
beegee1
b8eddcd9a8
- Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
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- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
- Refactored pickHero into pickNextHeroType (hero generation sequence) and pickUnusedHeroTypeRandomly
- Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
- Fixed Fuzzy.cpp and VCAI.h compilation on Clang
- Added a handleException function in addition to our macros (no use of macros, enables debugging support, does not re-throw, catches ...-case too)
2013-12-28 12:47:55 +00:00
DjWarmonger
9ec299931d
- Fixed VisitHero goal. Now heroes can exchange armies again.
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- AI should not get lazy in endgame.
- Removed unused code.
2013-12-27 13:20:40 +00:00
DjWarmonger
e5b011abe0
- Fixed heroes stalling. Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended.
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- Fixed multiple issues with ClearWayTo goal.
2013-12-26 09:53:37 +00:00
DjWarmonger
603cbd8850
Experiment: goal values calculated by Fuzzy Helper will be stored in "priority" field and used in consecutive calculations.
2013-12-25 16:05:11 +00:00
DjWarmonger
7af9b0ea74
Replaced AI vectors by sets for both performance and safety.
2013-12-25 13:38:20 +00:00
DjWarmonger
12bb9221d1
One more fix.
2013-12-24 22:12:12 +00:00
DjWarmonger
a8539b2b28
- Fixes for Quest Guard and goal completion, in particular For Sale map ( #894 )
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- Fixes for ally players handling by AI
2013-12-24 22:01:16 +00:00
DjWarmonger
0c3ccda922
One more fix.
2013-12-23 21:22:42 +00:00
DjWarmonger
aec04d920e
Endless crusade against AI issues and loopholes!
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- Fixed #1126
- ClearWayTo and GatherArmy goals will also consider multiple subgoals
- GatherArmy may include building dwellings in town (experimental)
2013-12-23 20:46:01 +00:00
DjWarmonger
362a54b4df
More fixes and tweaks for AI, including #1590 .
2013-12-21 21:31:28 +00:00
DjWarmonger
a6ce282f8a
Dramatically reduced exploration complexity. AI will check only nearby objects.
2013-12-21 19:17:27 +00:00
DjWarmonger
473250e223
- Removed slow and buggy part of exploration code
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- Various tweaks and performance improvements. remove_if on long vector is a bad idea.
2013-12-21 17:34:59 +00:00
DjWarmonger
5ec3685041
Fixed heroes getting stuck because their assigned tile was captured by another hero.
2013-12-21 07:37:23 +00:00
DjWarmonger
045af73f0d
Some tweaks and performance improvements.
2013-12-20 21:10:43 +00:00
DjWarmonger
bf3fe0e274
- Explore goal will also use fuzzy comparison
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- Fixed AI afraid of town with Castle built: #1514 , #1515 , #1584
2013-12-20 16:49:51 +00:00
beegee1
68bdf71db6
- Fixed GCC compiler warnings
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- Implemented move heroes to next scenario partially
2013-12-20 13:07:58 +00:00
DjWarmonger
6b3ca831c1
- Conquer goal will not use fuzzy logic as well. AI should play more aggresively.
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- Removed unused code.
2013-12-20 13:01:44 +00:00
DjWarmonger
1b04f4fa9f
Hopefully fixed ALL the cases when hero could use invalid path, for good.
2013-12-20 10:15:29 +00:00
DjWarmonger
d085f8eee8
First implementation of fuzzy logic in VisitTile goal.
2013-12-20 09:43:12 +00:00
DjWarmonger
983c0496d0
Some work towards fuzzy goal comparison.
2013-12-19 20:21:21 +00:00
Ivan Savenko
881a7cf862
- added check to avoid recursion in AI town building code
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- restored previously missing AI shield during AI turn
2013-12-19 17:29:35 +00:00
Ivan Savenko
ee1b0459e6
Extended building dependencies:
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- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
2013-12-02 11:58:02 +00:00
beegee1
36a69aaa2f
- Fixed VS project files (added missing .cpp files)
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- Structured VS project files (added a filter for every subfolder)
2013-11-30 14:22:03 +00:00
DjWarmonger
2f698acf98
Compile fix - template specialization is defined before generic template.
2013-11-30 07:52:08 +00:00
DjWarmonger
8be4ca03c8
Uncommented Fuzzy code. Please let me know if it compiles on other platforms.
2013-11-25 11:55:48 +00:00
DjWarmonger
54c52869cf
- Fixed some more cases when heroes could block each other
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- More generous checking of complete goals and their dependencies
2013-11-24 19:15:08 +00:00
DjWarmonger
b0bdfff117
Compile fixes, refactoring
2013-11-24 15:30:17 +00:00
Ivan Savenko
27a30b5ff9
- compile fix
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- fixed crash if json defines only one creature horde
2013-11-24 11:36:51 +00:00
DjWarmonger
74a1d09871
Fixed new issue with hero trying to visit himself.
2013-11-24 08:56:02 +00:00
DjWarmonger
cedb3ea82a
Some more logging for goal completion.
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Stub of fuzzy goal selection.
2013-11-24 08:21:51 +00:00
DjWarmonger
0ab7b498f5
VCAI is now functional again!
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Implemented Visitor pattern for double-dispatch (actually only goal type dispatch).
2013-11-23 18:16:25 +00:00
DjWarmonger
e6bb39d3a4
More work on VCAI Goals, still derived functions are not called :/
2013-11-23 12:30:10 +00:00
beegee1
3e4407593f
- Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
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- Improved showing player lost message for one special case
2013-11-17 17:57:04 +00:00
beegee1
39d3102905
- Fixed compilation errors on clang
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- Removed compiler warnings of unused variables
2013-11-16 09:17:19 +00:00
DjWarmonger
900d7a03f0
Template magic. Implemented method chaining + clone pattern for Goals.
2013-11-15 17:30:16 +00:00
Ivan Savenko
3560bbb7f3
two patches/pull requests from janisozaur
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- replace our custom bmap with std::map::at()
- compile fixes for editor
2013-11-12 10:45:42 +00:00
DjWarmonger
1657f124e1
- Compile fixes for MVS
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- AI goals will now be handled by smart pointers
2013-11-09 21:29:46 +00:00
Ivan Savenko
55577d0ac4
- fixed missing DLL_LINKAGE
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- use precalculated checksum for zip files
- UNUSED macro to silence some warnings
2013-11-09 13:49:36 +00:00
Ivan Savenko
ee6cdbeffe
went through the rest of cppcheck warnings, mostly harmless
2013-11-07 12:48:41 +00:00
Ivan Savenko
0e3eae3095
patch from KroArtem
2013-11-03 12:51:25 +00:00
Ivan Savenko
c4716d0a9a
- reordered files in cmake so files with long compile times will be
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compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
2013-11-03 12:07:23 +00:00
Ivan Savenko
012212698e
compile fixes, cmake files update
2013-10-20 13:51:05 +00:00
DjWarmonger
c77fa499e7
Some more.
2013-10-19 11:37:22 +00:00
DjWarmonger
7b4964b882
Constructors for Goals.
2013-10-19 06:16:21 +00:00
DjWarmonger
f0248dd245
More AI refactoring.
2013-10-19 05:52:30 +00:00
DjWarmonger
9950bc6ec3
First part of AI refactoring. Trying to split AI into three distinct parts:
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- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics
Also, Goals will now be organized in object-oriented fashion.
2013-10-18 20:17:25 +00:00
Michał W. Urbańczyk
0e8fa04d9f
Fixed #1487 .
2013-10-13 15:24:02 +00:00
Michał W. Urbańczyk
30a0237fb8
Merged the 092c-compat branch.
2013-09-28 12:31:06 +00:00
Michał W. Urbańczyk
c6c53a5b1e
Few more freeze-related fixes.
2013-09-28 00:30:12 +00:00
Michał W. Urbańczyk
d1807585ad
Fixed at least two #1428 freezes, likely more.
...
They were occurring when AI hero visited bank that was also guarded by neutral creature nearby,
2013-09-27 23:46:58 +00:00
Michał W. Urbańczyk
b62bb096a7
Fixed #1430 , work-around to make #1435 non-crashing.
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Fixed at least one of the #1428 infinite turns cases.
2013-09-11 21:57:08 +00:00
Michał W. Urbańczyk
dd72261193
Fixed #1437 .
2013-09-05 22:11:13 +00:00
Michał W. Urbańczyk
92246a2c17
* Fixed #1417 — infinite loop of AI trying to visit allied creture generator
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* Fixed #1401 — battle AI won't attempt attacks with First Aid Tent
2013-08-25 13:03:29 +00:00
Ivan Savenko
5654fef901
- ZipArchive namespace for operations with zip archives, located in CZipLoader.h/cpp.
...
- new fields in mod format, for use with mod manager (check config/shemas/mod.json for details)
- removed some 0.92 compatibility from mods loading
- several compile fixes
2013-08-19 11:50:53 +00:00
Michał W. Urbańczyk
3b42cff3ec
#1409 should not crash anymore.
...
Fixed crash on serializing empty path. [How did it got there...?]
operator<< for boost::optional.
2013-08-18 15:46:28 +00:00
Michał W. Urbańczyk
e9d51a2670
Fixed issue that allowed to build multiple boats in town. Renamed state() to sth more sensible.
2013-07-21 10:08:32 +00:00
Ivan Savenko
f82122d9be
second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
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- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c
c++03 -> c++11 switch:
...
- 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
Ivan Savenko
dd808ef5cc
bugfixing:
...
- support for one more Russian localisation, fixes #1321
- fixed icon for level 1 town hall, #1294
- correct portraits for first heroes from mods, #1297 and probably #1298
And a lot of gcc compile fixes
2013-06-23 19:35:54 +00:00
Michał W. Urbańczyk
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
Michał W. Urbańczyk
254f194220
Some very early work towards autofight feature.
...
Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00
Michał W. Urbańczyk
79026bdfde
Introduced strongly typed QueryID.
...
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
Ivan Savenko
dca8e9fa6f
- removed access to one wog file
...
- removed way to avoid dependency checking in identifiers resolution
- minor fixes
2013-05-21 22:11:44 +00:00
Michał W. Urbańczyk
5c2473d436
Support for saving/loading in player interfaces, including VCAI.
...
Minor changes.
2013-05-09 11:09:23 +00:00
Ivan Savenko
c6cc6e6301
Large changeset, first part of editing H3 objects via mods feature. Changes:
...
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector
- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)
Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00
Michał W. Urbańczyk
d30571aa4d
AI won't access enemy heroes' objects that went under FoW. Fixes #1235 .
2013-04-21 12:11:13 +00:00
Michał W. Urbańczyk
e8354908c3
Big change: Introduced new mechanism to handle queries. It should not cause any visible changes ATM apart from fixing several long-standing bugs realted to handling post-visit/battle/levelup callback, including infamous creature bank issues: #955 , #1053 , #1063 , #1191 . Needs testing.
...
Minor changes:
* default log level set to trace
* LOG_TRACE raii guardian lifetime will last till the end of block
* compile fixes
* minor refactorings
2013-04-20 11:34:01 +00:00
beegee1
45fccfb1a6
- Added new trace macro LOG_TRACE which autom. appends leaving func message - Removed old trace macros - Small refactoring in CMapEditManager - Changed documentation comments to /// style for various mapping header files
2013-04-16 13:16:58 +00:00
beegee1
c10266ed97
- Reduced complexity to use the CMapGenerator(simpler interface) - Removed h3m.txt and tchar_amigaos4.h
2013-04-14 18:52:05 +00:00
beegee1
abf96a5b66
- Integrated the logging API into the AI subprojects - Added macros for tracing the control flow - Added methods isDebug/TraceEnabled for performance-critical sections
2013-04-10 16:28:14 +00:00
beegee1
ee51c5beb5
- Renamed /lib subfolders to lowercase
2013-04-07 10:48:07 +00:00
Ivan Savenko
c4c592b773
- bugfixing: #1243 , #1227 , #1241 , #1236 , #1233
2013-03-14 20:44:00 +00:00
mateuszb
dbec99ffc7
* PlayerColor and TeamID refactoring
2013-03-03 17:06:03 +00:00
alexvins
d99bc7ca07
[mingw]
...
*VCAI fix build
2013-02-23 22:43:02 +00:00
DjWarmonger
f40863b82f
Fixed AI trying to realize incorrect goals, which could lead to crash
2013-02-23 19:13:15 +00:00
mateuszb
560315bc48
* SlotID refactoring
2013-02-16 14:03:47 +00:00
mateuszb
9e00090c42
* refactoring, a few intriguing problems remain
2013-02-13 23:55:42 +00:00
mateuszb
bda766b697
* refactoring
2013-02-12 19:49:40 +00:00
mateuszb
8a8eecd063
* refactoring
2013-02-11 19:11:34 +00:00
mateuszb
d540723739
* refactoring
2013-02-11 14:42:09 +00:00