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Commit Graph

337 Commits

Author SHA1 Message Date
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