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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-23 21:29:13 +02:00

19150 Commits

Author SHA1 Message Date
Ivan Savenko
b1ae36bdff Use boost::asio::post instead of deprecated io_service::post 2025-02-13 21:36:24 +00:00
Ivan Savenko
4c74346508 Hide darkness bonus on creatures - it only works with towns 2025-02-11 20:14:57 +00:00
Ivan Savenko
4c4726847d Fix size of generated images for Chronicles 2025-02-11 20:08:02 +00:00
Ivan Savenko
c559b20791 Add more tracking for crash on Android 2025-02-11 20:07:44 +00:00
Ivan Savenko
7f7327b622 Fix attempt to translated already translated string 2025-02-11 20:07:31 +00:00
Ivan Savenko
2b10142096
Merge pull request #5406 from GeorgeK1ng/czech-update
Czech update
2025-02-10 14:53:27 +02:00
Ivan Savenko
42abcf4653
Merge branch 'beta' into czech-update 2025-02-10 14:53:19 +02:00
Ivan Savenko
3e87d9e5fa
Merge pull request #5407 from IvanSavenko/cove_fix
[1.6.6] Fix loading of HotA maps with Cove town placed on map
2025-02-10 14:52:44 +02:00
Ivan Savenko
f91973e544
Merge pull request #5402 from IvanSavenko/move_cost_total
[1.6.6] Show total movement cost for multi-turn paths
2025-02-10 14:52:30 +02:00
Ivan Savenko
1917fae2c0 Fix loading of HotA maps with Cove town placed on map 2025-02-09 22:11:19 +00:00
George King
9ca5df9ca7
Minor tweaks in Czech translation 2025-02-09 20:29:21 +01:00
George King
33f07cfe71
Movement points update 2025-02-09 20:25:04 +01:00
Ivan Savenko
a272ae8208
Merge pull request #5380 from IvanSavenko/xilmi_develop
[1.6.6] AI improvements from AIL / Xilmi
2025-02-09 19:46:54 +02:00
Ivan Savenko
68e0dcb01d
Merge pull request #5398 from Laserlicht/portrait_mode
[1.6.6] portrait mode for android & grey bar fix
2025-02-09 19:42:03 +02:00
Ivan Savenko
640f654fe0
Merge pull request #5401 from Laserlicht/touch_overlay
[1.6.6] overlay for touch screens & pinch fix
2025-02-09 19:40:45 +02:00
Xilmi
c7b875f671 Small adjustments to defensive behavior
AI will no longer leave the defense of a threatened town in order to bring the army to another hero.

AI will no longer send heroes to die outside of towns that already have a garrisioning hero inside, if there's a stronger enemy hero lurking around the town.
2025-02-09 17:33:56 +00:00
Xilmi
1b041fe09d Update PriorityEvaluator.cpp
Keymaster is no longer considered as conquest-target (which made the AI beeline for it).
2025-02-09 17:33:45 +00:00
Xilmi
82ab49495e Fixed an issue that prevented AI from building stables
Prerequisites of dwellings now also inherit the armyStrength of their respective dwelling for the purpose of their evaluation.
2025-02-09 17:33:39 +00:00
Xilmi
cf3eee5d8a AI-adjustments
AI no longer rushes towns that don't have a citadel or better when there is a scary enemy hero around.

AI will no longer try to maximize defenses by using the strongest possible defender. Instead it will try to use the most appropriate defender. The most appropriate is considered to have roughly 75% power of the threat and the score will be lower but still above zero the bigger the deviation is.
2025-02-09 17:33:39 +00:00
Xilmi
49d73b438b Update Nullkiller.cpp
Further warning-removal
2025-02-09 17:33:39 +00:00
Xilmi
3d87568349 Fix justified warning 2025-02-09 17:33:39 +00:00
Xilmi
5bd4b6a541 Several AI-Adjustments
Dismissing StayAtTown-tasks for heroes with less than 100 movement-points in order to avoid these tasks to be creates for heroes that have no movement over and over.

Resource-silo is now evaluated by it's output rather than like a building the AI doesn't know what it is good for.

AI should now try to maximize the highest mage-guild instead of building them slowly one by one.

Drastically reducing the score of dwelling-upgrades for upgrades the AI already has.

Heroes that are currently threatened anyways will be more brave and not care about going for things that are also threatened if there is nothing safe in range.

AI will no longer waste their heroe's MPs defending cities that don't have at least a Citatdel.

Reverted prior change that caused AI to no longer push for grey towns.
2025-02-09 17:33:39 +00:00
Xilmi
6b55401fde Swapped order of Defend and Far-Hunter-Gather 2025-02-09 17:33:39 +00:00
Xilmi
b0e87f01ed Fix cluster prio
Clusters are now checked against all priority-tiers instead of just hunter-gather.
2025-02-09 17:33:39 +00:00
Xilmi
8d3970c6d5 AI-adjustments
AI no longer thinks it can recharge their mana at towns without a mage-guild.
AI no longer treats neutral monsters as if  they were their enemies.
Upgrading armies no longer has it's own priority-tier. It is now handled at the same-priority as hunter-gather.
2025-02-09 17:33:39 +00:00
Xilmi
c9f669b41d Update PriorityEvaluator.cpp
If there's several valid defense-tasks use the one that takes fewer turns to get to.
2025-02-09 17:33:39 +00:00
Xilmi
b3eecf431c Anti-suicide-changes
Fixed an issue causing the AI to use evaluationContext.powerRatio as maxWillingToLose instead of evaluationContext.powerRatio * ai->settings->getMaxArmyLossTarget().

Defense-tasks no longer ignore maxWillingToLose when the target isn't a hero.
2025-02-09 17:33:39 +00:00
Xilmi
64ff6a0631 Update PriorityEvaluator.cpp
Basic dwellings get a score-boost to take into consideration that units are immediately hirerable as opposed to just being added at the beginning of next weak. This means they should win out against early Citadels more.

Handling for conditional quicker mage-guild-upgrading incase of caster-mains.
2025-02-09 17:33:39 +00:00
Xilmi
765658ec83 Various Evaluation improvements
AI-heroes are reduce their confidence for attacks based on how many of the units they currently have stacks from exist somewhere else in their empire. So for example if an AI has 2 black-drakes while 3 more are waiting in their castle, they act as if their army was only 2/5th as strong as it is. This should make them more likely to first reinforce their army before attacking.

Changed the formula of scoring dwelling-upgrades in a way that doesn't overvalue upgrading vs. producing new units so much.

AI will no longer be so overconfident when fighting enemy heroes near their own castle. This lead to a lot of horrible trades, especially between different AI which made FFAs way easier in the long run.

AI should be better at preventing their enemies finding their towns undefended due to considering enemies that are not immediately in their castle's range too.

If only gold is missing but no special-resources the AI will no longer devalue what building it wants to build next and build something cheaper instead. This should lead to AI quicker reaching their tier 7 units and skipping some unnecessary lower tiers on the way to it.
2025-02-09 17:33:39 +00:00
Xilmi
6c4996ff54 AI will now devalue the usefulness of non-flying units when attacking defensive structures in order to prevent suiciding against castles 2025-02-09 17:33:39 +00:00
Xilmi
d3987d8456 AI should only defend with one hero, not several who won't fit into the city anyways 2025-02-09 17:33:39 +00:00
Xilmi
97111328a8 Made hiring heroes a bit more conditional to spam fewer of them 2025-02-09 17:33:39 +00:00
Xilmi
ae6dcf4c6b Fix for going through all passes despite not doing anything
AI now checks whether it moved anything when it executed tasks. If it didn't it will not continue to further passes.
2025-02-09 17:33:39 +00:00
Ivan Savenko
2468ab54ea Show total movement cost for multi-turn paths 2025-02-09 17:29:28 +00:00
Ivan Savenko
c13edc8af3
Merge pull request #5383 from IvanSavenko/bugfixing
[1.6.6] Fixes for issues in 1.6.5
2025-02-09 19:27:43 +02:00
Ivan Savenko
51c71bb839
Merge pull request #5394 from Laserlicht/fixes
[1.6.6] Multiple fixes
2025-02-09 19:24:04 +02:00
Ivan Savenko
eb02c8924c
Merge pull request #5389 from Laserlicht/chronicles_aoi
[1.6.6] support chronicles aoi installer
2025-02-09 19:22:05 +02:00
Ivan Savenko
590c7b3a82
Merge pull request #5400 from GeorgeK1ng/health-bar
Czech translation update
2025-02-09 19:20:02 +02:00
Ivan Savenko
1c28b8e007
Merge pull request #5392 from XCOM-HUB/patch-8
Update swedish.ts
2025-02-09 19:17:59 +02:00
Ivan Savenko
ddeb6c3c2d
Merge pull request #5388 from IvanSavenko/artifact_sort_icons
Separate icons for artifact sorting screen
2025-02-09 19:16:55 +02:00
Ivan Savenko
ff66e4d55a
Merge pull request #5387 from IvanSavenko/xbrz_autoselect
Enable xbrz2 by default on mobile systems
2025-02-09 19:16:42 +02:00
Ivan Savenko
bf82d9a79a
Merge pull request #5386 from IvanSavenko/junktions
Reduce size of junction zones on Coldshadow Fantasy template
2025-02-09 19:16:27 +02:00
Ivan Savenko
92834d7306
Merge pull request #5385 from IvanSavenko/advmap_select
[1.6.6] Clicking on blocked tile of a visitable object now builds a path to it
2025-02-09 19:16:12 +02:00
Ivan Savenko
aca51a0250
Merge pull request #5378 from MichalZr6/italian_translation
Italian translations for launcher, map editor and in-game interface
2025-02-09 19:15:54 +02:00
Laserlicht
75dd4a1acb fix pinch event calculation 2025-02-09 13:11:49 +01:00
Laserlicht
1f61f22122 implement overlay for touch screens 2025-02-09 13:10:27 +01:00
George King
70696aeae2
Add files via upload 2025-02-08 23:16:56 +01:00
Laserlicht
de06de06b5 refactor backgrounds (allow resolution change) 2025-02-08 20:53:32 +01:00
Laserlicht
0424f71cb2 portrait mode for android 2025-02-08 20:02:31 +01:00
Ivan Savenko
52d72c75fc Buttons with text tooltip for artifact sorting screen 2025-02-08 16:31:37 +00:00