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.
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.
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.
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.
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
- 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)
- 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
- 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.
- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
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
- 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
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
* 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
- 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
- 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
- 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.