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Commit Graph

170 Commits

Author SHA1 Message Date
Andrii Danylchenko
11e6e0d6f7 Fix pathfinding issues when hero has expert navigation 2021-10-06 08:45:48 +03:00
Andrii Danylchenko
98c6215ab6 fix negative tile cost from pathfinding skill 2021-10-06 08:45:06 +03:00
Andrii Danylchenko
3fa7e0976f Nullkiller: update / fix build, core changes required for Nullkiller AI 2021-07-26 21:02:50 +03:00
AlexVinS
ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00
Dmitry Orlov
39de2f6435 Fix: Morale bonus should be shown correctly 2020-11-11 22:43:40 +03:00
John Bolton
a05ae78e67 Fixed lots of warnings.
Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.

4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
John Bolton
6d8f1e4530 Fixed incorrect usage of const std::shared_ptr. Resolves 0003142.
Replaced const TBonusListPtr with TConstBonusListPtr where necessary
Replaced const std::shared_ptr<T> with std::shared_ptr<const T> where necessary.
Removed superfluous use of const.
Replaced const std::shared_ptr<T> with const std::shared_ptr<T> & in function parameters and ranged for-loops.
2020-09-30 22:56:28 -07:00
Dmitry Orlov
5e0023704b Fix PQ issues while calculating paths 2020-09-22 00:19:40 +03:00
Dydzio
f8c294ad0b Fix attack cursor on guarded visitable object 2019-07-14 13:25:06 +03:00
AlexVinS
da20aa2388 Use the same cost value in Pathfinder and fuzzy evaluations. 2019-01-17 10:54:41 +03:00
AlexVinS
4b5910c2f4 VCAI performance improvements
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
2019-01-17 10:50:56 +03:00
Andrii Danylchenko
8fee46de7c AI: town portal support 2019-01-17 10:40:23 +03:00
DJWarmonger
f4a8a1294e Optimizations based on MSVS profiler. 2018-12-16 15:46:48 +01:00
Andrii Danylchenko
72aff02418 AI pathfinding: buy boat 2018-10-21 14:17:55 +03:00
Andrii Danylchenko
cbaa834589 AI pathfinding: bug fix after refactoring 2018-10-10 14:51:57 +03:00
Andrii Danylchenko
f327c46fa3 AI pathfinding: rename and add const to functions 2018-10-07 14:51:27 +03:00
Andrii Danylchenko
49c872e4ec AI: replace SectorMap with new PathfinderManager 2018-10-06 16:35:31 +03:00
Andrii Danylchenko
eb17313f7f AI: pathfinder extensibility - add one more rule for movement to destination and some refactoring 2018-09-23 15:26:53 +03:00
Andrii Danylchenko
7150fc9f71 AI: pathfinder api supports configuration 2018-09-23 15:26:53 +03:00
Andrii Danylchenko
9ab44b950a AI: pathfinder rework, rules refactored a bit. 2018-09-23 15:26:53 +03:00
Andrii Danylchenko
24221f3fb4 AI: move teleportation handling to pathfinder helper and neighbour finder 2018-09-23 15:26:53 +03:00
Andrii Danylchenko
6ac987794c AI: first rule extracted for pathfinder 2018-09-23 15:26:53 +03:00
Andrii Danylchenko
9af0032f84 AI: try to add some pathfinder extensibility. Extracted neighbour nodes finder 2018-09-23 15:26:53 +03:00
Ivan Romanov
eea50a044c Hide "this statement may fall through" warnings 2018-02-10 22:27:00 +05:00
Arseniy Shestakov
e9bfbb70c1 Ambient sounds: implement chebyshev distance for getTilesInRange 2018-01-02 09:48:17 +01:00
AlexVinS
143ff682bc Logging cleanup 2017-08-10 21:59:55 +03:00
AlexVinS
61e241308d Logging cleanup 2017-08-10 19:52:05 +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
3216422307 Fixed a few CWE-457 2016-11-27 22:07:01 +03:00
Vadim Markovtsev
2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00
Arseniy Shestakov
b0045fa357 Fix TurnInfo memory leaks 2016-08-16 15:47:21 +03:00
Arseniy Shestakov
b4a35f9c62 CPathfinderHelper: fix memory leak 2016-08-16 14:59:16 +03:00
Arseniy Shestakov
30189a386f CPathfinder: fix and improve sail-land transition checks 2016-02-26 21:43:43 +03:00
AlexVinS
6e205a58b4 Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts:
	lib/VCMI_lib.cbp
	lib/filesystem/CZipLoader.cpp
	lib/filesystem/CZipLoader.h
	lib/mapObjects/CGTownInstance.cpp
2016-02-04 10:27:51 +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
AlexVinS
37d0dad70a Merge branch 'develop' into feature/VCMIMapFormat1
Conflicts:
	lib/CArtHandler.cpp
2016-01-01 20:28:52 +03:00
ArseniyShestakov
9490a5d66d CPathfinder: deny transit to land blockvis objs from water layer
When hero is in water walking layer he can only exit to accessible or visitable land tiles, but not objects that have blocking visit and leave hero standing on water.
This is different than default flying behaviour because hero in air layer can only transit into accessible land layer without any blocking or visitable objects on them.
2015-12-16 20:14:36 +03:00
ArseniyShestakov
bf9ac7318a CPathfinder: change cost calculation sequence for embark / disembark
With old embark cost calculation pathfinder may end up thinking that hero can embark/disembark while have less movement points than base movement cost is. Now hero would be only able to embark / disembark if we have enough movement points to step on that tile. This rule is also valid for situation when hero have Admiral's Hat as in H3 even if hero don't have embark penalty he still use move points for embark and disembark.

Problem was found as it's was causing infitite loop in AI. Server of course rejected attempt to embark with less than 100 movement points while pathfinder tell AI that it's can still embark with 93 movement points.
2015-12-15 20:08:52 +03:00
ArseniyShestakov
2724a67a27 CPathfinder: add border gate support and use passableFor 2015-12-14 14:33:50 +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
a430769b44 CPathfinder: fix possible crash when using invisible teleport exit
This one is similar with FoW bug when hero was covered by FoW while one tile around wasn't.
2015-12-11 04:10:30 +03:00
ArseniyShestakov
c3e5231146 CPathfinder: avoid pathing through hero standing on Subterranean Gate
Subterranean Gates unlike Monolith allow to visit hero standing on other exit. So of course pathfinder allowed that, but it's also allowed future movement through that hero which caused infinite loop for AI.
2015-12-10 16:51:19 +03:00
ArseniyShestakov
05a34fb417 Use "Favorable" instead of "Favourable" everywhere for consistency
Original game of course used american english version so we stick to it.
2015-12-06 02:23:41 +03:00
AlexVinS
947edc0693 Merge branch 'develop' into feature/VCMIMapFormat1 2015-12-05 13:04:04 +03:00
AlexVinS
6552acdff6 Check coastal tile OTF 2015-12-05 12:36:29 +03:00
ArseniyShestakov
9e7e5b81e4 Merge pull request #143 from vcmi/feature/patrolSupport
Patrol support for AI heroes
2015-12-05 03:11:07 +03:00
ArseniyShestakov
82ce58eceb CPathfinder::initializePatrol: don't pass valid PlayerColor
It's break getTilesInRange with mode 0 and we don't really need to check visibility anyway.
2015-12-05 01:45:10 +03:00
ArseniyShestakov
bdc369ffba Patrol: use manhattan distance for getting tiles in radius 2015-12-04 21:08:09 +03:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
ArseniyShestakov
6bb205b15b CPathfinder: patrol support using getTilesInRange
For now we use getTilesInRange which isn't really correct for patrol, but good enough for first version.
2015-11-28 20:34:50 +03:00
ArseniyShestakov
df4515901d CPathfinder: fix special movement boundary check
Forgot to fix it for water walking after fe12b8f664
2015-11-23 14:11:08 +03:00
ArseniyShestakov
f4c06660e4 CPathfinder::evaluateAccessibility: apply more optimizations 2015-11-22 21:31:47 +03:00
ArseniyShestakov
2632389aaf CPathfinder: bring FoW reference back to avoid performance loss
This one is revert 148355908d
2015-11-22 21:06:37 +03:00
ArseniyShestakov
6dacb84404 CPathfinder::addNeighbours: avoid allocating new vector each time 2015-11-22 07:32:33 +03:00
ArseniyShestakov
5a87f58e09 CPathfinder: optimize checks order in calculatePaths 2015-11-22 06:23:54 +03:00
ArseniyShestakov
8217eb3a82 CPathfinder: split isLayerTransitionPossible into two functions
This way we can avoid usage of getNode for layers that clearly can't be used.
2015-11-22 06:16:16 +03:00
ArseniyShestakov
a1fe2ebc44 Pathfinding: restore gamestate usage to avoid overhead
Also when possible pass TerrainTile pointers to getMovementCost instead of using getTile.
2015-11-21 14:31:30 +03:00
ArseniyShestakov
438a444443 CGHeroInstance: move native terrain check into getNativeTerrain
That make it easier to use that code independently in TurnInfo
2015-11-21 13:32:45 +03:00
ArseniyShestakov
5ae6225ebc TurnInfo: implement internal bonus cache for most used bonuses
Bonus system even with caching add too big overhead so we'll only use it once for these bonuses.
Still I'm like it to be transparent for external code so it's a bit hacky code.
2015-11-21 10:00:09 +03:00
ArseniyShestakov
e91d79414b PathfinderOptions: use settings and move all defaults into schema 2015-11-21 00:32:23 +03:00
ArseniyShestakov
cb61572878 TurnInfo: add cache for bonuses selection 2015-11-20 12:28:35 +03:00
ArseniyShestakov
7101083a24 CPathfinder: restore transit via garrisons 2015-11-18 00:07:25 +03:00
ArseniyShestakov
ab9680a7d9 CPathfinder: handle event object properly everywhere
Also add forgoted check for AdvmapInterface to avoid possible crash.
2015-11-17 07:09:01 +03:00
ArseniyShestakov
fe12b8f664 Pathfinding: re-introduce EAccessibility::FLYABLE
That let us get rid of really hacky code in initializeGraph and also fix flying over tiles that aren't visible.
2015-11-17 03:59:02 +03:00
ArseniyShestakov
c2ba3e3faf CPathfinderHelper: very firts pass over getNeighbours 2015-11-17 02:41:31 +03:00
ArseniyShestakov
73d8687785 CPathfinder: add some comments and TODO for future changes 2015-11-17 01:38:13 +03:00
ArseniyShestakov
578aa2acd4 Pathfinding: don't use gamestate directly as it's not needed 2015-11-16 21:22:11 +03:00
ArseniyShestakov
d524b4eabe CPathfinder: get rid of addNeighbours coord argument 2015-11-16 19:54:17 +03:00
ArseniyShestakov
8f72d73241 CPathfinder: update teleport code and use TurnInfo for whirlpools 2015-11-16 19:14:18 +03:00
ArseniyShestakov
0949283cb9 Pathfinding: pass PathfinderOptions to helper and avoid changing them
Original idea behind options is that options should only be set on pathfinder object creation (or via some special method in case pathfinder become persistent).
2015-11-16 18:43:02 +03:00
ArseniyShestakov
3185b64fb0 CPathfinder: rename cObj and dObjt to ctObj and dtObj
This way it's more clear that it's pointer to object on tile and not path node.
It's important because air layer nodes don't have visitable objects while tile under them can have one.
2015-11-16 17:41:23 +03:00
ArseniyShestakov
6dd9572644 CPathfinder: cleanup checks for source node visitable object 2015-11-16 17:36:58 +03:00
ArseniyShestakov
aa59ad05ed CPathfinder: don't access map->guardingCreaturePositions directly 2015-11-13 23:32:52 +03:00
ArseniyShestakov
324cf5490c CPathfinder: fix movement into guardian tile 2015-11-13 23:07:56 +03:00
ArseniyShestakov
0be9d21132 CPathfinder: add rule that hero in boat can't visit empty boats 2015-11-13 10:28:44 +03:00
ArseniyShestakov
d2baa5b0d0 Pathfinding: move isLayerAvailable into TurnInfo 2015-11-12 14:40:56 +03:00
ArseniyShestakov
abc4ea272f TurnInfo: store all bonuses and use TileInfo for everything
Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
9ed9d94009 TurnInfo: first step towards better abstraction 2015-11-12 05:20:32 +03:00
ArseniyShestakov
942c0cd718 CPathfinder: improve support for whirlpools 2015-11-12 01:16:06 +03:00
ArseniyShestakov
d76b2b7ca8 CPathsInfo: rework nodes multi_array allocation 2015-11-12 00:05:20 +03:00
ArseniyShestakov
09473f6648 CPathfinder: move embark special case to isMovementToDestPossible 2015-11-11 22:29:20 +03:00
ArseniyShestakov
46b923713b Pathfinding: rework isLayerTransitionPossible and fix formatting 2015-11-11 22:08:15 +03:00
ArseniyShestakov
f1311abd0b CPathfinder: move node action code into getDestAction 2015-11-11 19:51:08 +03:00
ArseniyShestakov
4aaf6191a5 CPathfinder: implemented originalMovementRules option 2015-11-10 21:07:27 +03:00
ArseniyShestakov
2b6851b3d2 Pathfinding: use unique_ptr for hlp and fix few rules 2015-11-10 19:15:59 +03:00
ArseniyShestakov
9a63735c24 CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +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
d3c8ca7c1c Pathfinding: implement duration checking for fly and water walking
Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.

That work for cost calculations too. Let's say you have two bonuses:
 - FLYING_MOVEMENT with 20% penalty for next 2 turns
 - FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
45e4cf354e Revert "Pathfinding: do path calculation in separate thread"
This reverts commit f376b27999.
2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999 Pathfinding: do path calculation in separate thread 2015-11-08 19:19:48 +03:00
ArseniyShestakov
9cf35d1bfd CPathfinder: support for Castle Gate
No support for client / server implemented yet.
2015-11-08 10:06:24 +03:00
ArseniyShestakov
be37e1cd8b CPathfinder: add const to appropriate methods 2015-11-08 08:39:00 +03:00
ArseniyShestakov
f590b364c5 Pathfinder: shorten EPathfindingLayer to ELayer 2015-11-08 08:27:51 +03:00
ArseniyShestakov
4af9c7c29d CPathfinder: add one turn boundary for flying and water walking
Now when oneTurnSpecialLayersLimit is enabled hero won't be able to stop on blocked or water tiles between turns.
It's default H3 mechanics so it's enabled by default.
2015-11-08 07:44:00 +03:00
ArseniyShestakov
2fb73c55e1 CPathfinder: use node action in isMovementAfterDestPossible checks 2015-11-08 04:41:06 +03:00
ArseniyShestakov
4973a1ec90 CGPathNode: get rid of land member as it's now obsolete
CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
160fa38254 Client: change cursor using node action information of pathfinder 2015-11-08 03:10:48 +03:00
ArseniyShestakov
82048cbf2d Pathfinder: implement new feature - node action
No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
ArseniyShestakov
bd8eec7fb8 CGPathNode: move resetting code into separate function 2015-11-07 22:16:45 +03:00