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Commit Graph

1931 Commits

Author SHA1 Message Date
Xilmi
ac8e5b3711 Update PriorityEvaluator.cpp
AI should score citadels and castles higher for better developed towns so that it focuses on finishing the main-town quicker as opposed to developing several smaller towns simultaneously.
2024-08-30 21:02:50 +02:00
Xilmi
56988e054a New priority
1. Take / kill what is reachable in same turn
2. Defend
3. Take / kill what is further away
2024-08-30 18:05:47 +02:00
Xilmi
05d948b582 Priorities
Swapped priority of attacking and defending.
Troop-delivery-missions will check safety of the delivering hero.
2024-08-30 16:46:36 +02:00
Xilmi
987a51cccb Merge remote-tracking branch 'upstream/develop' into develop 2024-08-30 16:45:06 +02:00
Ivan Savenko
c3e76f19e1 Add workaround for very common crash in BattleAI 2024-08-30 12:25:55 +00:00
Ivan Savenko
644d6f4529
Merge pull request #4507 from vcmi/fix-battle-ai
Battle AI: fix firewall, fix haste spellcast evaluation for waits and…
2024-08-30 14:36:05 +03:00
MichalZ
e769e0a856
Merge branch 'vcmi:develop' into bug_fixes 2024-08-29 23:59:54 +02:00
Xilmi
dcec5637cd Fix for defense-evaluation.
Defense-evaluation didn't fill armyInvolvement but it was what created the score for it. So there was only score if it also included a HeroExchange.
2024-08-29 21:01:06 +02:00
Xilmi
b8dacfc0be Update Nullkiller.cpp
Fixed trade no longer working and changed log-output.
2024-08-29 20:49:01 +02:00
Xilmi
aea05b3fb8 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-29 14:42:37 +02:00
Ivan Savenko
36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00
MichalZr6
ca3d81f047 fix crash on heroRoles.clear() 2024-08-28 15:22:00 +02:00
MichalZr6
7ae7c13964 drop setting reachability for turrets 2024-08-28 15:22:00 +02:00
Ivan Savenko
0fd9dbf240 Unified income handling, added IOwnableObject interface 2024-08-28 12:40:44 +00:00
Ivan Savenko
01396b62b7 Extracted handling of type ID's from serializer into a separate class 2024-08-26 19:48:46 +00:00
Ivan Savenko
b84af1a6de Significantly simplify packs applying
Apparently our logic for packs applying with types registration is
overcomplicated and by now completely unnecessary - it became redundant
after introduction of visitor pattern.
2024-08-26 19:48:46 +00:00
Ivan Savenko
11e8b04ac5
Merge pull request #4463 from SoundSSGood/IMarket-refactoring
IMarket refactoring
2024-08-26 22:48:23 +03:00
Ivan Savenko
897bc65e64
Merge pull request #4508 from kaja47/dead-code-must-die
remove never used code in CBonusSystemNode
2024-08-26 19:11:03 +03:00
Ivan Savenko
3d39963a1c Merge branch 'master' into 'develop' 2024-08-26 14:01:00 +00:00
Andrii Danylchenko
ed36b1a882 Battle AI: fix casting Implosion when it kills target stack, fix casting summon elementals 2024-08-26 16:58:27 +03:00
Andrii Danylchenko
d55996cc46 Battle AI: fix firewall, fix haste spellcast evaluation for waits and movements, allow location spells 2024-08-26 11:31:00 +03:00
K
462c79e190 remove never used code in CBonusSystemNode
Method CBonusSystemNode::getAllBonuses have 'root' parameter which is never
set to anythig else than nullptr. This patch removes the parameter and all
code that depends on it as preparatory work for further bonus system
optimization.
2024-08-25 14:15:21 +02:00
Xilmi
69dc32a128 Don't cast spells with below 0 score.
The AI will no longer cast spells if the best spell's value is still below 0.
2024-08-24 17:15:15 +02:00
Xilmi
b92862c04d New priorities
Added more priority-tiers
2024-08-24 14:55:26 +02:00
Xilmi
1d494f049d Fix closest way ratio not initialized for ExecuteHeroChain
Fix closest way ratio not initialized for ExecuteHeroChain
2024-08-24 14:54:00 +02:00
Xilmi
bfd6ee2b09 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-24 12:25:03 +02:00
Andrii Danylchenko
01b6828df6 BattleAI: fix init env 2024-08-22 21:20:22 +03:00
Andrii Danylchenko
ff8a745a50 BattleAI: optional simulation depth 2024-08-21 23:27:42 +03:00
Andrii Danylchenko
22de88ad68 BattleAI: count wait correctly for fast creatures 2024-08-21 22:18:41 +03:00
Andrii Danylchenko
337f99942b BattleAI: remove boost for archers while moving as actual stack may be small 2024-08-21 22:18:41 +03:00
Andrii Danylchenko
bc80532f29 BattleAI: improve movement towards unreachable 2024-08-21 22:18:40 +03:00
Andrii Danylchenko
26609d7a4f BattleAI refactoring 2024-08-21 22:18:40 +03:00
Andrii Danylchenko
8cdfa26fb5 BattleAI: fix bait for archers when need to go long way 2024-08-21 22:18:40 +03:00
Andrii Danylchenko
b3fc6743d9 BattleAI: better retaliation calculation 2024-08-21 22:18:40 +03:00
SoundSSGood
2e3e6b1553 market->getObjInstanceID() 2024-08-21 01:01:23 +03:00
SoundSSGood
58bb2b58e3 IMarket suggestions
Co-authored-by: Ivan Savenko <saven.ivan@gmail.com>
2024-08-20 18:49:48 +03:00
SoundSSGood
fd45b5144d IMarket serializeable 2024-08-20 18:49:47 +03:00
Xilmi
11cec347f3 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-20 16:17:29 +02:00
Xilmi
8cf99616d0 Update BuildingBehavior.cpp
Fixed a warning which, in this case, was actually also a logical error! :o
2024-08-19 21:21:56 +02:00
Xilmi
e86ca49c37 Update BuildingBehavior.cpp
Fixed warning
2024-08-19 21:15:25 +02:00
Xilmi
00e5770aa3 Update PriorityEvaluator.cpp
Revert change that made AI too passive.
2024-08-18 21:22:05 +02:00
Xilmi
e6d907af55 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-18 09:52:59 +02:00
Xilmi
af7d5c7f7f Update RecruitHeroBehavior.cpp
Don't hire a hero in a town where another hero is currently defending against a threat. This would mean one of them has to stay outside and be exposed.
2024-08-18 09:50:32 +02:00
Xilmi
bdbb9d02fc Update DefenceBehavior.cpp
Fixed an issue where heroes that were leaving towns were still considered as defending the town.
2024-08-18 09:49:38 +02:00
Xilmi
65b8576687 Update BuyArmyBehavior.cpp
Allow building army in threatened town even when it wants to save for a building.
2024-08-18 09:49:02 +02:00
Xilmi
ea5ee039ca Update BuildingBehavior.cpp
Prioritize defensive buildings in threatened towns.
2024-08-18 09:48:16 +02:00
Xilmi
284f276108 Update Nullkiller.cpp
Don't trade away gold when the gold-pressure is high.
2024-08-18 09:47:37 +02:00
Xilmi
3be25d9414 Update PriorityEvaluator.cpp
Defend towns 1 turn earlier.
2024-08-18 09:47:05 +02:00
Ivan Savenko
f0448acaa3 TBB is now a dependency of lib. Implemented multithreaded xBRZ scale 2024-08-17 15:25:26 +00:00
Xilmi
8ad6d712c0 lowered aggression
Being less willing to rush across half the map to attack an enemy town only to find it too well defended when arriving there.
2024-08-15 18:16:23 +02:00
Xilmi
a79f76f32b Update Nullkiller.cpp
Fix issue with selling/buying the same resources back and forth. But probably leads to not using the market early on. (needs more testing)
2024-08-15 18:15:29 +02:00
Xilmi
6193e6224f Update FuzzyHelper.cpp
Added Multiplicative danger-modifier to citadels and castles.
2024-08-15 18:14:48 +02:00
Xilmi
f0ca1c6112 Update BuildAnalyzer.cpp
Removed the restrictions of the greedy-playstyle.
Only count forts as gold-producing prerequisites when no same- or higher-level fort exists somewhere else in the empire.
2024-08-15 18:13:44 +02:00
Ivan Savenko
d09fb07362 Use throwing ::at to prevent undefined behavior 2024-08-15 13:14:51 +00:00
Ivan Savenko
fe115c6917 Fix possible crash on trying to move to invalid battlefield hexes 2024-08-15 13:13:59 +00:00
Xilmi
b7e4219fde More purposeful defending
Avoid defending towns that are out of reach for the enemy.
2024-08-14 22:53:48 +02:00
Xilmi
c10c04779f Adaptive Build-order
When not threatened by nearby enemies the AI adds missing gold-income-buildings towards gold-pressure. This impacts the build-order in a way that they try to rush these more and get up a good economy more quickly.
2024-08-14 22:52:19 +02:00
Ivan Savenko
49c5f650f7
Merge pull request #4437 from IvanSavenko/battle_sides
Unified handling of battle sides ID's
2024-08-14 18:37:05 +03:00
Ivan Savenko
5c7c4a7810
Merge pull request #4443 from IvanSavenko/fix_sonar
Fix miscellaneous issues discovered by Sonar
2024-08-14 17:12:27 +03:00
Ivan Savenko
ac717d57ea
Merge pull request #4445 from IvanSavenko/fix_ranged_attack
Do not try to shoot at 2nd hex of wide creatures
2024-08-14 17:05:12 +03:00
Ivan Savenko
38311244a4
Merge pull request #4402 from Laserlicht/8th_creature
support for 8th creature (Factory)
2024-08-14 17:04:32 +03:00
Ivan Savenko
cd6d55fe75 Do not try to shoot at 2nd hex of wide creatures 2024-08-14 10:38:59 +00:00
Xilmi
6bd442e6f1 BattleAI: Fix endless loop
Fixed an issue where the part of a 2-tile-unit that is outside of the map was considered a target and caused an endless-loop in the pathfinding being unable to get there.
2024-08-13 23:43:56 +02:00
Ivan Savenko
97f1a310df Fix miscellaneous issues discovered by Sonar 2024-08-12 18:26:30 +00:00
Xilmi
068e3bdc59 Fix endless loop
Fixed an endless-loop caused by someone removing this ", turn++".
2024-08-12 19:47:15 +02:00
Ivan Savenko
2a05fbdd50 Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
2024-08-11 20:54:44 +00:00
Xilmi
a7b26e237f Fix crash
Fixed a crash due to improperly trying to access "cb".
2024-08-11 21:59:06 +02:00
Xilmi
fba34a743e Update DefenceBehavior.cpp
Reverted previous change to defense-behavior.

Both approaches have pros and cons and neither really works as I want. This still needs work.
2024-08-11 18:23:52 +02:00
Xilmi
ed059393ec No more prio 3 tasks
The AI no longer performs prio 3 tasks, when no prio 0-2 tasks were found.
2024-08-11 18:23:02 +02:00
Xilmi
958aeb3a60 AI improvements
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.

The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.

Scoring for mage-guild now increased the bigger the existing armies are.

AI is less afraid of enemy-heros than previously.
2024-08-11 18:21:24 +02:00
Xilmi
5907aae057 Fixed AI not taking hero-strength into account when hero is garrisoned.
When evaluating their fighting-chance against towns with a garrisoned hero the AI didn't consider the attribute-boosts of the defending hero.
Now it does.
2024-08-11 17:59:10 +02:00
Xilmi
730e574bef Fixed AI ignoring garrisioned heroes when it comes to danger-analysis.
AI now considers garrisoned heros a potential threat for their heroes too.
2024-08-11 12:44:07 +02:00
Xilmi
99e4052dc0 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-11 11:37:10 +02:00
Andrii Danylchenko
78dea24017 Visual logger colored text 2024-08-10 19:13:09 +03:00
Andrii Danylchenko
47c77826c3 Visual logger map texts 2024-08-10 13:04:35 +03:00
Xilmi
a454ecfe38 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-10 11:05:28 +02:00
Andrii Danylchenko
9ffd6368d4 Add visual logger for battle interface 2024-08-10 10:54:20 +03:00
Laserlicht
170f375179 code review 2024-08-10 00:29:30 +02:00
Xilmi
ea4e412f9a Update Nullkiller.cpp
Only actual heroes and not nullptrs will exculde each other in comparison.
2024-08-07 01:37:15 +02:00
Xilmi
ec5da0e6b3 Update PriorityEvaluator.cpp
Further working towards heroes avoiding danger.
2024-08-07 01:36:27 +02:00
Laserlicht
475b769eef fix ToW 2024-08-07 01:35:50 +02:00
Xilmi
b0e4551dbf Update BuyArmyBehavior.cpp
No longer saving money for city-halls when city-halls cannot be built.
2024-08-07 01:35:17 +02:00
Laserlicht
14bcfad7b0 fix upgrade 2024-08-06 23:28:45 +02:00
Laserlicht
ebeeff5aa3 abstraction layer 2024-08-05 23:51:07 +02:00
Laserlicht
3afddbbf29 replaced constant 2024-08-05 23:03:19 +02:00
Xilmi
f4c0bee003 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-05 21:53:59 +02:00
Laserlicht
1a06a2cc44 basic 8th creature support 2024-08-05 21:15:47 +02:00
Andrii Danylchenko
51b8bc9fc3 BattleAI: fix shhoters waiting and reduce strength of our loss affecting decissions 2024-08-04 17:50:19 +03:00
Andrii Danylchenko
801e919e7e BattleAI: fix ap calculation in exchange variant 2024-08-03 20:35:20 +03:00
Andrii Danylchenko
3d856bfa9d Merge remote-tracking branch 'origin/develop' into battle-ai-fixes 2024-08-03 12:54:25 +03:00
Andrii Danylchenko
9edb0afff8 BattleAI: fix dragonbreath retaliation 2024-07-28 14:41:32 +03:00
Xilmi
07108ce03d Update PriorityEvaluator.cpp
Allow defending in priority 2.
2024-07-25 21:49:17 +02:00
Xilmi
183ce82b99 Update Nullkiller.cpp
Readded prio-3 tasks for heroes when no prio 0-2 tasks were found. It's anything that doesn't lose more than the loss-threshold.
2024-07-25 21:48:44 +02:00
Xilmi
38da53135b Update DefenceBehavior.cpp
A town will no longer communitcate that it doesn't need defenses, when it currently has a garrisioned hero. Because otherwise the garrisoned hero would just leave and let the town undefended.
2024-07-25 21:47:56 +02:00
Laserlicht
bfd1e8a7c8 calculate income 2024-07-25 02:51:00 +02:00
Xilmi
909c308614 Update Nullkiller.cpp
Removed unused variable.
2024-07-24 21:46:18 +02:00
Xilmi
1e2021fb6d Update RecruitHero.h
Fix warning.
2024-07-24 21:41:49 +02:00
Xilmi
8152b003fe Update Nullkiller.cpp
Fixed a bug that caused tasks that are generated with an initial priority not being executed.
Fixed an error-message wrongfully claiming a hero was locked by STARTUP, when infact the hero was locked by something else (usually a hero-chain).
Recruiting-heros is now handled alongside buying army and buildings.
2024-07-24 21:26:53 +02:00
Xilmi
e2e3cd281c Update RecruitHero.h
Multiple orders for the same hero by different towns are now handled properly instead of trying to buy the same hero several times.
2024-07-24 21:23:20 +02:00
Xilmi
19b969406c Update PriorityEvaluator.cpp
Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.

Building-cost now has more impact on their score.
2024-07-24 21:22:14 +02:00