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
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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.
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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
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Added more priority-tiers
2024-08-24 14:55:26 +02:00
Xilmi
1d494f049d
Fix closest way ratio not initialized for ExecuteHeroChain
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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
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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
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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
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Fixed warning
2024-08-19 21:15:25 +02:00
Xilmi
00e5770aa3
Update PriorityEvaluator.cpp
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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
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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
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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
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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
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Prioritize defensive buildings in threatened towns.
2024-08-18 09:48:16 +02:00
Xilmi
284f276108
Update Nullkiller.cpp
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Don't trade away gold when the gold-pressure is high.
2024-08-18 09:47:37 +02:00
Xilmi
3be25d9414
Update PriorityEvaluator.cpp
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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
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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
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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
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Added Multiplicative danger-modifier to citadels and castles.
2024-08-15 18:14:48 +02:00
Xilmi
f0ca1c6112
Update BuildAnalyzer.cpp
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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
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Avoid defending towns that are out of reach for the enemy.
2024-08-14 22:53:48 +02:00
Xilmi
c10c04779f
Adaptive Build-order
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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
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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
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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
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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
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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
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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
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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
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- 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
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Fixed a crash due to improperly trying to access "cb".
2024-08-11 21:59:06 +02:00
Xilmi
fba34a743e
Update DefenceBehavior.cpp
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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
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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
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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.
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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.
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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
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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
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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
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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
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Allow defending in priority 2.
2024-07-25 21:49:17 +02:00
Xilmi
183ce82b99
Update Nullkiller.cpp
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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
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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
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Removed unused variable.
2024-07-24 21:46:18 +02:00
Xilmi
1e2021fb6d
Update RecruitHero.h
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Fix warning.
2024-07-24 21:41:49 +02:00
Xilmi
8152b003fe
Update Nullkiller.cpp
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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
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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
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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
Xilmi
bbb5157f74
Update RecruitHeroBehavior.cpp
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Reworked recruit-behavior to be a bit more conservative and avoid recruiting-sprees. Stuff like buying several heros in a row because the next one is always slightly better than the last but using up the whole starting-bank for that.
2024-07-24 21:17:04 +02:00
Xilmi
aade79720f
Update BuildAnalyzer.cpp
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Allow queuing citadels and castles on other days than satur- and sunday.
2024-07-24 21:14:27 +02:00
Xilmi
69b64a3241
Update ExplorationBehavior.cpp
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Added missing bracked and changed indenting to make it less confusing.
2024-07-24 15:40:20 +02:00
Xilmi
34e4ab45ee
Fixed what merge-conflict-handling had broken.
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Restored exploration-without relying on memory but with included whirlpool
2024-07-24 15:21:17 +02:00
Xilmi
b83a214763
Merge remote-tracking branch 'upstream/develop' into develop
2024-07-24 14:59:24 +02:00
Andrii Danylchenko
dbcd7677ac
Merge pull request #4313 from vcmi/nkai-whirlpool
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NKAI: whirlpool
2024-07-24 00:03:11 +03:00
Xilmi
69efe9cfda
Merge remote-tracking branch 'upstream/develop' into develop
2024-07-22 20:15:40 +02:00
Andrii Danylchenko
da46d5d01b
BattleAI: take into account defender dragon breath and other mutitarget attacks
2024-07-22 20:39:33 +03:00
Andrii Danylchenko
4e83deca92
BattleAI: fix waited attack calculation
2024-07-22 20:39:33 +03:00
Andrii Danylchenko
33e0eeaa8a
BattleAI: fix dragon breath
2024-07-22 20:39:32 +03:00
Ivan Savenko
37cf788079
Merge pull request #4317 from IvanSavenko/split_townhandler
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Split CTownHandler into smaller chunks
2024-07-22 17:42:48 +03:00
Ivan Savenko
4aa73b40c9
Split CTownHandler into smaller chunks
2024-07-21 18:21:48 +00:00
Xilmi
6f9309696d
Merge remote-tracking branch 'upstream/develop' into develop
2024-07-21 19:06:14 +02:00
Andrii Danylchenko
683c363946
NKAI: whirlpool
2024-07-21 17:20:54 +03:00
Ivan Savenko
550540f8ab
Merge pull request #4316 from IvanSavenko/crashfixes
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Crashfixes
2024-07-21 16:15:28 +03:00
Xilmi
945de7c369
More warnings
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Removed unused code
2024-07-20 21:12:43 +02:00
Xilmi
ed82e2bf4a
Warnings
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Removed unused variable.
2024-07-20 21:02:39 +02:00
Ivan Savenko
1c522c49b6
Fix possible crash on trying to move to invalid battlefield hexes
2024-07-20 18:28:13 +00:00