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Commit Graph

470 Commits

Author SHA1 Message Date
DjWarmonger
ffc511054e Do not visit Eye of The Magi. 2016-11-28 21:45:41 +01:00
DjWarmonger
9b5af484b7 Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc). 2016-11-28 19:29:11 +01:00
DjWarmonger
76c4ef32c2 Re-evaluate goal after hero move to make AI more consistent. 2016-11-27 18:10:20 +01:00
AlexVinS
86e33a4c45 [Refactoring] Unified SetResources NetPack API. 2016-11-26 15:14:43 +03:00
Ivan Savenko
5b76c3f4eb Rebase of codebase changes for refactored serializer
Some of newer fixes not yet merged there and save compatibility a bit off.
2016-10-27 18:12:20 +03:00
Vadim Markovtsev
4bcc43d3d0 Fix Mantis #2234
CPlayerInterface instances were removed from CClient::playerint with
clear() and finish() was not called on each. Added multiple insurance.
2016-10-22 16:22:00 +02:00
Arseniy Shestakov
02a45007e7 VCAI::showGarrisonDialog: don't try to pick army from locked garrison 2016-09-19 03:30:55 +03:00
Arseniy Shestakov
84137dcaa5 Add DLL_LINKAGE to getStr and fix player id logging in VCAI 2016-09-16 05:45:00 +03:00
Arseniy Shestakov
30042cac3d VCAI::performTypicalActions: always check that hero is still available
It's weird why this only appear now so if you have ideas check issue 2479.
2016-09-16 04:52:17 +03:00
Arseniy Shestakov
ca0fe8fdc4 VCAI: do not attempt artefact and army exchange with ally hero
While visits of ally heroes supposedly occur accidentally It's still nice to handle it's gracefully.
No reason to prevent visits completely as they useful if hero have skill like Scholar.
2016-09-14 13:34:22 +03:00
Arseniy Shestakov
7ec9601acd VCAI: safety checks to avoid crashes with boat objects
Probably we should rewrite boat-related code to make AI boat handling easier.
2016-09-14 03:44:35 +03:00
Arseniy Shestakov
6dcb9a6068 VCAI: don't remove flagged objects from visitableObjs
This make my new shipyard-related changes work properly and might improve owned dwelling usage.
In case there still some code that might cause useless visits it's better just rewrite it insted of removing objects from visitableObjs.
2016-09-13 23:39:32 +03:00
Arseniy Shestakov
8e94b1c4d2 VCAI::objectRemoved: handle hero boat removal. Fix issue 2350
Avoid situation when AI attempt to visit boat after it's killed hero who used it.
2016-09-04 15:44:42 +03:00
Alexander Shishkin
5e5ce0bb09 Merge pull request #203 from vcmi/logFormat
boost::format support for CLogger
2016-08-29 17:32:44 +04:00
Arseniy Shestakov
452e28d183 Remove some useless includes found by cppclean
This of course was tested and shouldn't break anything
2016-08-26 04:42:16 +03:00
Arseniy Shestakov
39fe9472b6 CGameHandler::moveArtifact: check lock status by slot instead of id
This one fix issue 2455. We still need to do something with ArtifactID::ART_LOCK or ids for artifact from mods since they might conflict with each other.
2016-08-18 06:35:29 +03:00
Arseniy Shestakov
91c298bdaa VCAI::tileHidden: added clearPathsInfo
Sector map likely updated anyway after AI turn starts, but cleaning of heroesUnableToExplore when tile hidden feels reasonable.
2016-08-18 03:51:00 +03:00
Arseniy Shestakov
c931fa5081 SectorMap::exploreNewSector: only store visible visitable objects
Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
2016-08-18 03:33:23 +03:00
AlexVinS
f06e9c8538 VCAI convert logging 2016-08-15 08:30:06 +03:00
AlexVinS
22884d9150 AI logging convert 1 2016-08-13 17:44:37 +03:00
Arseniy Shestakov
7bdcd209e6 VCAI::wander: only use nearby objects from SectorMap when possible
Now AI only check full object list if there is no suitable objects found in current sector and sectors around it.
This optimization drastically increase wandering performance on maps with tons of objects when AI see most of it.
2016-08-12 09:08:53 +03:00
Arseniy Shestakov
aabf4808da SectorMap: remember all visitable objects in sector for wandering 2016-08-12 09:02:14 +03:00
Arseniy Shestakov
b83dea2008 VCAI::wander: map object selection refactoring
Avoid doing extra steps that's not needed. Related to issue 2454.
2016-08-11 16:53:05 +03:00
Arseniy Shestakov
8533ee3256 VCAI::validateVisitableObjs: drop unused code that
For whatever reason it's not removed at compile time and still wasting CPU.
2016-08-11 14:54:58 +03:00
Arseniy Shestakov
6433d7dd40 VCAI::getFlaggedObjects: don't use thread specific ptr within VCAI 2016-08-11 12:19:08 +03:00
Arseniy Shestakov
25fd4d85e2 VCAI::getFlaggedObjects: use visitableObjs for better performance
This change is drastically improve performance on maps with water. One part that caused issue 2454.
2016-08-11 03:58:24 +03:00
Arseniy Shestakov
10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00
Arseniy Shestakov
5778082842 VCAI: dont visit border guard if tent not visited. Fix issue 1590
CQuest::checkQuest cant be used for border guard since CGKeys not yet work using quests.
Currently border guard have MISSION_NONE quest that always return true and make AI stuck.
2016-02-25 08:40:28 +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
Vadim Markovtsev
2bfc8ec8cb Fix AI hero infinite move on the same tile 2016-01-19 13:14:05 +03:00
Arseniy Shestakov
9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00
Arseniy Shestakov
29a7934a99 Refactoring: avoid using namespace when it's not absolutely needed 2015-12-29 02:14:08 +03:00
Arseniy Shestakov
6f5c52a229 Refactoring: use cleaner CCreatureSet::stacksCount everywhere 2015-12-24 21:30:57 +03:00
DjWarmonger
a1f5a0a85c Removed unused code, which is not needed with new Pathfinder. 2015-12-24 11:28:14 +01:00
Ivan Savenko
a051a08a46 Merge remote-tracking branch 'origin/issue/2306' into develop 2015-12-18 22:21:11 +02:00
Vadim Markovtsev
0661aa0e6e Remove undefined behavior in requestActionASAP 2015-12-13 11:04:42 +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
975e049a3e SectorMap: disable knownSubterraneanGates support to avoid loops 2015-12-10 17:35:46 +03:00
ArseniyShestakov
5aadc1ed6f CasualtiesAfterBattle: dont remove catapult artifact. Fix 2346 issue 2015-12-10 13:31:03 +03:00
ArseniyShestakov
9e6f836b25 VCAI::pickBestArtifacts: don't try to move catapult between heroes 2015-12-09 18:49:22 +03:00
ArseniyShestakov
1c0d4e3f6f Fix filenames in file headers 2015-12-08 09:53:14 +03:00
ArseniyShestakov
07807fb044 Client: slience visibility error on shipyard in non-coastal town 2015-12-08 07:33:13 +03:00
ArseniyShestakov
cf4cb5c948 VCAI: silence callback on visibility check 2015-12-08 04:18:31 +03:00
ArseniyShestakov
03e9dd3bab Add hero gold cost to GameConstants 2015-12-07 00:13:58 +03:00
AlexVinS
0fab319c73 Merge remote-tracking branch 'remotes/origin/develop' into issue/2306
s reverts commit fa8a282696.

Conflicts:
	AI/VCAI/VCAI.cpp

Conflicts:
	AI/VCAI/VCAI.cpp
	client/windows/CAdvmapInterface.cpp
	lib/CPathfinder.cpp
	lib/CPathfinder.h
2015-12-05 12:56:12 +03:00
ArseniyShestakov
0a5e9c0fbe Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
Support for exit selection between multiple teleport exit points
2015-12-05 03:12:17 +03:00
ArseniyShestakov
791d1e7ab4 VCAI: finish fixing of teleport probing for whirlpools 2015-12-04 05:30:43 +03:00
Ivan Savenko
faa7cbff18 Fixed gcc/clang warnings 2015-12-04 01:17:43 +02:00
ArseniyShestakov
3800bd45b7 Movement: initialize destinationTeleportPos with invalid int3 position 2015-12-04 01:54:25 +03:00
Ivan Savenko
c2f4991e99 Replaced barrier with mutex due to data races:
Destruction of barrier while one of the threads is still in barrier.wait() is illegal. This may happen if caller thread reaches wait() after helper thread and immediately return's from the function destroying barrier which is still in use by helper thread
2015-12-04 00:12:49 +02:00
Ivan Savenko
2e56b547ee replaced references to SectorMap with shared_ptr to avoid data races in AI code 2015-12-04 00:10:51 +02:00
ArseniyShestakov
ee08749743 VCAI: more work on teleport exit probing 2015-12-03 21:18:40 +03:00
ArseniyShestakov
2f9ca778b2 VCAI: add channel probing support for teleporters with multiple exits 2015-12-03 17:20:03 +03:00
Ivan Savenko
7189a12df2 removed few more includes from headers 2015-12-02 22:10:46 +02:00
Ivan Savenko
7b5a7f43ad Removed includes of CGameState from headers 2015-12-02 21:39:53 +02:00
ArseniyShestakov
eb9f29e368 VCAI: restoring teleport probing feature for updated mechanics 2015-12-02 19:26:24 +03:00
ArseniyShestakov
b5100bee94 Teleport: rework code to support exit point selection for whirlpools 2015-12-02 17:56:26 +03:00
ArseniyShestakov
f55bfe41d6 Digging: implement digging status on right click. Fix issue 401
This is also fix possibility to dig on some non-blockable objects like event.
2015-11-29 12:34:23 +03:00
ArseniyShestakov
f6de3f94ca Teleports: use TTeleportExitsList typedef for exits list
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
ArseniyShestakov
5106738160 Merge branch 'develop' into feature/pathfinderLayers 2015-11-09 19:20:13 +03:00
ArseniyShestakov
866a0a1fc0 VCAI: little improvement for 2a59cb6191 2015-11-08 23:02:59 +03:00
ArseniyShestakov
ac12a0735e Plumbing on client and server to make flying actually work 2015-11-05 10:02:13 +03:00
ArseniyShestakov
2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
AlexVinS
d46364c4c3 Merge branch 'develop' into issue/2306
Need to reapply changes to pathfiner

Conflicts:
	AI/VCAI/VCAI.cpp
	lib/CGameState.cpp
	lib/CGameStateFwd.h
2015-11-01 01:49:57 +03:00
Vadim Markovtsev
fa8a282696 Fix pthread_mutex_lock abort() in requestActionASAP impl 2015-10-31 18:04:06 +03:00
DjWarmonger
1e36f3cecd Cache SectorMap where possible and update when necessary. 2015-10-26 16:38:17 +01:00
AlexVinS
e8e484bbca Merge branch 'mutexRelax_fix' into develop 2015-10-25 22:35:19 +03:00
DjWarmonger
2a59cb6191 Fixed #2308 - AI didn't attack enemy heroes at all. 2015-10-25 11:55:50 +01:00
DjWarmonger
768b1ca289 More consitent code. 2015-10-25 11:16:43 +01:00
DjWarmonger
87f838f286 AI should poke inaccessible Quest Guards less often. 2015-10-25 08:39:03 +01:00
DjWarmonger
520e42bcd7 Fixed #2317 2015-10-25 08:21:15 +01:00
DjWarmonger
4e444abf66 Few more uses of cached visibleTiles. 2015-10-24 20:46:55 +02:00
DjWarmonger
afe65d1264 Relaxed some locks in VCAI. 2015-08-31 09:18:24 +02:00
DjWarmonger
1c14dbf7b2 Cache SectorMaps to evaluate multiple goals -> huge performance boost 2015-08-31 08:25:33 +02:00
DjWarmonger
a3ce1521e5 Cache visible tiles within SectorMap for quicker access. 2015-08-31 07:39:03 +02:00
DjWarmonger
2012d53dd6 Fixed issues with exchanging combo artifacts (#2132). 2015-08-30 15:15:04 +02:00
DjWarmonger
6af8db2c69 Fixed logic discrepancy for (in)visible objects. Fixes #2224, #2225 and possibly more. 2015-08-30 09:14:54 +02:00
DjWarmonger
3e8c395156 - More fixes for wander targets
- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
DjWarmonger
d32461d9d1 Complete solution for artifact equip & exchange. 2015-04-09 09:53:17 +02:00
DjWarmonger
b3f482b8a8 Restored artifact selection & exchange, work in progress. 2015-04-07 22:48:35 +02:00
DjWarmonger
264a0c4fe7 - Restored evaluation of wander targets at every step.
- First wander target will be sorted by distance (closest) as well.
2015-04-07 08:55:13 +02:00
DjWarmonger
2f588b548e Fixed one case when heroes exchanged armies until ran out of movement points. 2015-04-07 08:43:10 +02:00
DjWarmonger
6cfc89dc7c A number of fixes for wander / SectorMap. 2015-04-05 21:13:47 +02:00
DjWarmonger
b2a75551c8 - Extensive use of SectorMap. AI will not eagerly pick guarded and blocked treasures.
- Fixed usage of boats, added Boat building as a part of Explore goal. This resolves #2151
2015-03-30 15:32:23 +02:00
DjWarmonger
299e9d5a0b Experiment - do not prioritize reserved objects during wandering to prevent running back and forth. 2015-03-30 10:07:37 +02:00
DjWarmonger
8820bc05a9 MSVS compiler doesn't allow default arguments for Lambdas. 2015-03-10 10:06:45 +01:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
ArseniyShestakov
11d4b4291c VCAI: always clear teleport channel probing list if we lost hero 2015-03-10 03:23:36 +03:00
ArseniyShestakov
431f3bd857 VCAI: use cannotFulfillGoalException instead of runtime_error 2015-03-09 17:09:34 +03:00
ArseniyShestakov
8524bdbc25 VCAI: use copy_if instead of erase_if for teleport exit probing list 2015-03-09 03:24:39 +03:00
ArseniyShestakov
496338813c VCAI: explicitly check for teleportation between subterranean gates 2015-03-09 02:27:49 +03:00
ArseniyShestakov
8f8d237d5d Use isTeleportChannel callback functions to check teleport channel type 2015-03-09 02:13:40 +03:00
ArseniyShestakov
afac28a2f5 VCAI little fix for typo in retreiveVisitableObjs 2015-03-08 17:56:59 +03:00
ArseniyShestakov
12cf883740 VCAI: add all new movement code include teleports and transit support 2015-03-08 17:47:58 +03:00
ArseniyShestakov
665712c196 VCAI: add any newly found teleports to knownTeleportChannels
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.
2015-03-08 17:38:09 +03:00
ArseniyShestakov
ab7ad4741a AIStatus: add teleport channel probing mode
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.
2015-03-08 17:23:56 +03:00
AlexVinS
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
ArseniyShestakov
ea46be03f3 AI: check if hero killed while visiting object he stayed on
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.
2015-02-22 20:56:50 +03:00
DjWarmonger
60932d9ed0 AI won't ignore owned objects taken by enemies. 2015-01-24 21:38:22 +01:00
AlexVinS
3bca68fd2d Initial refactoring
* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
95e442898e Fixed #1900 2014-10-01 13:26:04 +02:00
Ivan Savenko
33c0e24940 Fixes 1895 - Properly select upper army for recruitment 2014-09-23 14:28:55 +03:00
Ivan Savenko
b67618ab53 First batch of AI fixes:
- wiped not actually used set/get selection
- replaced isReachable with VCAI::isAccessible
2014-09-21 17:03:20 +03:00
Ivan Savenko
6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero
- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
2014-09-21 16:42:08 +03:00
Ivan Savenko
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
Ivan Savenko
1157111fcf More bugfixing:
- Fixed compile in VCAI (precompiled headers should not include VCMI headers)
- Fixed crash on visiting observatories, including shroud of darkness
2014-06-29 17:23:06 +03:00
Haryaalcar
88122ee253 another build fix:
Undefined symbols for architecture x86_64:
  "operator<<(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, EVictoryLossCheckResult const&)
2014-06-26 02:19:10 +03:00
Ivan Savenko
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
Ivan Savenko
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
DjWarmonger
3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects
Feature/map objects
2014-06-22 14:49:42 +02:00
Haryaalcar
2ee139977f crash in VCAI::completeGoal() fixed 2014-06-09 11:24:17 +03:00
Ivan Savenko
652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits
- 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
2014-06-05 19:52:14 +03:00
Ivan Savenko
0afdfa529c Moved all object-related files to lib/mapObjects directory.
Renamed some classes to more readable names
2014-06-05 14:19:47 +03:00
Ivan Savenko
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
DjWarmonger
aee748d8d6 - Added monoliths between remote zones
- Fixed land connections between zones, now they're generated correctly.
2014-06-01 12:02:43 +02:00
Ivan Savenko
1d17d60449 gcc update:
- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
DjWarmonger
6658e173f1 - Possible fix for #1769
- Fixed all possible (even unexpected) crashes when AI looses active hero
2014-05-18 13:13:31 +02:00
Macron1Robot
21c2efbc64 Update VCAI.cpp
Deleted commented text and optimized estimateIncome
2014-04-28 10:33:42 +04:00
Macron1Robot
ede9818b38 Update VCAI.cpp
corrected typo
2014-04-28 08:26:21 +04:00
Macron1Robot
8ec7a9b919 Moved "max heroes on map per player", "max heroes available for player" to "defaultMods.json" 2014-04-27 10:43:46 +04:00
Macron1Robot
907caedb13 Added "produce" section in "building" structure. Changed dailyIncome. 2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day 2014-04-24 23:36:18 +04:00
Ivan Savenko
43ba3d30ea Breaking things - first commit towards configurable object(s).
- 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.
2014-04-06 23:14:26 +03:00
DjWarmonger
2da3d7d7c3 Removed AI bottleneck on water-based maps. 2014-04-03 09:57:44 +00:00
DjWarmonger
30b79588db - Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.
- Some optimizations with local cb pinter in VCAI.
2014-04-01 11:53:28 +00:00
DjWarmonger
a64df5718f Some nontrivial optimizations based on profiling results:
- Movement bonuses will be calculated ONCE per pathfinder loop
- Goals will be sorted by hero to reduce number of calculatePaths calls
2014-03-31 14:26:09 +00:00
DjWarmonger
8683c8c0eb - Added and improved some propagators, including Crystal Dragons ability (#1232)
- Minor refactoring in AI
2014-03-29 21:39:19 +00:00
Ivan Savenko
771c1ce255 - some effords to get rid of bottlenecks in AI code
- fixes, probably partially #1577
- enabled code for reading map object templates from json, still not
used
- disabled PCH for launcher due to speed issues.
2014-03-23 16:36:16 +00:00
DjWarmonger
441e4b2cb2 Improvements for AI speed (#1760)
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
2014-03-23 16:00:43 +00:00
Ivan Savenko
9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 2014-03-23 12:59:03 +00:00
beegee1
fe1b16a7ec Some preparation towards mantis #1743:
- 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
2014-03-17 19:51:07 +00:00
Michał W. Urbańczyk
93b8d2e59a AI crash — do not modify container when iterating it. 2014-03-01 12:53:09 +00:00
DjWarmonger
8ce6659633 Important fix for unreserving objects. 2014-02-23 20:37:33 +00:00
DjWarmonger
94c8f01732 Commiting some minor tweaks before next dev version. 2014-02-23 16:55:42 +00:00
DjWarmonger
15edeb231b Fixed two heroes getting stuck on both sides of gate. 2014-02-21 09:32:24 +00:00
DjWarmonger
1196eb5d81 AI can finally clear Subterranean Gate with guard on the other side :) 2014-02-21 07:48:38 +00:00
DjWarmonger
b0b0249524 - Implemented serialization of Goals. Loaded games work, at least.
- Attempts to add Subterranean Gates to SectorMap
- Extensive use of ClearWayTo goal.
2014-02-20 20:18:49 +00:00
DjWarmonger
8683b982c7 - A simple method to break loop in goal decomposition (which consumed time)
- Finally corrected canGetArmy conditions (which also consumed time)
- Removed some unused code, general cleaning
2014-02-19 16:23:47 +00:00
DjWarmonger
a3cad2883f - Restored correct specialty serialization (#1599 and all its children)
- Fixed rare AI crash
- Fixed AI visiting some objects many times
- Some cleanup and refactoring
2014-02-17 17:28:39 +00:00
DjWarmonger
6ee823298a - Various improvements for exploration
* 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
2014-02-17 07:36:03 +00:00
DjWarmonger
afacb40f5a - Fixed secondary heroes stalking main hero
- Fixed exotic crash when all nearby tiles are occupied
2014-02-15 21:32:49 +00:00
DjWarmonger
b368e565ab - fixed #1714
- Performance improvements, refactoring
2014-02-15 19:39:03 +00:00
DjWarmonger
d8933b5c36 - AI will now use SectorMap to find a way to guarded / covered objects.
- Improvements to SectorMap needed for use of multiple heroes
2014-02-15 16:38:51 +00:00
DjWarmonger
e459984897 Cleanup in AI. 2014-02-15 08:10:06 +00:00
DjWarmonger
d17b3a14bd - Significantly improved exploration algorithm
- Workaround to make AI gather army when exploration is not possible anymore
- Possibly fixed issue with AI not capturing guarded objects
2014-02-07 20:09:15 +00:00
DjWarmonger
a9b10c8099 - Changed aggregation method so now fuzzy engine takes all the factors into consideration
- 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
2014-02-07 08:23:31 +00:00
DjWarmonger
54fbdfec5e - Finally fixed wander crash
- Smoothed values of terms to improve differentiation and stability
2014-02-06 06:05:45 +00:00
DjWarmonger
486cd4b001 - Fixed (common) issue when AI found neutral stacks infinitely strong
- 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.
2014-02-05 18:45:51 +00:00
DjWarmonger
5e58027496 Fix for rare crash in previous commit. 2014-02-05 09:04:09 +00:00
DjWarmonger
c708a631c1 - Improved AI logging messages
- Cut wandering time of AI
2014-02-04 21:49:04 +00:00
Ivan Savenko
3779a54ddd - probably fixed 1671
- fixed missing loss condition in Birth of Barbarian
- fixed some bugs found by cppcheck
2014-01-30 11:08:37 +00:00
Ivan Savenko
2c4c964a45 Large rewrite of adventure map objects:
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00
beegee1
5971ceaa7f - Fixed hero / army strength handling 2013-12-31 16:11:18 +00:00
DjWarmonger
344783efb5 An attempt to handle spawning objects. However, on a day of double growth, when multiple monsters spawn, game freezes. Looks like engine issue, code is commented out. 2013-12-28 16:39:47 +00:00
DjWarmonger
9ec299931d - Fixed VisitHero goal. Now heroes can exchange armies again.
- AI should not get lazy in endgame.
- Removed unused code.
2013-12-27 13:20:40 +00:00
DjWarmonger
e5b011abe0 - Fixed heroes stalling. Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended.
- Fixed multiple issues with ClearWayTo goal.
2013-12-26 09:53:37 +00:00
DjWarmonger
7af9b0ea74 Replaced AI vectors by sets for both performance and safety. 2013-12-25 13:38:20 +00:00
DjWarmonger
a8539b2b28 - Fixes for Quest Guard and goal completion, in particular For Sale map (#894)
- Fixes for ally players handling by AI
2013-12-24 22:01:16 +00:00
DjWarmonger
aec04d920e Endless crusade against AI issues and loopholes!
- Fixed #1126
- ClearWayTo and GatherArmy goals will also consider multiple subgoals
- GatherArmy may include building dwellings in town (experimental)
2013-12-23 20:46:01 +00:00
DjWarmonger
362a54b4df More fixes and tweaks for AI, including #1590. 2013-12-21 21:31:28 +00:00
DjWarmonger
a6ce282f8a Dramatically reduced exploration complexity. AI will check only nearby objects. 2013-12-21 19:17:27 +00:00
DjWarmonger
473250e223 - Removed slow and buggy part of exploration code
- Various tweaks and performance improvements. remove_if on long vector is a bad idea.
2013-12-21 17:34:59 +00:00
DjWarmonger
1b04f4fa9f Hopefully fixed ALL the cases when hero could use invalid path, for good. 2013-12-20 10:15:29 +00:00
DjWarmonger
983c0496d0 Some work towards fuzzy goal comparison. 2013-12-19 20:21:21 +00:00
Ivan Savenko
881a7cf862 - added check to avoid recursion in AI town building code
- restored previously missing AI shield during AI turn
2013-12-19 17:29:35 +00:00
Ivan Savenko
ee1b0459e6 Extended building dependencies:
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
2013-12-02 11:58:02 +00:00
DjWarmonger
54c52869cf - Fixed some more cases when heroes could block each other
- More generous checking of complete goals and their dependencies
2013-11-24 19:15:08 +00:00
DjWarmonger
b0bdfff117 Compile fixes, refactoring 2013-11-24 15:30:17 +00:00
DjWarmonger
74a1d09871 Fixed new issue with hero trying to visit himself. 2013-11-24 08:56:02 +00:00
DjWarmonger
cedb3ea82a Some more logging for goal completion.
Stub of fuzzy goal selection.
2013-11-24 08:21:51 +00:00
DjWarmonger
0ab7b498f5 VCAI is now functional again!
Implemented Visitor pattern for double-dispatch (actually only goal type dispatch).
2013-11-23 18:16:25 +00:00
DjWarmonger
e6bb39d3a4 More work on VCAI Goals, still derived functions are not called :/ 2013-11-23 12:30:10 +00:00
beegee1
3e4407593f - Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
- Improved showing player lost message for one special case
2013-11-17 17:57:04 +00:00
DjWarmonger
900d7a03f0 Template magic. Implemented method chaining + clone pattern for Goals. 2013-11-15 17:30:16 +00:00
Ivan Savenko
3560bbb7f3 two patches/pull requests from janisozaur
- replace our custom bmap with std::map::at()
- compile fixes for editor
2013-11-12 10:45:42 +00:00
DjWarmonger
1657f124e1 - Compile fixes for MVS
- AI goals will now be handled by smart pointers
2013-11-09 21:29:46 +00:00
Ivan Savenko
55577d0ac4 - fixed missing DLL_LINKAGE
- use precalculated checksum for zip files
- UNUSED macro to silence some warnings
2013-11-09 13:49:36 +00:00
Ivan Savenko
ee6cdbeffe went through the rest of cppcheck warnings, mostly harmless 2013-11-07 12:48:41 +00:00
Ivan Savenko
0e3eae3095 patch from KroArtem 2013-11-03 12:51:25 +00:00
Ivan Savenko
012212698e compile fixes, cmake files update 2013-10-20 13:51:05 +00:00
DjWarmonger
c77fa499e7 Some more. 2013-10-19 11:37:22 +00:00
DjWarmonger
7b4964b882 Constructors for Goals. 2013-10-19 06:16:21 +00:00
DjWarmonger
f0248dd245 More AI refactoring. 2013-10-19 05:52:30 +00:00
DjWarmonger
9950bc6ec3 First part of AI refactoring. Trying to split AI into three distinct parts:
- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics

Also, Goals will now be organized in object-oriented fashion.
2013-10-18 20:17:25 +00:00
Michał W. Urbańczyk
0e8fa04d9f Fixed #1487. 2013-10-13 15:24:02 +00:00
Michał W. Urbańczyk
30a0237fb8 Merged the 092c-compat branch. 2013-09-28 12:31:06 +00:00
Michał W. Urbańczyk
c6c53a5b1e Few more freeze-related fixes. 2013-09-28 00:30:12 +00:00
Michał W. Urbańczyk
d1807585ad Fixed at least two #1428 freezes, likely more.
They were occurring when AI hero visited bank that was also guarded by neutral creature nearby,
2013-09-27 23:46:58 +00:00
Michał W. Urbańczyk
b62bb096a7 Fixed #1430, work-around to make #1435 non-crashing.
Fixed at least one of the #1428 infinite turns cases.
2013-09-11 21:57:08 +00:00
Michał W. Urbańczyk
dd72261193 Fixed #1437. 2013-09-05 22:11:13 +00:00
Michał W. Urbańczyk
92246a2c17 * Fixed #1417 — infinite loop of AI trying to visit allied creture generator
* Fixed #1401 — battle AI won't attempt attacks with First Aid Tent
2013-08-25 13:03:29 +00:00
Ivan Savenko
5654fef901 - ZipArchive namespace for operations with zip archives, located in CZipLoader.h/cpp.
- new fields in mod format, for use with mod manager (check config/shemas/mod.json for details)
- removed some 0.92 compatibility from mods loading
- several compile fixes
2013-08-19 11:50:53 +00:00
Michał W. Urbańczyk
3b42cff3ec #1409 should not crash anymore.
Fixed crash on serializing empty path. [How did it got there...?]
operator<< for boost::optional.
2013-08-18 15:46:28 +00:00
Michał W. Urbańczyk
e9d51a2670 Fixed issue that allowed to build multiple boats in town. Renamed state() to sth more sensible. 2013-07-21 10:08:32 +00:00
Ivan Savenko
f82122d9be second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00
Ivan Savenko
2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00
Ivan Savenko
dd808ef5cc bugfixing:
- support for one more Russian localisation, fixes #1321
 - fixed icon for level 1 town hall, #1294
 - correct portraits for first heroes from mods, #1297 and probably #1298
And a lot of gcc compile fixes
2013-06-23 19:35:54 +00:00
Michał W. Urbańczyk
254f194220 Some very early work towards autofight feature.
Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00
Michał W. Urbańczyk
79026bdfde Introduced strongly typed QueryID.
Exchange between heroes is now a proper first-class query. Fixes #1269. #66 should also be finally fully fixed.
VC projects: /Zm flag to fix compilation issues with recent Boost.
2013-05-27 10:53:28 +00:00
Ivan Savenko
dca8e9fa6f - removed access to one wog file
- removed way to avoid dependency checking in identifiers resolution
- minor fixes
2013-05-21 22:11:44 +00:00