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
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
Alexander Shishkin
fca4deaad2
Merge pull request #122 from vmarkovtsev/feature/warnings
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Fix warnings produced by recent Clang build
2015-10-14 07:28:47 +03:00
Vadim Markovtsev
d24fd10e21
Fix std::abs warning
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Recent clang wants std::abs instead of plain abs
2015-10-13 21:05:46 +03:00
AlexVinS
a4d4851d80
Fix typo: casted->cast
2015-09-29 17:26:48 +03:00
DjWarmonger
e14faea181
Merge branch 'develop' of https://github.com/vcmi/vcmi into mutexRelax
2015-09-20 09:46:52 +02:00
AlexVinS
466ddb37b3
fix 1556
2015-09-14 18:38:41 +03:00
DjWarmonger
fe2a72f543
Minor optimization.
2015-08-31 10:08:50 +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
AlexVinS
782c8ec40b
Changed windows minimum version back to winxp due to mingw bug
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* will be changed back after newer mingw tests
2015-08-20 04:22:54 +03:00
AlexVinS
03a295f1a0
Added debug mingw64 build, minimum Windows version set to windows 7, SDL suffixes removed from Build Tagerts
2015-08-20 03:28:04 +03:00
DjWarmonger
2dfcead9ef
- Updated MSVS project
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- Updated changelog to 0.98c
2015-08-01 17:49:12 +02:00
AlexVinS
53b85d16be
Cleanup C::B projects
2015-06-21 01:59:33 +03:00
DjWarmonger
f3c7774576
AiI will ignore winning conditions that require defeating his own objects. Fixes #2174
2015-04-13 18:45:43 +02:00
DjWarmonger
f7387becb4
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
2015-04-11 08:53:14 +02:00
DjWarmonger
3e8c395156
- More fixes for wander targets
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- SectorMap won't find paths through the rock
2015-04-10 08:50:21 +02:00
Dmitry Marakasov
eab0b1e674
Fix build with clang 3.6
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This is backported commit 509ccac9dd53932b158ee10b47e95d495deb3fd9
from fuzzylite
2015-04-09 13:18:33 +03:00
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.
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- 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
a208afeee6
Removed new code, it was enough to fix the old one.
2015-03-30 16:54:32 +02:00
DjWarmonger
b2a75551c8
- Extensive use of SectorMap. AI will not eagerly pick guarded and blocked treasures.
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- 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
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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
f7a999f0f3
VCAI: add destinationTeleport to serialization
2015-03-09 15:37:54 +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
8d901ad4d0
VCAI Explore goal: fix switch formatting
2015-03-09 01:25:52 +03:00
ArseniyShestakov
f490ea1fcd
VCAI Explore goal: remove useless check
2015-03-08 18:36:25 +03:00
ArseniyShestakov
afac28a2f5
VCAI little fix for typo in retreiveVisitableObjs
2015-03-08 17:56:59 +03:00
ArseniyShestakov
9ece636cf8
VCAI Explore goal: add monolith's exploration support
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Explore will also suggest AI to re-enter bidirectional teleporter in case of one of it's exits is not visible for some reason.
Also now AI won't try to visit teleporters in case if it's know that it's channel is impassable. E.g if map have several entrance monoliths of with same same SubID that don't have exit then AI will only try to visit one of them and later of he'll know that all other monoliths of this subtype is blocked because they all using same channel.
2015-03-08 17:49:14 +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
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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
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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
ArseniyShestakov
25656aa586
Add showTeleportDialog everywhere except actual code for AI and player
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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.
2015-03-08 16:52:50 +03:00