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
AlexVinS
72f79a3ad7
Draft boost::format based log proxy.
2016-08-13 16:57:09 +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
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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
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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
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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
ArseniyShestakov
4e8486da7b
Merge pull request #160 from vmarkovtsev/issue/2388
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Fix 2388 obelisks puzzle revealing
2016-01-27 20:49:03 +03:00
AlexVinS
d7c0c3759a
Merge branch 'Zyx-develop' into develop
...
Conflicts:
lib/filesystem/AdapterLoaders.h
2016-01-27 18:53:41 +03:00
AlexVinS
bffdc2813d
revert some project changes
2016-01-27 15:21:29 +03:00
ArseniyShestakov
c7ca88f84b
Merge pull request #157 from vmarkovtsev/issue/2383
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Issue/2383 fix invalid AI path detection
2016-01-23 22:02:10 +03:00
Vadim Markovtsev
10f888a483
Fix obelisks puzzle revealing
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Teams and players were messed up in lib; hardcoded constants were refactored.
2016-01-20 10:44:13 +03:00
Vadim Markovtsev
6eefce23fe
Check against nullptr in VisitHero::fulfillsMe()
2016-01-19 21:15:07 +03:00
Vadim Markovtsev
2bfc8ec8cb
Fix AI hero infinite move on the same tile
2016-01-19 13:14:05 +03:00
Zyx-2000
a50a702073
switched to -std=gnu++11
2016-01-18 17:49:07 +01:00
Zyx-2000
203b2dccc3
hopefully fixed things
2016-01-09 21:23:55 +01:00
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
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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
7708810148
VCAI: don't serialize destinationTeleportPos to avoid crash
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This won't affect AI functionality except if game saved while AI moving through teleporters.
Serialization for some reason don't work properly and cause save loading to fail.
2015-12-05 08:08:02 +03:00
ArseniyShestakov
0a5e9c0fbe
Merge pull request #144 from vcmi/fix/teleportMultiExitPoints
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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:
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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
Ivan Savenko
c3ce4b25df
Removed all #include's of CMap.h from headers.
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To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
2015-12-02 21:05:10 +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
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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
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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
2ef9d7c3ec
Rename getCost back to getMovementCost
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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
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +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
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
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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
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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
c9e03405f2
fix a warning
2015-10-25 23:17:33 +03:00
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
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
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
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
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
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
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
...
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
AlexVinS
f4c683cd5e
Move VievXXX logic to server side (except expert ViewEarth)
2015-02-26 17:15:17 +03:00
AlexVinS
685deddac1
Start spell-relatet files reorganisation
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* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
ArseniyShestakov
ea46be03f3
AI: check if hero killed while visiting object he stayed on
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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
DjWarmonger
5b8180e327
Cleaning logs.
2014-12-25 12:58:15 +01:00
DjWarmonger
7735e193f0
Merge branch 'develop' into experimental/serializerrefactoring
2014-12-22 19:17:40 +01:00
AlexVinS
3bca68fd2d
Initial refactoring
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* reduce registerTypes* templtates instantiation
2014-12-21 17:29:42 +03:00
DjWarmonger
da76a2f227
Fixed AI trying to visit tile already occupied by different hero, including #1902 .
2014-12-21 14:50:26 +01:00
DjWarmonger
af02655b30
Fixed #1962
2014-12-21 11:33:53 +01:00
DjWarmonger
a823fae822
Fixed NaNs in FuzzyHelper::getTacticalAdvantage
2014-12-19 19:15:41 +01:00
DjWarmonger
cd060c00c5
Each fuzzy set of rules will use separate fuzzy engine.
2014-12-19 10:52:41 +01:00
DjWarmonger
a1e42caddd
Banks won't use fuzzy engine at all, only center of mass.
2014-12-10 12:29:51 +01:00
DjWarmonger
7adb0fd600
Fuzzy engine fix by Jcrada.
2014-12-05 09:28:58 +01:00
DjWarmonger
6463c33c26
Rewrite / update terms for TacticalAdvantage.
2014-11-28 14:17:17 +01:00
DjWarmonger
9ca991282a
Taken JCrada patch as it is.
2014-11-27 21:51:48 +01:00
DjWarmonger
b0cd4f4117
Added limits and assertions which show that fuzzy engine is completely bugged.
2014-11-22 18:57:17 +01:00
Mikhail Paulyshka
d0da88a515
define FL_CPP11 outside Fuzzylite source
2014-11-03 01:00:22 +03:00
Mikhail Paulyshka
941dcee0f5
Fix AI and VCAI CMakeLists.txt
2014-11-02 23:43:10 +03:00
DjWarmonger
9eeea7299a
- Removed unecessary includes
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- Fixed town types configured from RMG templates
2014-10-31 17:09:34 +01:00
AlexVinS
f16e859242
[C::B] update FL project 2
2014-10-27 15:17:40 +03:00
DjWarmonger
c87f2cdaaf
Updated build for MSVS. Some compile fixes to FuzzyLite source.
2014-10-26 12:32:19 +01:00
jcrada
a4f98a9ebd
Upgraded to FuzzyLite version 5.0
2014-10-25 16:13:20 +02:00
josch
fab31642d9
prepare for update to fuzzylite 5.0
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- use system version of fuzzylite if available
- adapt include paths
2014-10-25 16:00:44 +02:00
AlexVinS
66b022f93e
initializer lists part1
2014-10-02 19:43:46 +04:00
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
4bb5784922
Fixing AI - dwelling visitation code should now work properly
2014-09-21 18:08:47 +03:00
Ivan Savenko
b67618ab53
First batch of AI fixes:
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- 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
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- 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
b551bdb725
Final part of the merge
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Merging VCMI Dirs refactoring + GUI refactoring with current develop
2014-09-04 20:59:07 +03:00
DjWarmonger
8b10f70afd
Migrating to MSVS 2013, which allows to delete inttypes.h file.
2014-08-31 19:08:39 +02:00
Karol
1b6f2ea3b7
VCMIDirs update #5 fix
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- Updated old OS detect macros.
- Fixed 1 misspell.
2014-08-26 12:19:04 +02:00
Michael Pavlyshko
f7d8faa540
install only .dll (without .dll.a)
2014-07-11 17:27:50 +03:00
AlexVinS
195eae48ca
Merge branch 'develop' into SDL2
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Conflicts:
client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
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
AlexVinS
3b8d0e44d4
Merge branch 'develop' into SDL2
2014-06-24 14:09:44 +04:00
DjWarmonger
3ac306f501
Merge pull request #19 from vcmi/feature/mapObjects
...
Feature/map objects
2014-06-22 14:49:42 +02:00
Ivan Savenko
ab475195ac
Banks now use new scheme as well
...
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
DjWarmonger
5c431da0f9
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-15 10:01:18 +02:00
AlexVinS
56c74bc46a
+More build target to support both SDL1 and SDL2 builds
2014-06-13 07:55:48 +04:00
AlexVinS
bbd0312b45
Tweak configuration
2014-06-13 07:55:47 +04:00
Haryaalcar
2ee139977f
crash in VCAI::completeGoal() fixed
2014-06-09 11:24:17 +03:00
Ivan Savenko
b2e8c92383
Cleanup:
...
- removed commented-out #includ'es
- renamed some files to match name of class
2014-06-05 20:26:50 +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
DjWarmonger
e54c816c92
Treasure piles can now cover several tiles.
2014-06-05 17:19:11 +02:00
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
DjWarmonger
8c24ea0bfb
Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
2014-05-30 16:50:06 +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
Ivan Savenko
7f276185bd
Moving files:
...
- new config for objects (config/objects/generic.json)
- renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
2014-05-24 02:07:54 +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
Ilya Zhuravlev
db7cd79cf7
Android port.
...
Conflicts:
lib/vcmi_endian.h
2014-05-16 23:24:29 +04:00
DjWarmonger
fb5152254d
Merge branch 'develop' of git://github.com/Macron1Robot/vcmi into WarmysBackup
...
Conflicts:
client/CKingdomInterface.cpp
2014-05-02 12:03:02 +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
DjWarmonger
9e7013de77
Backup for my own MVS project configuration
2014-04-24 21:07:43 +02:00
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
alexvins
4203d69525
Part 2 of new spell configuration
...
1) spell handler refactored to support modding in general way
2) imunnity icons moved to WoG as they depends on wog`s graphics
3) introduced new class template for handlers (todo: use this in other handlers)
4) save format changed
5) introduced "absolute immunity" - unaffected by "the Orb" etc. (todo: use it in config)
6) new format documented on wiki, added json schema.
* more split of registertypes - fixes 32 mingw build
2014-03-07 13:21:09 +00:00
Michał W. Urbańczyk
93b8d2e59a
AI crash — do not modify container when iterating it.
2014-03-01 12:53:09 +00:00
DjWarmonger
d049abe644
Fixed typo #1732 .
2014-02-26 17:29:21 +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
Michał W. Urbańczyk
458ba47965
Compile fix for non-msvc, as per https://github.com/vcmi/vcmi/pull/8
2014-02-21 12:27:56 +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
Ivan Savenko
7f07a30d7d
More fixes for map-specific crashes, fixes #1427 and #733
...
- if special victory condition is present AND there is only one player
normal victory condition will be disabled
- added new triggered condition, constant value
- if target of CONTROL/DESTROY condition is removed from map, triggered
condition will be replaced with constant
- fixed randomization of armies with random stacks
2014-02-09 12:10:02 +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
beegee1
95034b9fa0
- Updated PCH to use our StdInc.h as the prefix header (not generated one from cotire) -> no exclude headers from ffmpeg/etc... statements required
...
- Fixed compilation error (VCAI ResourceSet logging)
2014-02-05 20:25:36 +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
beegee1
df0a28d9cb
- added PCH compilation for CMake using cotire module (PCH is OFF per default, can be enabled with ENABLE_PCH=ON)
2014-02-01 13:37:26 +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
alexvins
16d6292be9
[refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
...
[mingw build] fix linking issues with netpacks.
Mingw build is finally fixed!
[c::b] update projects
[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00
DjWarmonger
c2cbd8da27
Un-abstracted AbstractGoal to allow serialization.
2014-01-06 14:17:56 +00:00
alexvins
a740f7989c
[c::b] update projects, disable PHC for now, +few fixes (still wip)
2014-01-05 17:48:50 +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
51e6961d08
Compile fix for MVS.
2013-12-29 15:48:56 +00:00
Ivan Savenko
0c5be52a42
Win/loss conditions based on logical expressions, yet another large
...
changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)
Still missing:
- No interface to pass custom events/victory conditions into the game
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days
2013-12-29 11:27:38 +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
beegee1
b8eddcd9a8
- Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
...
- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
- Refactored pickHero into pickNextHeroType (hero generation sequence) and pickUnusedHeroTypeRandomly
- Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
- Fixed Fuzzy.cpp and VCAI.h compilation on Clang
- Added a handleException function in addition to our macros (no use of macros, enables debugging support, does not re-throw, catches ...-case too)
2013-12-28 12:47:55 +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
603cbd8850
Experiment: goal values calculated by Fuzzy Helper will be stored in "priority" field and used in consecutive calculations.
2013-12-25 16:05:11 +00:00
DjWarmonger
7af9b0ea74
Replaced AI vectors by sets for both performance and safety.
2013-12-25 13:38:20 +00:00
DjWarmonger
12bb9221d1
One more fix.
2013-12-24 22:12:12 +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
0c3ccda922
One more fix.
2013-12-23 21:22:42 +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
5ec3685041
Fixed heroes getting stuck because their assigned tile was captured by another hero.
2013-12-21 07:37:23 +00:00
DjWarmonger
045af73f0d
Some tweaks and performance improvements.
2013-12-20 21:10:43 +00:00
DjWarmonger
bf3fe0e274
- Explore goal will also use fuzzy comparison
...
- Fixed AI afraid of town with Castle built: #1514 , #1515 , #1584
2013-12-20 16:49:51 +00:00
beegee1
68bdf71db6
- Fixed GCC compiler warnings
...
- Implemented move heroes to next scenario partially
2013-12-20 13:07:58 +00:00
DjWarmonger
6b3ca831c1
- Conquer goal will not use fuzzy logic as well. AI should play more aggresively.
...
- Removed unused code.
2013-12-20 13:01:44 +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
d085f8eee8
First implementation of fuzzy logic in VisitTile goal.
2013-12-20 09:43:12 +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
beegee1
36a69aaa2f
- Fixed VS project files (added missing .cpp files)
...
- Structured VS project files (added a filter for every subfolder)
2013-11-30 14:22:03 +00:00
DjWarmonger
2f698acf98
Compile fix - template specialization is defined before generic template.
2013-11-30 07:52:08 +00:00
DjWarmonger
8be4ca03c8
Uncommented Fuzzy code. Please let me know if it compiles on other platforms.
2013-11-25 11:55:48 +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
Ivan Savenko
27a30b5ff9
- compile fix
...
- fixed crash if json defines only one creature horde
2013-11-24 11:36:51 +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
beegee1
39d3102905
- Fixed compilation errors on clang
...
- Removed compiler warnings of unused variables
2013-11-16 09:17:19 +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
c4716d0a9a
- reordered files in cmake so files with long compile times will be
...
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
2013-11-03 12:07:23 +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
4a0587d500
More work on auto-fight.
...
Dynamic libraries return smart-pointers to what they create.
2013-06-22 21:47:51 +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
Michał W. Urbańczyk
5c2473d436
Support for saving/loading in player interfaces, including VCAI.
...
Minor changes.
2013-05-09 11:09:23 +00:00
Ivan Savenko
c6cc6e6301
Large changeset, first part of editing H3 objects via mods feature. Changes:
...
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector
- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)
Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00
Michał W. Urbańczyk
d30571aa4d
AI won't access enemy heroes' objects that went under FoW. Fixes #1235 .
2013-04-21 12:11:13 +00:00
Michał W. Urbańczyk
e8354908c3
Big change: Introduced new mechanism to handle queries. It should not cause any visible changes ATM apart from fixing several long-standing bugs realted to handling post-visit/battle/levelup callback, including infamous creature bank issues: #955 , #1053 , #1063 , #1191 . Needs testing.
...
Minor changes:
* default log level set to trace
* LOG_TRACE raii guardian lifetime will last till the end of block
* compile fixes
* minor refactorings
2013-04-20 11:34:01 +00:00
beegee1
45fccfb1a6
- Added new trace macro LOG_TRACE which autom. appends leaving func message - Removed old trace macros - Small refactoring in CMapEditManager - Changed documentation comments to /// style for various mapping header files
2013-04-16 13:16:58 +00:00
beegee1
c10266ed97
- Reduced complexity to use the CMapGenerator(simpler interface) - Removed h3m.txt and tchar_amigaos4.h
2013-04-14 18:52:05 +00:00
beegee1
abf96a5b66
- Integrated the logging API into the AI subprojects - Added macros for tracing the control flow - Added methods isDebug/TraceEnabled for performance-critical sections
2013-04-10 16:28:14 +00:00
beegee1
ee51c5beb5
- Renamed /lib subfolders to lowercase
2013-04-07 10:48:07 +00:00
Ivan Savenko
c4c592b773
- bugfixing: #1243 , #1227 , #1241 , #1236 , #1233
2013-03-14 20:44:00 +00:00
mateuszb
dbec99ffc7
* PlayerColor and TeamID refactoring
2013-03-03 17:06:03 +00:00
alexvins
d99bc7ca07
[mingw]
...
*VCAI fix build
2013-02-23 22:43:02 +00:00
DjWarmonger
f40863b82f
Fixed AI trying to realize incorrect goals, which could lead to crash
2013-02-23 19:13:15 +00:00
mateuszb
560315bc48
* SlotID refactoring
2013-02-16 14:03:47 +00:00
mateuszb
9e00090c42
* refactoring, a few intriguing problems remain
2013-02-13 23:55:42 +00:00
mateuszb
bda766b697
* refactoring
2013-02-12 19:49:40 +00:00
mateuszb
8a8eecd063
* refactoring
2013-02-11 19:11:34 +00:00
mateuszb
d540723739
* refactoring
2013-02-11 14:42:09 +00:00
mateuszb
86dc9386d6
* refactoring, including a generic solution for IDs
2013-02-10 23:24:57 +00:00
Michał W. Urbańczyk
e31f5062f9
Fixed crashes when VCAI cannot find hero to recruit.
...
Bumped format version.
2013-02-09 17:37:38 +00:00
mateuszb
d03dbf64a6
* refactoring
2013-02-09 12:56:35 +00:00
mateuszb
f1c78e3260
* creature ID refactoring
...
* double week creatures are configurable now
2013-02-07 17:34:50 +00:00
mateuszb
25663ce7af
* fixed vector<bool> serialization
...
* refactoring
2013-02-04 19:43:16 +00:00
mateuszb
8769f67c5d
* JsonReader can convert to enums
...
* refactoring
2013-02-03 21:05:44 +00:00
DjWarmonger
beb1ca1bf8
- getDate function now uses enum for different modes
...
- Fixed Black Market (#1195 )
- Fixed one-week bonuses removed eveyr day (#976 )
2013-02-02 08:29:57 +00:00
mateuszb
c4e03ef0de
* enum serialization/deserialization (si32 as basetype ought to be enough for anybody)
...
* some fields in classes refactored to use appropriate enums (not yet finished)
2013-02-01 22:04:25 +00:00
alexvins
d8b068afd9
[c::b] update projects
2013-01-08 09:41:28 +00:00
Michał W. Urbańczyk
d4c30667b8
Fixed #1168 and #1170 .
2013-01-06 04:48:05 +00:00
alexvins
4bc2fd5519
[c::b] renamed map subfolder to workaround dependency tracking bug
2013-01-03 12:19:20 +00:00
alexvins
9b106bb0f7
fix build
2012-12-24 15:52:56 +00:00
alexvins
616cedb2f2
get rid of few more magic numbers (obj types)
...
+stub for wog objects
2012-12-24 15:07:30 +00:00
Ivan Savenko
0b1c215882
- end of world, at least for autotools. Removed completely in favor of CMake
2012-12-23 19:44:37 +00:00
Michał W. Urbańczyk
bcf8cab19a
Project files update/cleanup.
2012-12-19 18:23:21 +00:00
alexvins
e775ad8804
small cleanup
2012-12-16 16:54:20 +00:00
Ivan Savenko
72ea5e4ac9
- fixed crash in AI logging (objID is object index, not hero ID)
2012-12-12 13:32:37 +00:00
alexvins
a6388652d3
[c::b] update projects
2012-12-06 12:16:26 +00:00
DjWarmonger
c5d9110176
Compile fix for last commit.
2012-12-01 07:17:55 +00:00
Ivan Savenko
2643762f08
Mac OS patch from stopiccot
2012-12-01 06:30:52 +00:00
Ivan Savenko
8eba824ada
- updated icons + psd file
...
- better log messages if server failed to open port
- 1148 should be fixed. Cleanup in CGameHandler::moveHero()
- compile fixes
2012-11-15 21:29:22 +00:00
DjWarmonger
c54b983663
Some improvements for AI logging.
2012-11-15 10:40:40 +00:00
DjWarmonger
a7cea94247
- Hopefully fixed #1103
...
- Fixed #1137
2012-11-14 14:27:18 +00:00
Ivan Savenko
0d863c83d7
- removed autogenerated by autotools files
...
- fixes for #386 using patches from Ixtreon
2012-11-10 21:56:19 +00:00
beegee1
105083dd70
* Code convention updates * Default values for CMap types * Updated BinaryReader c-tor * Converted "bool" int types to bool in CMap classes * Removed map event operators in favor of member methods
2012-11-06 16:39:29 +00:00
beegee1
a878f5f79a
* Separated map loading from the map object * Moved map classes to lib/Map * Renamed map.h/cpp to CMap.h/cpp * Profiling of map loading is now optional * Updated CMemoryStream
2012-11-03 13:30:47 +00:00
beegee1
720deba838
* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)
2012-10-26 17:51:05 +00:00
alexvins
2942e2e824
[c::b] update projects
...
-boost::iostreams
*link with release boost libs always
2012-10-06 15:12:07 +00:00
Ivan Savenko
c071a03a8a
- fix for #1135
...
- merged wall_pos.json into town config
- removed tower_shooter field from creatures.json
2012-10-05 18:03:49 +00:00
Ivan Savenko
f113f9573d
- CPack support. Works on my side, needs tweaks for Win
2012-10-05 12:38:17 +00:00
DjWarmonger
b3acde24d5
Fixed #1131 - AI will use subterranean gate for exploration
2012-10-04 10:17:51 +00:00
DjWarmonger
4bacd97497
Quests now handled by pointers again, this time without bugs.
...
Fixed some issues with quests and AI.
2012-10-03 14:49:29 +00:00
DjWarmonger
977acfafc8
- Fixed possible crash at invalid quest
...
- Fixed incorrect victory condition for AI (capture town/monster/hero)
- Possible fix for GET_OBJ not being completed (goal engine needs more work)
- So tweaks
2012-10-03 09:29:55 +00:00
DjWarmonger
1cf99f7be1
- Improved exploration algorithm. AI will avoid dead-end barriers and thus explore much faster.
...
- Fixed crash when there are no heroes available to recruit in the map. TODO: make AI handle it
- Fixed crash when Chain Lightning has not enough targets
- Fixed crash at Hill Fort (?)
- AI will buy Spellbook for its heroes
- AI will try to use Cartographer and Observatory when exploring
- AI will not visit Prison when heroes are at max
- Experiment: AI will try to capture Mines and Dwellings when there are no enemies around (part of CONQUER goal)
2012-10-01 18:25:43 +00:00
Michał W. Urbańczyk
f30ee8ff04
* fixed possible corruption of pack sent by server when player request is rejected
...
* BattleAI will restore callback to its previous state, fixes freeze after battle #1104
* BattleAI won't lose turn when unable to correctly evaluate a spell
* VCAI will correctly recognize hero standing on town entrance
* War machines of defender will have correctly set side
* Faction 9 as neutral causes crashes, changing to -1 as used elsewhere in the code
2012-09-29 14:44:06 +00:00
Michał W. Urbańczyk
f8a27a9fdb
* Moved CConfigHandler from client to lib, CMake/Makefile need updating. I believe other projects besides client also need access to settings. (surprisingly there was a "server" category used only by client... and now VCAI.)
...
* It is possible to set the battle ai that'll be used by neutrals by typing in VCMI console:
setBattleAI <AIName>
VCAI also respects that setting and uses given AI as its battle back-end.
2012-09-29 10:59:43 +00:00
Michał W. Urbańczyk
2ba0427432
* Fixed #1096
...
* serializing icon index, otherwise creature portraits are gone after loading a game
* VCAI: fixed crash on attempting revisiting a boat (that is no longer present because it was boarded)
* Fixed strange crash with "neutral hero" (there should be no such thing... but somehow it appears, needs further investigation)
2012-09-28 20:49:23 +00:00
Michał W. Urbańczyk
a669831fc6
* VCAI: fixed crash when a locked hero died when attempting realizing a goal
2012-09-28 19:50:09 +00:00
Michał W. Urbańczyk
8bb4abb75a
* VCAI: fixed possible endless loop of realizing GATHERRESOURCE goal
...
* an assertion failing when quest object cannot find its targeted monster ("crash early" policy), related to #1076
2012-09-28 16:20:18 +00:00
DjWarmonger
0435d5a4f1
- Removed pointer usage for CQuest. may look rough, but works and fixes #1051 .
...
- Better autoSkip mode, now info windows are not displayed.
2012-09-28 15:46:09 +00:00
DjWarmonger
ecda63683e
Fixed Bonus parser crashing at unspecified value. Assigning empty objects is also not good solution.
2012-09-27 17:58:14 +00:00
mateuszb
6a81c8b1af
* campaign against magic numbers
...
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed
* minor changes
2012-09-23 18:01:04 +00:00
DjWarmonger
554a98dbd7
Quests will now be handled as object member instead of inheritance. Enabled quest objects for AI.
2012-09-16 13:34:01 +00:00
alexvins
5118386cb4
[c::b] tweak PCH options
2012-09-16 09:12:15 +00:00
alexvins
7087be1f02
C::B project files initial import
...
+ workspace file (not include ERM and Battle AI)
+ project files
* svn:ignore setup
2012-09-15 18:44:55 +00:00
Ivan Savenko
a138db7c9e
- removed lib headers from PCH
...
- fixed #1062
- correct terrain penalty check
2012-09-06 10:39:48 +00:00
Ivan Savenko
0ca9f64573
Next part of town configuration:
...
- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
2012-09-05 12:49:23 +00:00
Ivan Savenko
44cc848edc
first part of town configuration:
...
- moved almost all loading to TownHandler
- CBuildings and CStructures are now part of CTown
- merged hall.json into buildings.json
Should not cause any crashes or glitches
2012-09-02 10:33:41 +00:00
Ivan Savenko
6c84bd9c71
- typo fix: placing semicolon after "if" is a bad idea.
...
- manual fixes:
- - update for Linux-specific notes
- - update for settings notes
2012-08-30 21:10:00 +00:00
DjWarmonger
9abcca32bc
Fixed AI trying to pick more than 7 stacks from town.
2012-08-30 18:28:40 +00:00
Michał W. Urbańczyk
838c226a31
Compile fix.
2012-08-30 15:37:43 +00:00
DjWarmonger
78fe412375
Hopefully complete solution for taking last stack from heroes (without splitting stacks).
2012-08-29 15:23:47 +00:00
DjWarmonger
4e726f0eb2
- Handling for Hill fort and (kinda) Magic Well
...
- Improved hero exchange
- Fixed strange case when AI found allied town extremely dangerous, resulting in endless loop
2012-08-29 09:19:20 +00:00
DjWarmonger
e913d94c62
VCAI can now exchange armies between heroes. By default, it will pass army to main hero.
2012-08-28 15:04:05 +00:00
DjWarmonger
3b1ddfa3ca
Fixed AI building only one upgraded dwelling per town. Minor tweaks.
2012-08-28 04:13:50 +00:00
Ivan Savenko
656999e99f
- fixed bug in AI town development
...
- fixed too slow generation of FowChange package
2012-08-26 12:26:07 +00:00
Michał W. Urbańczyk
d390113c23
* New files for lib: CBattleCallback.cpp and CBattleCallback.h
...
* Updated MSVC project files
* Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length).
* New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic.
* Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives.
* Fixed #1031
* Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed #97 .
* Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed #980 .
* Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield)
* Server does some basic checks if action requests during battle are valid
* Minor stuff.
2012-08-26 09:07:48 +00:00
DjWarmonger
edbc7f1223
- Some hardcoded settings will now be read from config/defaultMods.json
...
- Fixed AI crash when it was placed in closed and safe area
2012-08-11 09:06:23 +00:00
DjWarmonger
55f321f3f3
- Fixed AI crash at "gather resource" quest
...
- AI will now understand threat of Abandoned Mine. For sure.
- Fixed incorrect creeps quantities info
2012-08-08 08:27:52 +00:00
Ivan Savenko
9cbc1f1058
- merged basicCreatures and upgradedCreatures into single array
...
- missing fix for savegames
2012-08-07 21:46:24 +00:00
Ivan Savenko
708ad6ac7f
- music player uses URI's instead of enum from music base
...
- #1045 and #1046 should be fixed
- moved pregame backgrounds to config/mainmenu
- animation can be overriden with .json multiple times
2012-08-06 07:34:37 +00:00
DjWarmonger
356e675a65
- VCAI can now complete all types of Seer Hut Mission. GATHERTROOP victory condition should also work.
...
- Minor tweaks.
2012-07-21 07:15:53 +00:00
Ivan Savenko
e4c88d5088
- moved ParseBonus to JsonNode.cpp (linkage errors)
...
- fixes to CMakeLists - vcmi can be compiled and started with cmake
- gcc\clang warnings fixes
2012-07-19 18:52:44 +00:00
DjWarmonger
4c0537c420
- AI will now wander with all the heroes that have spare movement points. It should prevent stalling.
...
- Fixed #1030
2012-07-19 16:29:29 +00:00
DjWarmonger
d8cb3a34d3
-Fixed crash #1037
...
-AI can now successfully complete several types of quests.
-Lots of tweaks for AI
TODO: fix bizarre crash when opening borderguard
2012-07-19 09:10:55 +00:00
DjWarmonger
6a7327d38a
VCAI will now not be confused by Border Gates and attempt to find Keymaster to cross them.
2012-07-18 13:23:46 +00:00
DjWarmonger
624908e403
- Fixed unserialized GrowingArtifact, causing crash
...
- An attempt to teach AI completing quests
- Gathering army is now continuous, abstract goal
- Lots of fixes and tweaks in AI
2012-07-18 10:10:14 +00:00
ddaroo
69de38bf1d
Tweaks for cmake build system: data dir definitions, flags for clang (not tested), missing CQuestLog.cpp file for the client, naming convention of few binaries same for autotools and cmake
2012-07-15 16:05:41 +00:00
Michał W. Urbańczyk
edccbd4809
Rewritten many parts of query handling. Fixed several scenarios leading to a hang (including #1012 ). Purged boost::function from player interface (handy but impossible to serialize). VCAI will keep description for each unanswered query, so the further debugging will be easier.
2012-07-15 15:34:00 +00:00
Ivan Savenko
55c78e9f16
- ComponentBox usage in 2 windows: levelup and build screen
...
- Components have selectable image size
- fixed #794
2012-07-07 13:32:37 +00:00
DjWarmonger
10a2dfefd1
VCAI will answer CommanderGotLevel query.
2012-07-06 14:09:34 +00:00
Ivan Savenko
235cf458d7
- fixed text duplication in choice windows
...
- fixed compile issues
- added unused and untested for now CComponentBox
2012-07-02 21:51:48 +00:00
ddaroo
758fb0679e
Stub for a CMake build system.
2012-07-01 14:27:41 +00:00
Michał W. Urbańczyk
fcdad0d323
Added class HeroPtr to VCAI that should replace CGHeroInstance*. HeroPtr is able to detect when the hero under it becomes unavailable.
...
Hopefully fixed #954 (and all bugs caused by keeping a reference to hero that got killed: #998 , #1002 , #1008 , #1011 , #1018 ).
If not, assertions should pop up earlier.
2012-06-30 23:48:40 +00:00
Ivan Savenko
613172fa45
- fixed #582 , #1019 and #1022
...
- linux readme tweaks
2012-06-27 20:44:01 +00:00
Michał W. Urbańczyk
759f85767b
Solved #985 .
2012-06-01 16:14:33 +00:00
Ivan Savenko
faaf799d95
- fixed some extra warnings. Mostly harmless.
...
NOTE: Please check changes in BattleState.cpp and GameHandler.cpp for possible bugs
2012-05-28 19:29:32 +00:00
DjWarmonger
18e53a1717
- Fixed a scenario when AI could visit the town without picking troops, resulting in a lock
...
- Added ench0's patch for creature range tooltip (#948 )
2012-05-22 10:15:16 +00:00
Ivan Savenko
a13a62537b
- fixed crash in hero window ( #963 )
...
- added unused for now image scaling algorithm
2012-05-19 21:38:01 +00:00
Ivan Savenko
665837d656
- hopefully better town development for AI
...
- fixed minimap blitting
- fixed crash on attacking town without moat
2012-05-19 16:22:34 +00:00
Michał W. Urbańczyk
7116377e4e
More robust fix for #957 / #938 .
...
AI won't try clearing way by attacking its own heroes.
2012-05-19 00:38:25 +00:00
Michał W. Urbańczyk
c9af2bb251
Fixed #957 / #938 .
...
AI won't try visit objects on which another non-enemy hero stands.
2012-05-19 00:11:20 +00:00
DjWarmonger
d491bc1c3a
Commanders can level up. It's non-interactive yet.
...
Printing secondary skills for Commanders.
2012-05-18 14:02:27 +00:00
Ivan Savenko
97aeaa9f28
- moved ColorPutter's to separate SDL_Pixels.h file
...
- added Channels namespace for accessing subpixels in format-independent way
- fixed several big-endian issues
- re-generated buld system
2012-05-17 10:44:48 +00:00
DjWarmonger
416c08260a
- Basic Commander window
...
- First part of unified quests interface
This graphics package is needed:
http://forum.vcmi.eu/viewtopic.php?p=6943#6943
2012-05-16 17:29:05 +00:00
DjWarmonger
b597171f91
- EXPLORE goal can now be complete soAI won't get stuck
...
- AI won't try to visit tiles occupied by allied heroes by default
2012-05-09 07:56:39 +00:00
DjWarmonger
05742afd60
Final fix. AI heroes won't loose their turn when visiting adjacent objects.
2012-05-08 09:38:01 +00:00
DjWarmonger
b316be1701
- Introduced a mechanism to set abstract goals for AI
...
- Fixed new crash when AI hero lost a battle
2012-05-08 08:10:40 +00:00
DjWarmonger
9cbbfcf258
- Fixed all bugs with battle interface. It's now more consistent.
...
- Minor cleaning.
2012-05-07 16:04:43 +00:00
DjWarmonger
ee2768ab07
- Some work for commanders
...
- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
2012-05-07 12:54:22 +00:00
DjWarmonger
9894deee55
Little, but significant improvement in AI exploration.
2012-05-05 13:08:15 +00:00
DjWarmonger
b4c58a5644
Fixed path glitchicng.
2012-05-05 08:57:32 +00:00
DjWarmonger
7d706ba8a3
Proper solution for locking & unlocking heroes.
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However, "tiles are not neighbouring" glitches now became more visible.
2012-05-05 06:42:18 +00:00
DjWarmonger
d6873d7570
- No battle actions will be available during tactics phase
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- Fixed moving stacks during tactics
- Fixed Genie spell targeting
- Fixed AI getting stuck at Tree of Knowledge when no resources
2012-04-28 13:01:39 +00:00
Michał W. Urbańczyk
918452d37c
Fixed #930 .
2012-04-17 15:08:38 +00:00
Michał W. Urbańczyk
cd4c93318d
#928 and #931 should be fixed.
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Ignoring savegames from newer versions of VCMI.
2012-04-17 12:46:21 +00:00
DjWarmonger
aeb9cf9460
- First part of battle interface rewrite. Untested. May work or not work randomly.
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- Tweaks for AI logging.
2012-04-16 17:12:39 +00:00
Michał W. Urbańczyk
b5526f0f54
Fixed #925 .
2012-04-14 07:22:08 +00:00
Ivan Savenko
f426a48d09
- fixes for gcc-4.7
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- added missing virtual destructors (new warning from gcc)
2012-04-08 10:34:23 +00:00
DjWarmonger
2193f8912e
- Framework of new battle interface
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- Minor fixes for AI
2012-04-04 08:03:52 +00:00
DjWarmonger
e046f06421
Small fix for previous commit.
2012-03-29 18:29:47 +00:00
DjWarmonger
81367ef6d5
- A complete solutions for reserved adventure objects
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- AI won't get stuck at School of War / School of Magic when no money
2012-03-29 18:26:06 +00:00
Michał W. Urbańczyk
7b7ddf987a
Fixed #909 .
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Minor fix in using requestActionASAP (capture by val).
2012-03-26 11:38:51 +00:00
Michał W. Urbańczyk
13f26fc3cb
* Client is able to await for answers for multiple queries at the same time
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* Hackish solution allowing AI undertaking actions from event-handling thread
* Fixed crash when death stare or acid breath activated on stack that was just killed
* minor fixes
2012-03-25 22:46:14 +00:00
DjWarmonger
a3f36ccc71
- Unified interface for visitable objects
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- AI will manage visitable objects smarter
2012-03-14 13:02:38 +00:00
DjWarmonger
c8c4c5b682
AI heroes won't trash for objects when exploring area together.
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String logging for goal types. Fixes.
2012-03-13 20:33:00 +00:00
DjWarmonger
9518474ec7
First attempt to replace rule-of-a-thumb behavior with actual reasoning
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- GATHER_ARMY goal replaces wander function
- Heroes will remember their own goals until they are fulfilled
- Goal search handles mutual dependency
- AI will recruit multiple heroes for exploration
- Lots of tweaks
2012-03-13 12:47:47 +00:00
Ivan Savenko
f2f39f1497
- makefiles for fuzzylite ( #911 )
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- fixes for gcc compilation
- fixed #908
2012-03-12 20:11:46 +00:00
Michał W. Urbańczyk
6db3c5bc7e
* VCAI: can't request actions from action handling thread
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* Save game screen and returning to main menu will work if game was started with --start option
* GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes #654 .
2012-03-11 16:29:01 +00:00
Michał W. Urbańczyk
76eb0ed429
Rewritten VCAI::pickBestCreatures. Should fix the compilation error ( http://forum.vcmi.eu/viewtopic.php?p=6605#6605 ).
2012-03-11 01:26:11 +00:00
Michał W. Urbańczyk
59681be0a4
Fixed #906 .
2012-03-10 19:14:45 +00:00
DjWarmonger
88e9dec974
Fixed Thieves Guild window showing for all players.
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It needed 11 files modified... :/
2012-03-07 14:05:54 +00:00
DjWarmonger
0793ce2c4a
AI will now always pick best stacks from towns.
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It will also crash when picking stacks from objects, work in progress.
2012-03-06 18:49:23 +00:00
Michał W. Urbańczyk
0ef1085555
Changes around FuzzyLite library based on patch by q4a.
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http://forum.vcmi.eu/viewtopic.php?p=6592#6592
2012-03-06 16:28:32 +00:00
DjWarmonger
bdd71b4f38
AI can now use external dwellings.
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AI will weekly revisit dwellings & mills.
2012-03-05 19:11:28 +00:00
Ivan Savenko
e7783479d2
- (linux) version bump
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- compile fixes
2012-03-05 13:31:59 +00:00
DjWarmonger
1ea2f3d3bb
Added fixed FuzzyLite library to sources. It compiles without additional settings under MVS2010 and should also compile with other tools (straightforward include structure).
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Did not add it to project files to avoid mess.
Fixed NaN / infinity issues.
2012-03-05 12:01:41 +00:00
DjWarmonger
71e482ce7f
Few tweaks for discrete values.
2012-03-04 11:19:34 +00:00
DjWarmonger
cd0ed39fbf
Implemented rule-based evaluation of tactical advantage between armies.
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AI will creep more agressively and smarter.
2012-03-04 10:43:46 +00:00
DjWarmonger
c5007f8bef
Fixed #891 .
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Minor tweaks.
2012-03-03 12:42:53 +00:00
DjWarmonger
1354351a40
Fixed AI recklessly visting Utopia.
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Made algorithm asctually working. Library fixes were needed.
2012-03-03 11:39:54 +00:00
DjWarmonger
998d8bf501
Added trivial fuzzy logic to handle creature banks estimation.
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Check http://forum.vcmi.eu/viewtopic.php?p=6570#6570 for new library used.
2012-03-03 10:08:01 +00:00
Michał W. Urbańczyk
f2642cb62c
Added VCAI and EmptyAI to the VS solution. Removed from it GeniusAI.
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Fixed #329 , #884 , #885 .
2012-02-29 01:31:48 +00:00
Michał W. Urbańczyk
b54489ecb7
Fixed #873 and #877 .
2012-02-26 18:31:59 +00:00
Michał W. Urbańczyk
4f182744e7
* Fixed in game scenario info and save game screens
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* AI will now use tlog6 (teal color) for logs
2012-02-22 19:22:11 +00:00
Michał W. Urbańczyk
e18419f5d2
* adventure map GUI should be properly blocked during AI turn
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* battle window will wait till all dialogs are closed
* fixed problems with AI working after the game ended
* fixed problems with overzealous redrawing of infobar
2012-02-22 13:41:27 +00:00
Michał W. Urbańczyk
e4dc00abac
* new file lib/UnlockGuard.h — unlock_guard is for unlocking a mutex for the scope time (RAII)
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* all lock/unlock and unlock/lock pairs are done by RAII guards now
* fixed two possible crashes at the end of battle when last stack was killed by spell. That should fix #749 and #752 .
* fixed a very nasty race condition, eliminating possible deadlock at the start of battle when human hero has tactics
* fixed #422
2012-02-19 21:03:43 +00:00
Michał W. Urbańczyk
0867451f26
Fixed path issues: #491 , #834 , #845 .
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Fixed AI crash when enemy hero was teleported onto tile not visible for AI.
2012-02-18 14:59:37 +00:00
Michał W. Urbańczyk
1abf089bc7
Missed fixed for #858 (TortoiseSVN tricked me...)
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Fixed #852 .
2012-02-16 21:46:28 +00:00
Ivan Savenko
0c3e88226f
- (linux) replaced Genius with VCAI
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- gcc set to c++0x mode
- most of gcc warnings fixed
- replaced boost::assign with initialization lists (if available in compiler)
- new cheat code: vcmiarmenelos - build everything
- updated linux readme
- minor fixes, applied patch for #98
2012-02-16 17:10:58 +00:00
Michał W. Urbańczyk
7a66c1bf2b
* added an initial version of adventure AI: VCAI, more details here: http://forum.vcmi.eu/viewtopic.php?p=6508#6508
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* VCAI set as default adventure AI
* several adjustments in GUI (hourglass during AI turn), minor changes
2012-02-14 18:04:45 +00:00