Mircea TheHonestCTO
ffad6c6a43
cloned Nullkiller into Nullkiller2
2025-08-13 14:41:15 +02:00
Ivan Savenko
829739da24
Reduce usage of implicit conversions to int
2025-04-27 14:57:31 +03:00
Ivan Savenko
a061ed04de
Remove usage of ConstTransitivePtr from CTown
2025-03-08 14:04:51 +00:00
Ivan Savenko
844dfb1604
Removed usage of boost::thread from vcmi, except for AI
2025-03-02 14:33:11 +00:00
Ivan Savenko
2362c6da21
Fixes for multiple new issues from Sonar
2025-02-21 15:57:39 +00:00
Xilmi
82ab49495e
Fixed an issue that prevented AI from building stables
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Prerequisites of dwellings now also inherit the armyStrength of their respective dwelling for the purpose of their evaluation.
2025-02-09 17:33:39 +00:00
Ivan Savenko
1c6fbe4200
Reduce excessive NKAI logging
2025-01-12 12:21:10 +00:00
Ivan Savenko
3d3dd70a11
Simplify code, fix AI not building dwelling upgrades
2025-01-06 18:59:37 +00:00
Ivan Savenko
8468469976
Fixes for AI town building logic
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- Fixes AI not considering non-built dwellings
- AI will now skip evaluation of towns in which construction today is no
longer possible
2025-01-06 16:20:53 +00:00
MichalZr6
4e9f052e98
Fix creature upgrades in Fort and town's dwellings
2024-12-30 01:14:57 +01:00
Ivan Savenko
0e1f8f99bc
Reduce excessive logging
2024-12-21 14:43:08 +00:00
Xilmi
99fcf136ec
Nullkiller AI is now also capable of upgrading dwellings a second time if that's possible
2024-12-16 23:45:21 +01:00
Xilmi
9012560e38
Fix for AI not recognizing 2nd T7-building of Factory as dwelling
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This lead to it being built dead-last in the build-order instead of the AI trying to go for it quite early.
2024-12-16 17:19:07 +01:00
Xilmi
61fba1fedd
Merge remote-tracking branch 'upstream/develop' into develop
2024-10-10 17:23:39 +02:00
Ivan Savenko
3dd4fa2528
Reduce usage of pointers to VLC entities
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Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.
CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.
VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town
VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00
Xilmi
06f894140c
Update BuildAnalyzer.cpp
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Modified goldPressure-formula to no longer use completely arbitrary part of lockedresources/5000.
Lockedresources is now just divided by a factor of the free gold like everything else.
2024-09-06 21:42:15 +02:00
Xilmi
0c488145b9
Update BuildAnalyzer.cpp
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Revert unintentionally commited changes
2024-09-01 00:02:47 +02:00
Xilmi
72597b549b
hero spread
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Prefer hiring heroes at towns that don't have heroes nearby.
2024-08-31 23:00:27 +02:00
Xilmi
aea05b3fb8
Merge remote-tracking branch 'upstream/develop' into develop
2024-08-29 14:42:37 +02:00
Ivan Savenko
0fd9dbf240
Unified income handling, added IOwnableObject interface
2024-08-28 12:40:44 +00:00
Xilmi
e6d907af55
Merge remote-tracking branch 'upstream/develop' into develop
2024-08-18 09:52:59 +02:00
Xilmi
f0ca1c6112
Update BuildAnalyzer.cpp
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Removed the restrictions of the greedy-playstyle.
Only count forts as gold-producing prerequisites when no same- or higher-level fort exists somewhere else in the empire.
2024-08-15 18:13:44 +02:00
Xilmi
c10c04779f
Adaptive Build-order
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When not threatened by nearby enemies the AI adds missing gold-income-buildings towards gold-pressure. This impacts the build-order in a way that they try to rush these more and get up a good economy more quickly.
2024-08-14 22:52:19 +02:00
Laserlicht
170f375179
code review
2024-08-10 00:29:30 +02:00
Laserlicht
475b769eef
fix ToW
2024-08-07 01:35:50 +02:00
Laserlicht
14bcfad7b0
fix upgrade
2024-08-06 23:28:45 +02:00
Laserlicht
ebeeff5aa3
abstraction layer
2024-08-05 23:51:07 +02:00
Laserlicht
3afddbbf29
replaced constant
2024-08-05 23:03:19 +02:00
Xilmi
f4c0bee003
Merge remote-tracking branch 'upstream/develop' into develop
2024-08-05 21:53:59 +02:00
Laserlicht
bfd1e8a7c8
calculate income
2024-07-25 02:51:00 +02:00
Xilmi
aade79720f
Update BuildAnalyzer.cpp
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Allow queuing citadels and castles on other days than satur- and sunday.
2024-07-24 21:14:27 +02:00
Xilmi
69efe9cfda
Merge remote-tracking branch 'upstream/develop' into develop
2024-07-22 20:15:40 +02:00
Ivan Savenko
4aa73b40c9
Split CTownHandler into smaller chunks
2024-07-21 18:21:48 +00:00
Xilmi
2bf7b3200b
Merge remote-tracking branch 'upstream/develop' into develop
2024-07-19 22:05:58 +02:00
Xilmi
f094bf9602
Added marketplace to buildable buildings
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Before marketplaces could only be built as part of a requirement for other buildings but not on their own when that other building already existed like it is the case in certain campaign-missions.
2024-07-19 15:19:27 +02:00
Andrii Danylchenko
e9e5948d61
NKAI: take into account 7lvl creature cost when we consider what resources we need
2024-07-18 20:24:24 +03:00
Xilmi
53c51b4278
Allow all buildings
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Added resource-silo and special buildings to things that AI can theoretically build.
2024-07-15 17:26:06 +02:00
Xilmi
3fed58c47b
Gold-pressure
2024-07-12 15:36:29 +02:00
Alexander Wilms
02e429e973
Fix typos using https://github.com/crate-ci/typos
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Changes were reviewed manually
2024-06-24 03:47:19 +02:00
Alexander Wilms
e70411bf1a
Fix typo: preasure -> pressure
2024-04-16 21:10:49 +00:00
Alexander Wilms
7d925b3689
Fix typo: Preasure -> Pressure
2024-04-16 21:10:15 +00:00
Andrii Danylchenko
35429eab52
NKAI: moddable configuration
2024-03-01 22:03:07 +02:00
Ivan Savenko
8346d71c98
Remove more subID access
2023-11-01 14:44:05 +02:00
Andrii Danylchenko
a005829a57
NKAI: cancel checking building which needs itself as prerequisite
2023-09-16 11:04:28 +03:00
Ivan Savenko
e54287ea5d
Converted remaining identifier to new system
2023-08-25 13:38:02 +03:00
Ivan Savenko
0240ee886d
Converted (almost) all namespace enum's to enum classes
2023-08-25 13:38:02 +03:00
Andrii Danylchenko
f1a9ae99ee
NKAI: various behavior fixes, undo max_gold_preasure
2023-07-31 22:01:12 +03:00
Andrii Danylchenko
fb7477047a
NKAI: loosen gold presure on build system.
2023-07-31 22:01:12 +03:00
Andrii Danylchenko
c93bb0a502
nkai: fixes and skill rewards
2023-07-31 22:01:11 +03:00
Ivan Savenko
acac42291e
Remove excessive CMap.h includes
2023-05-31 23:18:38 +03:00