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vcmi/AI/BattleAI/CMakeLists.txt
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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CMake

include_directories(${Boost_INCLUDE_DIRS} ${CMAKE_HOME_DIRECTORY} ${CMAKE_HOME_DIRECTORY}/include ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib)
set(battleAI_SRCS
StdInc.cpp
AttackPossibility.cpp
BattleAI.cpp
common.cpp
EnemyInfo.cpp
main.cpp
PossibleSpellcast.cpp
PotentialTargets.cpp
StackWithBonuses.cpp
ThreatMap.cpp
)
set(battleAI_HEADERS
StdInc.h
AttackPossibility.h
BattleAI.h
common.h
EnemyInfo.h
PotentialTargets.h
PossibleSpellcast.h
StackWithBonuses.h
ThreatMap.h
)
assign_source_group(${battleAI_SRCS} ${battleAI_HEADERS})
if(ANDROID) # android compiles ai libs into main lib directly, so we skip this library and just reuse sources list
return()
endif()
add_library(BattleAI SHARED ${battleAI_SRCS} ${battleAI_HEADERS})
target_link_libraries(BattleAI vcmi)
vcmi_set_output_dir(BattleAI "AI")
set_target_properties(BattleAI PROPERTIES ${PCH_PROPERTIES})
cotire(BattleAI)
install(TARGETS BattleAI RUNTIME DESTINATION ${AI_LIB_DIR} LIBRARY DESTINATION ${AI_LIB_DIR})