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0b70baa95e
* 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
45 lines
1.0 KiB
CMake
45 lines
1.0 KiB
CMake
include_directories(${Boost_INCLUDE_DIRS} ${CMAKE_HOME_DIRECTORY} ${CMAKE_HOME_DIRECTORY}/include ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib)
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set(battleAI_SRCS
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StdInc.cpp
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AttackPossibility.cpp
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BattleAI.cpp
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common.cpp
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EnemyInfo.cpp
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main.cpp
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PossibleSpellcast.cpp
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PotentialTargets.cpp
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StackWithBonuses.cpp
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ThreatMap.cpp
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)
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set(battleAI_HEADERS
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StdInc.h
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AttackPossibility.h
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BattleAI.h
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common.h
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EnemyInfo.h
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PotentialTargets.h
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PossibleSpellcast.h
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StackWithBonuses.h
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ThreatMap.h
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)
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assign_source_group(${battleAI_SRCS} ${battleAI_HEADERS})
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if(ANDROID) # android compiles ai libs into main lib directly, so we skip this library and just reuse sources list
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return()
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endif()
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add_library(BattleAI SHARED ${battleAI_SRCS} ${battleAI_HEADERS})
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target_link_libraries(BattleAI vcmi)
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vcmi_set_output_dir(BattleAI "AI")
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set_target_properties(BattleAI PROPERTIES ${PCH_PROPERTIES})
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cotire(BattleAI)
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install(TARGETS BattleAI RUNTIME DESTINATION ${AI_LIB_DIR} LIBRARY DESTINATION ${AI_LIB_DIR})
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