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- set(VCAI_SRCS
- StdInc.cpp
- Pathfinding/AIPathfinderConfig.cpp
- Pathfinding/AIPathfinder.cpp
- Pathfinding/AINodeStorage.cpp
- Pathfinding/PathfindingManager.cpp
- Pathfinding/Actors.cpp
- Pathfinding/Actions/BattleAction.cpp
- Pathfinding/Actions/BoatActions.cpp
- Pathfinding/Actions/TownPortalAction.cpp
- Pathfinding/Rules/AILayerTransitionRule.cpp
- Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
- Pathfinding/Rules/AIMovementToDestinationRule.cpp
- Pathfinding/Rules/AIPreviousNodeRule.cpp
- AIUtility.cpp
- AIhelper.cpp
- ArmyManager.cpp
- HeroManager.cpp
- ResourceManager.cpp
- BuildingManager.cpp
- SectorMap.cpp
- BuildingManager.cpp
- MapObjectsEvaluator.cpp
- FuzzyEngines.cpp
- FuzzyHelper.cpp
- Goals/AbstractGoal.cpp
- Goals/BuildBoat.cpp
- Goals/Build.cpp
- Goals/BuildThis.cpp
- Goals/Explore.cpp
- Goals/GatherArmy.cpp
- Goals/GatherTroops.cpp
- Goals/BuyArmy.cpp
- Goals/AdventureSpellCast.cpp
- Goals/Win.cpp
- Goals/VisitTile.cpp
- Goals/VisitObj.cpp
- Goals/VisitHero.cpp
- Goals/CollectRes.cpp
- Goals/Trade.cpp
- Goals/RecruitHero.cpp
- Goals/Conquer.cpp
- Goals/ClearWayTo.cpp
- Goals/DigAtTile.cpp
- Goals/GetArtOfType.cpp
- Goals/FindObj.cpp
- Goals/CompleteQuest.cpp
- Goals/ExecuteHeroChain.cpp
- Engine/Nullkiller.cpp
- Engine/PriorityEvaluator.cpp
- Engine/DangerHitMapAnalyzer.cpp
- Behaviors/Behavior.cpp
- Behaviors/CaptureObjectsBehavior.cpp
- Behaviors/RecruitHeroBehavior.cpp
- Behaviors/BuyArmyBehavior.cpp
- main.cpp
- VCAI.cpp
- )
- set(VCAI_HEADERS
- StdInc.h
-
- Pathfinding/AIPathfinderConfig.h
- Pathfinding/AIPathfinder.h
- Pathfinding/AINodeStorage.h
- Pathfinding/PathfindingManager.h
- Pathfinding/Actors.h
- Pathfinding/Actions/ISpecialAction.h
- Pathfinding/Actions/BattleAction.h
- Pathfinding/Actions/BoatActions.h
- Pathfinding/Actions/TownPortalAction.h
- Pathfinding/Rules/AILayerTransitionRule.h
- Pathfinding/Rules/AIMovementAfterDestinationRule.h
- Pathfinding/Rules/AIMovementToDestinationRule.h
- Pathfinding/Rules/AIPreviousNodeRule.h
- AIUtility.h
- AIhelper.h
- ArmyManager.h
- HeroManager.h
- ResourceManager.h
- BuildingManager.h
- SectorMap.h
- BuildingManager.h
- MapObjectsEvaluator.h
- FuzzyEngines.h
- FuzzyHelper.h
- Goals/AbstractGoal.h
- Goals/CGoal.h
- Goals/Invalid.h
- Goals/BuildBoat.h
- Goals/Build.h
- Goals/BuildThis.h
- Goals/Explore.h
- Goals/GatherArmy.h
- Goals/GatherTroops.h
- Goals/BuyArmy.h
- Goals/AdventureSpellCast.h
- Goals/Win.h
- Goals/VisitTile.h
- Goals/VisitObj.h
- Goals/VisitHero.h
- Goals/CollectRes.h
- Goals/Trade.h
- Goals/RecruitHero.h
- Goals/Conquer.h
- Goals/ClearWayTo.h
- Goals/DigAtTile.h
- Goals/GetArtOfType.h
- Goals/FindObj.h
- Goals/CompleteQuest.h
- Goals/ExecuteHeroChain.h
- Goals/Goals.h
- Engine/Nullkiller.h
- Engine/PriorityEvaluator.h
- Engine/DangerHitMapAnalyzer.h
- Behaviors/Behavior.h
- Behaviors/CaptureObjectsBehavior.h
- Behaviors/RecruitHeroBehavior.h
- Behaviors/BuyArmyBehavior.h
- VCAI.h
- )
- assign_source_group(${VCAI_SRCS} ${VCAI_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(VCAI SHARED ${VCAI_SRCS} ${VCAI_HEADERS})
- if(FL_FOUND)
- target_include_directories(VCAI PUBLIC ${FL_INCLUDE_DIRS})
- else()
- target_include_directories(VCAI PUBLIC ${CMAKE_HOME_DIRECTORY}/AI/FuzzyLite/fuzzylite)
- endif()
- target_include_directories(VCAI PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
- if(FL_FOUND)
- target_link_libraries(VCAI PRIVATE ${FL_LIBRARIES} vcmi)
- else()
- target_link_libraries(VCAI PRIVATE fl-static vcmi)
- endif()
- vcmi_set_output_dir(VCAI "AI")
- set_target_properties(VCAI PROPERTIES ${PCH_PROPERTIES})
- cotire(VCAI)
- install(TARGETS VCAI RUNTIME DESTINATION ${AI_LIB_DIR} LIBRARY DESTINATION ${AI_LIB_DIR})
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