hedgewars/uAIMisc.pas
Tue, 22 Aug 2023 08:35:46 +0200 unC0Rr Merge default transitional_engine
Fri, 16 Jun 2023 21:06:46 +0200 unC0Rr Fix off-by-1 error leading to crash
Tue, 03 Jan 2023 12:05:59 +0100 unC0Rr Use LandPixels array allocate in hwengine-future library transitional_engine
Mon, 02 Jan 2023 15:59:26 +0100 unC0Rr Introduce hwengine-future library, use Land allocated in it transitional_engine
Thu, 22 Oct 2020 12:50:24 +0200 unC0Rr Fix some problems caught by C compiler
Sun, 19 Jul 2020 11:20:20 +0200 Wuzzy AI: Fix bad AI collision checks
Sat, 18 Jul 2020 23:53:14 +0200 Wuzzy Fix some incorrect AI collision checks
Fri, 17 Jul 2020 02:51:25 +0200 Wuzzy AI: Update list of gears that trigger activity
Mon, 06 Jul 2020 16:55:35 +0200 Wuzzy AI: No longer afraid of heights if invulnerable
Mon, 06 Jul 2020 14:51:24 +0200 Wuzzy AI: Add aiGravity and aiGravityf variables
Mon, 06 Jul 2020 01:46:22 +0200 Wuzzy Teach AI how to use resurrector
Fri, 12 Jun 2020 00:20:47 +0200 Wuzzy Teach AI to use seduction
Mon, 08 Jun 2020 20:40:04 +0200 Wuzzy AI: Tweak piano test
Mon, 08 Jun 2020 19:45:11 +0200 Wuzzy AI: Remove own gear from explosion/shove checks in kami/piano test
Sun, 01 Sep 2019 10:37:16 +0200 unc0rr Set dX sign early so jump calculations always get correct value
Tue, 27 Aug 2019 14:37:39 +0200 unC0Rr Fix a couple more uses of uninitialized variables
Mon, 26 Aug 2019 12:36:07 +0200 unC0Rr Fix usage of wrong (and uninitialized) variable
Mon, 08 Apr 2019 02:22:51 +0200 Wuzzy Computer hog no longer walks into player-placed mines if >= 90% duds
Mon, 14 Jan 2019 12:35:32 -0500 nemo branch merge
Mon, 14 Jan 2019 12:34:47 -0500 nemo ai improvements are release branch safe 0.9.25
Tue, 01 Jan 2019 02:25:18 +0100 unc0rr - Bots activate extra time if needed
Wed, 21 Nov 2018 15:26:54 -0500 nemo flag crates since waste of time for mutant.
Thu, 15 Nov 2018 15:39:59 -0500 nemo more seems to work better?
Thu, 15 Nov 2018 15:12:18 -0500 nemo adding X offset seems to improve chance of drownings
Fri, 17 Aug 2018 20:13:33 -0400 nemo basic AI bazooka wrapping.
Wed, 11 Jul 2018 18:13:52 +0200 Wuzzy Fix aihDoesntMatter still being attacked with air attack
Wed, 11 Jul 2018 17:13:25 +0200 Wuzzy Fix aihDoesntMatter not applying to hammer and shover
Tue, 10 Jul 2018 18:00:04 +0200 Wuzzy Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
Mon, 08 Dec 2014 10:14:47 -0500 nemo nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
Mon, 17 Nov 2014 15:25:24 +0100 sheepluva some whitespace fixes
Sat, 05 Jul 2014 20:15:56 +0200 sheepluva WIP: weSea tweaks, functional and visual
Fri, 28 Feb 2014 13:55:16 +0400 unc0rr AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
Fri, 14 Feb 2014 13:55:13 +0400 unc0rr What about exact value?
Tue, 04 Feb 2014 19:45:22 +0100 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Sat, 04 Jan 2014 23:55:54 +0400 unc0rr merge default webgl
Tue, 19 Nov 2013 22:15:40 -0500 nemo return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Wed, 05 Jun 2013 16:28:30 +0200 sheepluva fixed all engine compilation hints and notes (that I could see)
Tue, 04 Jun 2013 23:56:17 +0200 koda parsing ok, stops at uGears webgl
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Thu, 09 May 2013 23:21:06 -0400 nemo I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
Thu, 09 May 2013 23:11:56 -0400 nemo Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
Thu, 09 May 2013 18:19:17 -0400 nemo oops
Thu, 09 May 2013 09:02:06 -0400 nemo *sigh* freakin "with"
Tue, 07 May 2013 15:43:34 -0400 nemo remove redundant abs, and some incorrect 1+ to damage
Tue, 07 May 2013 15:34:36 -0400 nemo
Tue, 07 May 2013 14:59:30 -0400 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 21:58:42 -0400 nemo *sigh*
Sat, 04 May 2013 21:56:04 -0400 nemo oops
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Sat, 04 May 2013 13:58:18 -0400 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
Sat, 04 May 2013 08:16:50 -0400 nemo Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
Fri, 03 May 2013 23:46:15 -0400 nemo oops
Fri, 03 May 2013 22:18:23 -0400 nemo try to guess at barrel state. prob should flag it..
Fri, 03 May 2013 21:38:16 -0400 nemo ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
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