Sun, 17 Mar 2013 14:09:54 -0400 |
nemo |
Add some flags for a few of the magic Land values
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Thu, 08 Nov 2012 17:18:49 +0400 |
unc0rr |
Various tweaks to recent AI change
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Wed, 07 Nov 2012 13:23:18 +0400 |
unc0rr |
Try to beat AI in Mutant!
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Sun, 28 Oct 2012 04:28:39 +0100 |
koda |
cleanup in initEverything and freeEverything
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Mon, 22 Oct 2012 14:39:49 +0400 |
unc0rr |
Track targets better in multiattack mode
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Sat, 29 Sep 2012 19:26:18 +0400 |
unc0rr |
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
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Fri, 28 Sep 2012 00:51:04 +0400 |
unc0rr |
Fix some hints
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Sun, 02 Sep 2012 11:44:59 -0400 |
nemo |
perf tweak
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Fri, 03 Aug 2012 16:58:49 +0400 |
unc0rr |
TestKamikaze, needs polishing
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Wed, 25 Jul 2012 22:46:03 +0400 |
unc0rr |
merge
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Wed, 25 Jul 2012 16:31:34 +0400 |
unc0rr |
Commit commented out code which I used to debug AI walking
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Wed, 25 Jul 2012 16:24:30 +0400 |
unc0rr |
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
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Wed, 25 Jul 2012 22:36:39 +0400 |
unc0rr |
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
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Wed, 25 Jul 2012 12:29:53 +0400 |
unc0rr |
Some tiny improvements to AI walking algorythm
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Wed, 25 Jul 2012 10:56:14 -0400 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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Fri, 13 Jul 2012 01:07:53 +0400 |
unc0rr |
Don't consider moving hedgehogs in place rating in after attack mode
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Thu, 12 Jul 2012 06:19:32 -0400 |
nemo |
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Sun, 08 Jul 2012 10:35:40 -0400 |
nemo |
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
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Mon, 25 Jun 2012 10:16:19 +0400 |
unc0rr |
oops
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Sun, 24 Jun 2012 22:37:44 +0400 |
unc0rr |
Fix completely broken RateHammer
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Sat, 23 Jun 2012 23:04:06 -0400 |
nemo |
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
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Sat, 09 Jun 2012 16:51:56 -0400 |
nemo |
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
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Sat, 09 Jun 2012 21:31:26 +0400 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
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Sat, 09 Jun 2012 10:28:45 -0400 |
nemo |
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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Fri, 01 Jun 2012 12:42:44 +0400 |
unc0rr |
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
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Thu, 31 May 2012 12:52:31 -0400 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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