hedgewars/uAIAmmoTests.pas
2013-12-24 nemo quick sanity change for AI + zerog
2013-12-13 unc0rr - /owner command to specify team owner
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-11-29 unc0rr Quick and simple dynamite AI without precalculated retreat and without accurate dynamite physics model (no bounce). Still does pretty well, using it mostly off cliffs.
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-07 unc0rr - AI quickly shoots with desert eagle till hits the target
2013-06-09 koda update with default webgl
2013-06-07 unc0rr Fix more warnings (lol @ icegun "consts")
2013-06-05 sheepluva fixed all engine compilation hints and notes (that I could see)
2013-06-04 koda parsing ok, stops at uGears webgl
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-16 unc0rr Fix mortar's scoring
2013-05-16 nemo trying to prevent the AI from attacking barrels. feedback on this welcome.
2013-05-11 nemo I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
2013-05-10 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.
2013-05-05 nemo pass the target
2013-05-04 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
2013-05-03 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
2013-04-20 koda update 0.9.19 with dev branch 0.9.19
2013-04-11 unc0rr Reduce AI skills more on high Level values
2013-04-10 jaree Change collision detection with current hedgehog
2013-04-05 nemo drill test tweak based on watching AI play
2013-04-02 unc0rr Fixes to make pas2c parse this webgl
2013-04-02 koda update webgl branch webgl
2013-03-31 nemo Unbreak lua localisation, fix untranslated login prompt, update translations.
2013-03-30 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
2013-03-26 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
2013-03-18 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-01-26 koda update branch webgl
2013-01-10 martin_bede Fix tons of warnings
2012-12-25 koda update branch with default webgl
2012-12-01 deepdog GCI2012: Remove Structure Weapon Code
2012-11-21 koda updated branch webgl
2012-11-15 unc0rr Pretend AI knows how to use drill rocket (actually has no idea of drilling)
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-08 unc0rr Various tweaks to recent AI change
2012-10-29 unc0rr Improve TestSniperRifle a bit
2012-10-22 unc0rr - Fix desyncs triggered by AI
2012-10-22 unc0rr Check cake and air attack again if walked far from initial position (not tested)
2012-10-16 unc0rr Tweak TestDesertEagle. Bots should prefer direct shots to shots through land now, but I didn't test that yet.
2012-10-13 unc0rr Fix crasher in TestCake
2012-10-08 nemo A bit more on the knife. Also add missing files to CMakeLists
2012-10-01 unc0rr - Fix warnings and hints
2012-09-27 unc0rr Fix some hints
2012-09-04 unc0rr Fix some warnings
2012-08-29 sheepluva remove a redundant assignment; whitespace fixes
2012-08-05 nemo no cake for youuuuu
2012-08-05 nemo oops
2012-08-04 nemo Fix kamikaze crasher. Handle overlapping hogs case.
2012-08-03 unc0rr TestKamikaze, needs polishing
2012-07-26 unc0rr Better prediction of cluster, melon, and whip
2012-07-25 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)
2012-07-25 unc0rr Adjust firepunch and bat consts yet again
2012-07-24 unc0rr Prefer to bat enemy away dealing the same amount of damage
2012-07-21 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
2012-07-18 unc0rr Start TestCake
2012-07-12 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.
2012-07-07 nemo Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
2012-06-24 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
2012-06-09 unc0rr TestBaseballBat
2012-06-09 unc0rr - Adjust some consts so whip and firepunch work perfectly
2012-06-09 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.
2012-06-09 nemo Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
2012-06-09 unc0rr - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
2012-06-08 unc0rr New bright and shiny TestFirepunch which actually works
2012-06-08 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
2012-06-04 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
2012-05-31 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31 unc0rr Improve TestWhip
2012-05-28 unc0rr Some improvements to pas2c
2012-05-25 unc0rr - Fix some AI stupidness factors
2012-05-13 nemo AI can't use cWindSpeedf since it now does a smooth transition
2012-05-10 unc0rr More definitions and mess with pascal code
2012-05-02 nemo Initial stub for freezer
2012-05-02 koda marked a couple of functions as inline
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-04-19 unc0rr Some more progress with pas2c
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-04-11 unc0rr Simplify converter's life
2012-03-14 nemo Add fall damage
2012-03-14 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
2012-03-12 nemo Change rest of AI tests to floats, reenable snowball
2012-03-12 nemo Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
2012-03-12 nemo small tweak. make drowning prefer higher health hogs
2012-03-12 nemo Teach AI to drown with shotgun too
2012-03-12 nemo Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
2012-03-11 nemo Add drowning to grenade too, try some little optimisations
2012-03-11 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-01 unc0rr - Improve renderer a bit, disallow nested functions
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-09-16 nemo AI insists on using snowball for digging. Until that is prevented, remove snowball
2011-08-22 unc0rr Implement TestHammer which makes sense
2011-08-22 unc0rr Make AI aware of damage modifiers
2011-04-19 unc0rr Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
2011-04-17 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
2011-04-17 nemo Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
2011-03-19 nemo Landgun, first pass. At sdw's request.
2011-03-01 koda Happy 2011 :)
2011-01-29 Henek added dummy for tardis and ugly icons for tardis and structure
2011-01-29 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
2010-12-20 nemo add AI routine
2010-12-20 nemo Snowball weapon
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-11-13 nemo merge 0.9.14 back into trunk
2010-11-13 nemo tweak cluster test to reduce AI fail a bit, also weaking its overal rating. 0.9.14
2010-11-12 koda drillstrike! might require the drill patch to improve behavior
2010-11-09 nemo compensate a bit for the reduction in power by increasing target height, avoids bouncing off terrain.
2010-11-07 unc0rr Fix some warnings
2010-10-11 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
2010-10-07 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
2010-09-10 smaxx Engine:
2010-09-02 smaxx Engine:
2010-08-14 koda disable AI teleport
2010-08-03 smaxx Engine:
2010-08-02 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-07-26 smaxx Engine:
2010-05-19 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
2010-05-06 mbait Teleport AI:
2010-05-06 mbait Teleport AI:
2010-05-06 mbait Teleport AI:
2010-05-02 smxx Engine:
2010-05-01 sheepluva * added some comments
2010-04-30 mbait Gas grenade:
2010-04-28 mbait Teleport AI:
2010-04-27 mbait Teleport AI:
2010-04-27 mbait Teleport AI:
2010-04-16 smxx Engine:
2010-04-15 nemo Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
2010-04-01 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
2010-03-26 smxx Engine:
2010-03-26 nemo Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
2010-03-18 nemo Adjust increment since there is no timer
2010-03-18 nemo Adjust tests for cluster and watermelon, add molotov, assign FP test to whip, try to keep AI from attempting fire walking.
2010-03-12 nemo Same approach for cluster bomb.
2010-03-11 nemo Crude copy of grenade routine to allow AI to use watermelon bomb with reasonable lethalness.
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-01-14 koda makes freepascal code compatible with OBJFPC mode
2009-11-20 koda revamped file access and debug display
2009-11-11 nemo AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
2009-10-15 nemo Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
2009-09-10 nemo Strip trailing spaces
2009-09-08 nemo Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
2009-06-21 nemo Initial attempt at jetpack. Pluses, more like lunar lander (takes fall damage). Minuses, can't seem to cancel it or use alt weapon
2009-05-03 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
2009-04-30 unc0rr nemo's great patch:
2009-04-03 unc0rr Some AI tweaks by imcold
2009-03-02 unc0rr laser beam by nemo reworked a bit by me
2009-03-01 unc0rr 4 utilities by nemo
2009-01-25 unc0rr Apply nemo's world resize patch
2009-01-17 unc0rr RC Plane
2009-01-08 unc0rr Ballsgun
2009-01-02 unc0rr Drill rocket
2008-11-22 unc0rr Quick and dirty napalm implementation
2008-09-28 unc0rr Prevent AI to damage a teammate when trying to dig with firepunch (patch not tested)
2008-09-28 unc0rr Predefined team can have customized hat
2008-09-28 unc0rr Bot could use firepunch if it doesn't find anything else useful, and it has land above his head
2008-09-18 unc0rr Add Hellish bomb weapon
2008-09-18 unc0rr Add watermelon weapon (without proper sprites yet)
2008-08-16 unc0rr Start seduction weapon implementation
2008-08-08 unc0rr Disallow AI to hurts itself with mortar (in quite rare cases it tries to shoot directly up)
2008-07-25 unc0rr First implementation of the Cake weapon
2008-07-25 unc0rr Stubs for spider weapon
2008-07-07 unc0rr Update copyright headers a bit
2008-06-23 unc0rr Make engine compilable without debugging on
2008-06-17 unc0rr Fix warnings
2008-06-17 unc0rr Fix AI mortar bugs
2008-06-16 unc0rr - Bots can use mortar
2008-06-09 unc0rr Prepare for new weapon 'Kamikaze'
2008-05-10 unc0rr Implement whip weapon
2008-05-10 unc0rr Initial implementation of mortar
2008-04-27 unc0rr Update copyright info in source files headers
2008-01-20 unc0rr - Remove debug
2008-01-20 unc0rr Some debug stuff
2007-07-13 unc0rr Bots aims not directly at the center of enemy hedgehog
2007-07-12 unc0rr Only bots of 1-3 level use AirAttack weapon
2007-07-01 unc0rr - Better randomness of placing hedgehogs on the land
2007-06-03 unc0rr - Fix some bugs
2007-05-24 unc0rr Teleportation tool
2007-05-07 unc0rr Bots know shotgun behavior better
2007-03-17 unc0rr - Get rid of operator := to have GPC support
2007-02-13 unc0rr Fix bugs:
2007-02-12 unc0rr Fix AI using shotgun and Desert Eagle
2007-02-11 unc0rr Many small improvements
2007-02-11 unc0rr AI thinks in separate thread
2007-02-07 unc0rr Construction tool
2007-02-05 unc0rr Update copyright information
2007-01-28 unc0rr AI works properly
2007-01-28 unc0rr - UFO smokes
2007-01-27 unc0rr integer -> LongInt
2007-01-27 unc0rr - Repair bots: they can walk and use bazooka, possible cannot jump (why?)
2007-01-26 unc0rr AI compiles, but doesn't work
2007-01-21 unc0rr Fixed-point arithmetics in engine.
2006-12-17 unc0rr First implementation of Blow Torch
2006-11-29 unc0rr Mine Strike weapon
2006-11-23 unc0rr - Health tags over drowned hedgehogs
2006-10-28 unc0rr Parachute
2006-10-16 unc0rr - New crosshair
2006-10-05 unc0rr Relicense to GPL
2006-09-11 unc0rr - Many fixes to AI
2006-09-09 unc0rr - Small fix for AI
2006-09-03 unc0rr Implement bot levels
2006-08-11 unc0rr Small fixes for better FPC compatibility
2006-08-11 unc0rr - Many type fixes
2006-07-23 unc0rr - New fort
2006-07-20 unc0rr - Fixed bug with hedgehog under water using rope
2006-07-16 unc0rr - New test map
2006-07-12 unc0rr Cluster bomb
2006-07-11 unc0rr - New First Aid powerup
2006-07-08 unc0rr - Unicode support for team and hedgehogs names
2006-06-28 unc0rr - Changed falling damage scoring
2006-06-23 unc0rr - Many AI improvements
2006-06-20 unc0rr Many AI improvements, bots do think in separate thread
2006-06-14 unc0rr - Start AI rewrite
2006-01-19 unc0rr - Fixed bubble theme object
2006-01-15 unc0rr - Get rid of hwserv and runhelper
2006-01-15 unc0rr - Teams health bars sorting
2006-01-12 unc0rr - New /skip command
2006-01-09 unc0rr - Fixed console behavior
2006-01-07 unc0rr - Increased FPS
2006-01-05 unc0rr - Properly get seed in net game
2005-09-03 unc0rr - Mine weapon
2005-08-23 unc0rr - set svn:eol-style to native
2005-08-22 unc0rr Add current sources.
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