hedgewars/uAIMisc.pas
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Fri, 03 May 2013 07:52:57 -0400 nemo only rate subs if significant. still very much need correct fall+damage esp given different knocks.
Fri, 03 May 2013 07:28:08 -0400 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
Sat, 27 Apr 2013 16:56:50 -0400 nemo So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Wed, 10 Apr 2013 07:44:51 +0300 jaree Change collision detection with current hedgehog
Sun, 07 Apr 2013 16:35:48 -0400 nemo set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
Thu, 04 Apr 2013 10:44:03 +0300 jaree Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Thu, 28 Mar 2013 18:34:53 +0200 Urbertar Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
Tue, 26 Mar 2013 17:52:27 -0400 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
Mon, 18 Mar 2013 12:13:46 -0400 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.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
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
Thu, 08 Nov 2012 17:18:49 +0400 unc0rr Various tweaks to recent AI change
Wed, 07 Nov 2012 13:23:18 +0400 unc0rr Try to beat AI in Mutant!
Sun, 28 Oct 2012 04:28:39 +0100 koda cleanup in initEverything and freeEverything
Mon, 22 Oct 2012 14:39:49 +0400 unc0rr Track targets better in multiattack mode
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
Fri, 28 Sep 2012 00:51:04 +0400 unc0rr Fix some hints
Sun, 02 Sep 2012 11:44:59 -0400 nemo perf tweak
Fri, 03 Aug 2012 16:58:49 +0400 unc0rr TestKamikaze, needs polishing
Wed, 25 Jul 2012 22:46:03 +0400 unc0rr merge
Wed, 25 Jul 2012 16:31:34 +0400 unc0rr Commit commented out code which I used to debug AI walking
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)
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.
Wed, 25 Jul 2012 12:29:53 +0400 unc0rr Some tiny improvements to AI walking algorythm
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.
Fri, 13 Jul 2012 01:07:53 +0400 unc0rr Don't consider moving hedgehogs in place rating in after attack mode
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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