hedgewars/uAIAmmoTests.pas
Sat, 04 Aug 2012 18:01:46 -0400 nemo Fix kamikaze crasher. Handle overlapping hogs case.
Fri, 03 Aug 2012 16:58:49 +0400 unc0rr TestKamikaze, needs polishing
Thu, 26 Jul 2012 11:56:43 +0400 unc0rr Better prediction of cluster, melon, and whip
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 12:28:14 +0400 unc0rr Adjust firepunch and bat consts yet again
Tue, 24 Jul 2012 16:12:41 +0400 unc0rr Prefer to bat enemy away dealing the same amount of damage
Sun, 22 Jul 2012 00:48:48 +0400 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.
Wed, 18 Jul 2012 23:02:14 +0400 unc0rr Start TestCake
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.
Sat, 07 Jul 2012 15:28:47 -0400 nemo Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
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.
Sat, 09 Jun 2012 23:35:55 +0400 unc0rr TestBaseballBat
Sat, 09 Jun 2012 21:31:26 +0400 unc0rr - Adjust some consts so whip and firepunch work perfectly
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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