hedgewars/uAIMisc.pas
2014-12-08 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.
2014-11-17 sheepluva some whitespace fixes
2014-07-05 sheepluva WIP: weSea tweaks, functional and visual
2014-02-28 unc0rr AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
2014-02-14 unc0rr What about exact value?
2014-02-04 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
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-11-20 nemo return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
2013-06-09 koda update with default webgl
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
2013-05-10 nemo I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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.
2013-05-09 nemo oops
2013-05-09 nemo *sigh* freakin "with"
2013-05-07 nemo remove redundant abs, and some incorrect 1+ to damage
2013-05-07 nemo
2013-05-07 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
2013-05-06 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
2013-05-05 nemo *sigh*
2013-05-05 nemo oops
2013-05-04 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
2013-05-04 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
2013-05-04 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.
2013-05-04 nemo oops
2013-05-04 nemo try to guess at barrel state. prob should flag it..
2013-05-04 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)
2013-05-04 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
2013-05-03 nemo only rate subs if significant. still very much need correct fall+damage esp given different knocks.
2013-05-03 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
2013-04-27 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.
2013-04-20 koda update 0.9.19 with dev branch 0.9.19
2013-04-10 jaree Change collision detection with current hedgehog
2013-04-07 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
2013-04-04 jaree Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
2013-04-02 koda update webgl branch webgl
2013-03-28 Urbertar Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
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
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
2012-11-07 unc0rr Try to beat AI in Mutant!
2012-10-28 koda cleanup in initEverything and freeEverything
2012-10-22 unc0rr Track targets better in multiattack mode
2012-09-29 unc0rr Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
2012-09-27 unc0rr Fix some hints
2012-09-02 nemo perf tweak
2012-08-03 unc0rr TestKamikaze, needs polishing
2012-07-25 unc0rr merge
2012-07-25 unc0rr Commit commented out code which I used to debug AI walking
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 Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
2012-07-25 unc0rr Some tiny improvements to AI walking algorythm
2012-07-25 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-12 unc0rr Don't consider moving hedgehogs in place rating in after attack mode
2012-07-12 nemo Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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.
2012-07-08 nemo Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
2012-06-25 unc0rr oops
2012-06-24 unc0rr Fix completely broken RateHammer
2012-06-24 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
2012-06-09 nemo Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
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.
2012-06-01 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.
2012-05-31 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31 unc0rr Improve TestWhip
2012-05-10 unc0rr More definitions and mess with pascal code
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)
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-04-28 sheepluva license header year range adjustments
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-03-15 nemo Allow RC plane to go through portals
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.
2012-03-13 nemo Minimise another sqrt check.
2012-03-12 unc0rr Avoid local rate minimums around hog (within 15 pixels). Not tested.
2012-03-12 unc0rr Compatibility
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 Hm. Score was a bit too much, AI was doing suicidal things.
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 unc0rr Fix silliness
2012-03-11 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
2012-03-11 nemo Minor optimisation for AI to cut down on hwSqrt calls
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
2011-11-18 nemo Only make AI avoid damaged dead mines and dangerously smoking barrels once the attack is finished.
2011-11-13 nemo Make AI avoid barrels the more they are damaged
2011-10-02 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-12 nemo fix for issue #139
2011-08-22 unc0rr Implement TestHammer which makes sense
2011-08-22 unc0rr Make AI aware of damage modifiers
2011-08-20 nemo teach AI about sticky mines
2011-07-27 unc0rr Remove unneeded variable
2011-07-26 unc0rr Make AI much more wise (fix a bug preventing AI to explore caves)
2011-06-21 unc0rr Don't stick to enemies when there are more than 2 clans
2011-03-02 nemo Try to make AI aware of dud mines by clearing gstAttacking on dud, and adding some rules on mine health/damage/dud probability to AI weighting.
2011-03-01 koda Happy 2011 :)
2010-11-21 unc0rr uDebug
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-18 nemo remove some more PHedgehog casts
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
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
2010-09-22 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-05-02 smxx Engine:
2010-04-27 mbait Teleport AI:
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
2010-03-21 unc0rr In pascal unit is a namespace
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.
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-01-26 koda complete the replacement of init/free wrappers for every unit
2010-01-14 koda makes freepascal code compatible with OBJFPC mode
2009-11-11 nemo AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
2009-11-05 koda move compiler directives to standard pascal
2009-10-25 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
2009-09-10 nemo Strip trailing spaces
2009-04-03 unc0rr Some AI tweaks by imcold
2009-02-15 unc0rr Fix array overflow
2009-01-25 unc0rr Apply nemo's world resize patch
2008-11-28 unc0rr More delay after jump, less delay after small fall for hedgehog
2008-10-14 unc0rr Add more support for handling disconnects while playing (not fully tested)
2008-07-30 unc0rr - Some physics changes
2008-07-07 unc0rr Update copyright headers a bit
2008-06-17 unc0rr Fix warnings
2008-05-09 unc0rr Remove temporary debug messages
2008-05-09 unc0rr If there's more hedgehogs in AI's team than in others, then it will be less afraid to give damage to friend hedgehog
2008-04-27 unc0rr Update copyright info in source files headers
2007-08-16 unc0rr - Small fixes
2007-07-03 unc0rr - Introduce clans (teams with same color)
2007-07-02 unc0rr Convert teams list to array
2007-06-17 unc0rr - Get rid of ammoProp_AttackInFall and gstFalling
2007-05-07 unc0rr Bots know shotgun behavior better
2007-03-17 unc0rr - Get rid of operator := to have GPC support
2007-02-11 unc0rr AI thinks in separate thread
2007-02-05 unc0rr Update copyright information
2007-01-28 unc0rr AI works properly
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.
2006-10-08 unc0rr Bots are in the same thread as game. Fixes FreePascal issues.
2006-10-05 unc0rr Relicense to GPL
2006-09-03 unc0rr Implement bot levels
2006-08-11 unc0rr Small fixes for better FPC compatibility
2006-08-06 unc0rr Get rid of x86 assembler when using fpc
2006-08-05 unc0rr - Fixed compilation
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
2006-07-11 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
2005-08-23 unc0rr - set svn:eol-style to native
2005-08-22 unc0rr Add current sources.
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