hedgewars/uAI.pas
2015-11-11 sheepluva add pchar casts to make pas2c happy sdl2transition
2015-11-10 sheepluva merge default sdl2transition
2015-11-10 sheepluva drop support for SDL 1.2 sdl2transition
2015-08-10 sheepluva more copyright fixes
2014-11-17 sheepluva some whitespace fixes
2014-04-28 unc0rr Don't activate invulnerability/vampirism between shots of multiattack weapon
2014-02-28 unc0rr AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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
2014-02-03 unc0rr - Cut actions array instead of performing full copy, when it is possible
2014-01-28 unc0rr AI always activates invulnerability and extra damage if it has them
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
2013-12-24 nemo quick sanity change for AI + zerog
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
2013-07-06 koda use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-16 unc0rr Best level AI should maximize the score at all costs.
2013-05-07 unc0rr IFDEF that score expectation logging
2013-05-05 nemo pass the target
2013-05-02 unc0rr Make AI more active in multiattack game mode
2013-04-26 unc0rr Don't use writeln in ai thread (from rdd4035ee0f12), this causes crashes. Fixes issue 617.
2013-04-14 koda let's go with what nemo suggests
2013-04-13 koda let's try to kill the thread right away and protect the thread variable with a mutex
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
2013-04-05 koda use SDL_Threads everywhere
2013-04-02 koda update webgl branch webgl
2013-03-06 nemo skip frozen hogs in switch
2012-11-21 koda updated branch webgl
2012-11-15 unc0rr Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-13 unc0rr Some tweaks to AI
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)
2012-10-22 unc0rr Mark places where tried to jump, avoid too much of thinking
2012-07-27 unc0rr oops
2012-07-27 unc0rr Fix edge case problems with sniper rifle
2012-07-26 unc0rr No more AI jumping lulz
2012-07-25 unc0rr merge
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 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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.
2012-07-12 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.
2012-06-14 unc0rr AI loves to jump
2012-06-09 nemo disable this debug too
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 - 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
2012-06-01 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.
2012-05-25 unc0rr - Fix some AI stupidness factors
2012-05-13 nemo AI can't use cWindSpeedf since it now does a smooth transition
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
2012-05-02 koda marked a couple of functions as inline
2012-05-01 koda breaking news, we don't support typed consts anymore
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.
2012-02-26 nemo don't use currenthedgehog
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.
2011-11-28 Xeli typo... >,<
2011-11-28 Xeli added a switch USE_SDLTHREADS
2011-11-24 Xeli removed extra endif
2011-11-24 koda GSoC 2011: Android port - merged mainstream
2011-11-18 unc0rr Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
2011-11-17 unc0rr Make AI use switcher when:
2011-11-17 unc0rr - Move actions stack out of Walk procedure
2011-11-14 Xeli merge hedgeroid
2011-11-14 Xeli first part of the new downloader implementation hedgeroid
2011-11-12 koda slight cleanup, fix compiling with sdl-1.2 hedgeroid
2011-11-12 Xeli and now it even works for sdl12 \o/ hedgeroid
2011-11-12 Xeli use the new SDL_CreateThread call hedgeroid
2011-11-12 Xeli merge...i think hedgeroid
2011-11-10 unc0rr Improve parsing of complex references like "a^[b[c], d]"
2011-09-25 koda code working on ios now hedgeroid
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-08-19 Xeli merge hedgeroid
2011-08-19 unc0rr Remove PosInStack function, as bots behave better (they search more positions) without it
2011-08-09 Xeli removed prints hedgeroid
2011-08-09 Xeli AI thread is now an SDL_Thread rather than pthread hedgeroid
2011-08-04 Xeli merge hedgeroid
2011-07-05 Xeli merge hedgeroid
2011-07-07 unc0rr This seems to be a much better place
2011-07-05 unc0rr This should improve performance on singlecore computers
2011-07-04 unc0rr Remove logging (was added for debugging, could lead to a crash due to lack of synchronization)
2011-06-21 Xeli First commit.. hedgeroid
2011-04-19 unc0rr Fix test for water in airstrike handler
2011-04-19 unc0rr Fix AI trying to turn around in targeting mode
2011-04-16 unc0rr Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
2011-03-01 koda Happy 2011 :)
2011-02-01 koda addfilelog <3 debugfile
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 unC0Rr Introduce uCommands.pas
2010-11-18 nemo remove some more PHedgehog casts
2010-11-17 unc0rr uTeams
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
2010-11-09 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
2010-11-08 koda this time i got it right, i'm sure of it; TEST ANYWAYS
2010-11-07 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
2010-11-07 koda revamp gamemodes section in the ifrontend and update ios game modes
2010-11-07 koda err better wait after relase for this one
2010-11-07 koda move turnstime and minestime * 1000 outside frontend and place it in engine
2010-09-22 smaxx Engine:
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-07-03 koda a couple of fixes i missed previously
2010-07-03 koda further code cleanup and less redundancy
2010-05-02 smxx Engine:
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
2010-03-06 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
2009-11-20 koda revamped file access and debug display
2009-11-09 unc0rr - Formatting changes
2009-11-06 unc0rr AI knows what artillery mode is
2009-11-05 koda move compiler directives to standard pascal
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