hedgewars/uAIMisc.pas
Tue, 07 May 2013 14:59:30 -0400 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 21:58:42 -0400 nemo *sigh*
Sat, 04 May 2013 21:56:04 -0400 nemo oops
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Sat, 04 May 2013 13:58:18 -0400 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
Sat, 04 May 2013 08:16:50 -0400 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.
Fri, 03 May 2013 23:46:15 -0400 nemo oops
Fri, 03 May 2013 22:18:23 -0400 nemo try to guess at barrel state. prob should flag it..
Fri, 03 May 2013 21:38:16 -0400 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)
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.
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.
Sun, 08 Jul 2012 10:35:40 -0400 nemo Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
Mon, 25 Jun 2012 10:16:19 +0400 unc0rr oops
Sun, 24 Jun 2012 22:37:44 +0400 unc0rr Fix completely broken RateHammer
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 16:51:56 -0400 nemo Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
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.
Fri, 01 Jun 2012 12:42:44 +0400 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.
Thu, 31 May 2012 12:52:31 -0400 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Thu, 10 May 2012 22:55:13 +0400 unc0rr More definitions and mess with pascal code
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Sat, 28 Apr 2012 18:56:31 +0200 sheepluva license header year range adjustments
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Wed, 14 Mar 2012 21:12:04 -0400 nemo Allow RC plane to go through portals
Tue, 13 Mar 2012 22:25:43 -0400 nemo Add fall damage
Tue, 13 Mar 2012 21:51:50 -0400 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
Tue, 13 Mar 2012 00:05:03 -0400 nemo Minimise another sqrt check.
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