hedgewars/uAI.pas
Mon, 14 Jan 2019 12:34:47 -0500 nemo ai improvements are release branch safe 0.9.25
Tue, 01 Jan 2019 02:25:18 +0100 unc0rr - Bots activate extra time if needed
Tue, 01 Jan 2019 02:22:01 +0100 unc0rr - Never consider a bot in inf attacks mode being in after attack mode, helps action in inf attack
Sun, 18 Nov 2018 16:57:43 +0100 unc0rr AI is bazooka genius
Thu, 08 Mar 2018 23:36:16 +0100 Wuzzy AI: Don't use tardis when in multishoot and not inf attack
Wed, 07 Mar 2018 22:47:55 +0100 Wuzzy Add hedgehog effect heArtillery, allows to set per-hedgehog artillery mode
Fri, 20 Oct 2017 13:34:05 +0200 Wuzzy Increase chance for AI to use tardis over skip
Fri, 20 Oct 2017 13:27:48 +0200 Wuzzy AI player checks if it can use tardis before selecting it
Wed, 18 Oct 2017 05:28:22 +0200 Wuzzy AI hogs use timebox instead of skip if clueless what to do
Wed, 18 Oct 2017 03:39:01 +0200 Wuzzy AI doesn't use extra damage/vampirism/invulnerable again if already active
Mon, 16 May 2016 00:15:32 +0200 sheepluva remove another useless SysUtils include
Fri, 18 Mar 2016 13:27:30 -0400 nemo copypasta to make AI use vampirism too
Mon, 08 Feb 2016 14:58:36 +0300 unc0rr Fix one more crasher in early freeEverything call
Sun, 31 Jan 2016 16:07:14 +0300 unc0rr Bye-bye TryDo
Thu, 31 Dec 2015 16:26:21 +0300 unc0rr AI is pretty good at using Bee weapon
Wed, 11 Nov 2015 21:59:06 +0100 sheepluva add pchar casts to make pas2c happy sdl2transition
Tue, 10 Nov 2015 20:43:13 +0100 sheepluva merge default sdl2transition
Tue, 10 Nov 2015 17:45:14 +0100 sheepluva drop support for SDL 1.2 sdl2transition
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
Mon, 17 Nov 2014 15:25:24 +0100 sheepluva some whitespace fixes
Mon, 28 Apr 2014 19:01:08 +0400 unc0rr Don't activate invulnerability/vampirism between shots of multiattack weapon
Fri, 28 Feb 2014 13:55:16 +0400 unc0rr AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
Tue, 04 Feb 2014 19:45:22 +0100 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
Mon, 03 Feb 2014 13:52:47 +0400 unc0rr - Cut actions array instead of performing full copy, when it is possible
Tue, 28 Jan 2014 17:00:46 +0400 unc0rr AI always activates invulnerability and extra damage if it has them
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Sat, 04 Jan 2014 23:55:54 +0400 unc0rr merge default webgl
Tue, 24 Dec 2013 15:55:22 -0500 nemo quick sanity change for AI + zerog
Fri, 11 Oct 2013 17:43:13 +0200 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
Mon, 07 Oct 2013 23:36:40 +0400 unc0rr - AI quickly shoots with desert eagle till hits the target
Sat, 06 Jul 2013 19:29:18 +0200 koda use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Fri, 17 May 2013 00:06:01 +0400 unc0rr Best level AI should maximize the score at all costs.
Tue, 07 May 2013 23:37:03 +0400 unc0rr IFDEF that score expectation logging
Sat, 04 May 2013 21:40:52 -0400 nemo pass the target
Thu, 02 May 2013 21:55:03 +0400 unc0rr Make AI more active in multiattack game mode
Sat, 27 Apr 2013 00:09:50 +0400 unc0rr Don't use writeln in ai thread (from rdd4035ee0f12), this causes crashes. Fixes issue 617.
Sun, 14 Apr 2013 22:57:13 +0200 koda let's go with what nemo suggests
Sat, 13 Apr 2013 20:34:30 +0200 koda let's try to kill the thread right away and protect the thread variable with a mutex
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
Fri, 05 Apr 2013 18:25:23 +0200 koda use SDL_Threads everywhere
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Wed, 06 Mar 2013 13:03:11 -0500 nemo skip frozen hogs in switch
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Thu, 15 Nov 2012 13:58:49 +0400 unc0rr Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
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
Tue, 13 Nov 2012 13:50:04 +0400 unc0rr Some tweaks to AI
Mon, 22 Oct 2012 23:35:12 +0400 unc0rr - Fix desyncs triggered by AI
Mon, 22 Oct 2012 21:24:38 +0400 unc0rr Check cake and air attack again if walked far from initial position (not tested)
Mon, 22 Oct 2012 14:16:10 +0400 unc0rr Mark places where tried to jump, avoid too much of thinking
Fri, 27 Jul 2012 11:41:16 +0400 unc0rr oops
Fri, 27 Jul 2012 10:29:37 +0400 unc0rr Fix edge case problems with sniper rifle
Thu, 26 Jul 2012 11:56:58 +0400 unc0rr No more AI jumping lulz
Wed, 25 Jul 2012 22:46:03 +0400 unc0rr merge
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 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.
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, 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.
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