hedgewars/uAI.pas
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.
Thu, 14 Jun 2012 16:35:36 +0400 unc0rr AI loves to jump
Sat, 09 Jun 2012 17:15:45 -0400 nemo disable this debug too
Sat, 09 Jun 2012 17:05:16 +0400 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.
Fri, 08 Jun 2012 18:03:44 +0400 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
Mon, 04 Jun 2012 22:43:56 +0400 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
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.
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sun, 11 Mar 2012 20:12:31 -0400 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.
Sun, 26 Feb 2012 18:13:26 -0500 nemo don't use currenthedgehog
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