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
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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
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Tue, 13 Nov 2012 13:50:04 +0400 |
unc0rr |
Some tweaks to AI
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Mon, 22 Oct 2012 23:35:12 +0400 |
unc0rr |
- Fix desyncs triggered by AI
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Mon, 22 Oct 2012 21:24:38 +0400 |
unc0rr |
Check cake and air attack again if walked far from initial position (not tested)
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Mon, 22 Oct 2012 14:16:10 +0400 |
unc0rr |
Mark places where tried to jump, avoid too much of thinking
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Fri, 27 Jul 2012 11:41:16 +0400 |
unc0rr |
oops
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Fri, 27 Jul 2012 10:29:37 +0400 |
unc0rr |
Fix edge case problems with sniper rifle
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Thu, 26 Jul 2012 11:56:58 +0400 |
unc0rr |
No more AI jumping lulz
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Wed, 25 Jul 2012 22:46:03 +0400 |
unc0rr |
merge
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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)
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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.
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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.
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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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Thu, 14 Jun 2012 16:35:36 +0400 |
unc0rr |
AI loves to jump
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