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hedgewars/uAIMisc.pas
2014-01-21
koda
partial merge of the webgl branch
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2014-01-17
sheepluva
update copyright to 2014
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2014-01-04
unc0rr
merge default
webgl
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2013-11-20
nemo
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
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2013-06-09
koda
update with default
webgl
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2013-06-05
sheepluva
fixed all engine compilation hints and notes (that I could see)
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2013-06-04
koda
parsing ok, stops at uGears
webgl
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2013-06-04
koda
update branch
webgl
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2013-05-29
unc0rr
bump copyright year for Andrey entries
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2013-05-10
nemo
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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2013-05-10
nemo
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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2013-05-09
nemo
oops
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2013-05-09
nemo
*sigh* freakin "with"
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2013-05-07
nemo
remove redundant abs, and some incorrect 1+ to damage
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2013-05-07
nemo
☹
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2013-05-07
nemo
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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2013-05-06
nemo
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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2013-05-05
nemo
*sigh*
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2013-05-05
nemo
oops
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2013-05-04
nemo
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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2013-05-04
nemo
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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2013-05-04
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.
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2013-05-04
nemo
oops
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2013-05-04
nemo
try to guess at barrel state. prob should flag it..
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2013-05-04
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)
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2013-05-04
nemo
trying to make AI aware of mine/explosive break point. also remove redundant test.
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2013-05-03
nemo
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
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2013-05-03
nemo
Make hogs aware of dud mines and explosives. Still a bit more needed.
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2013-04-27
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.
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2013-04-20
koda
update 0.9.19 with dev branch
0.9.19
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