hedgewars/uAI.pas
Thu, 25 Jun 2020 17:44:22 +0200 Wuzzy Teach AI to use laser sight
Wed, 24 Jun 2020 20:16:02 +0200 Wuzzy Fix AI thread erroring out when there are no targets
Sat, 06 Jun 2020 23:40:29 +0200 Wuzzy Teach AI to use drill strike
Sat, 06 Jun 2020 20:51:12 +0200 Wuzzy AI: Refactor bounce handling
Sat, 06 Jun 2020 20:22:57 +0200 Wuzzy Teach AI to set minimum mine bounce for improved aiming
Sat, 06 Jun 2020 16:09:16 +0200 Wuzzy Teach AI to spam extra time if infinite
Tue, 24 Dec 2019 12:46:23 -0500 nemo disable fall tracing for cheese. it will probably be incorrect.
Mon, 07 Oct 2019 14:18:31 +0200 Wuzzy Make sure AI doesn't skip after collecting ammo. Fixes bug 796
Tue, 27 Aug 2019 08:41:48 +0200 unC0Rr Prevent leaking of thread objects
Wed, 23 Jan 2019 03:46:32 +0100 Wuzzy Fix AI trying to use tardis during multishoot
Mon, 14 Jan 2019 12:35:32 -0500 nemo branch merge
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
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