2012-11-08 |
unc0rr |
Various tweaks to recent AI change
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2012-11-07 |
unc0rr |
Try to beat AI in Mutant!
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2012-10-28 |
koda |
cleanup in initEverything and freeEverything
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2012-10-22 |
unc0rr |
Track targets better in multiattack mode
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2012-09-29 |
unc0rr |
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
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2012-09-27 |
unc0rr |
Fix some hints
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2012-09-02 |
nemo |
perf tweak
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2012-08-03 |
unc0rr |
TestKamikaze, needs polishing
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2012-07-25 |
unc0rr |
merge
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2012-07-25 |
unc0rr |
Commit commented out code which I used to debug AI walking
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2012-07-25 |
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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2012-07-25 |
unc0rr |
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
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2012-07-25 |
unc0rr |
Some tiny improvements to AI walking algorythm
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2012-07-25 |
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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2012-07-12 |
unc0rr |
Don't consider moving hedgehogs in place rating in after attack mode
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2012-07-12 |
nemo |
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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2012-07-12 |
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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2012-07-08 |
nemo |
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
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2012-06-25 |
unc0rr |
oops
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2012-06-24 |
unc0rr |
Fix completely broken RateHammer
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2012-06-24 |
nemo |
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
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2012-06-09 |
nemo |
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
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2012-06-09 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
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2012-06-09 |
nemo |
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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2012-06-01 |
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.
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2012-05-31 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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2012-05-31 |
unc0rr |
Improve TestWhip
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2012-05-10 |
unc0rr |
More definitions and mess with pascal code
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2012-05-02 |
koda |
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
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2012-05-02 |
koda |
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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2012-04-28 |
sheepluva |
license header year range adjustments
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2012-04-14 |
unc0rr |
Get rid of TGearsType to simplify pas2c
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2012-03-15 |
nemo |
Allow RC plane to go through portals
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2012-03-14 |
nemo |
Add fall damage
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2012-03-14 |
nemo |
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
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2012-03-13 |
nemo |
Minimise another sqrt check.
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2012-03-12 |
unc0rr |
Avoid local rate minimums around hog (within 15 pixels). Not tested.
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2012-03-12 |
unc0rr |
Compatibility
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2012-03-12 |
nemo |
Change rest of AI tests to floats, reenable snowball
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2012-03-12 |
nemo |
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
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2012-03-12 |
nemo |
Hm. Score was a bit too much, AI was doing suicidal things.
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2012-03-12 |
nemo |
small tweak. make drowning prefer higher health hogs
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2012-03-12 |
nemo |
Teach AI to drown with shotgun too
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2012-03-12 |
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.
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2012-03-11 |
nemo |
Add drowning to grenade too, try some little optimisations
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2012-03-11 |
unc0rr |
Fix silliness
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2012-03-11 |
nemo |
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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2012-03-11 |
nemo |
Minor optimisation for AI to cut down on hwSqrt calls
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2012-02-17 |
koda |
the most important commit of the year
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2012-01-17 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2011-12-01 |
unc0rr |
- Improve renderer a bit, disallow nested functions
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2011-11-18 |
nemo |
Only make AI avoid damaged dead mines and dangerously smoking barrels once the attack is finished.
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2011-11-13 |
nemo |
Make AI avoid barrels the more they are damaged
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2011-10-02 |
nemo |
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
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2011-09-24 |
unC0Rr |
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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2011-09-12 |
nemo |
fix for issue #139
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2011-08-22 |
unc0rr |
Implement TestHammer which makes sense
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2011-08-22 |
unc0rr |
Make AI aware of damage modifiers
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2011-08-20 |
nemo |
teach AI about sticky mines
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2011-07-27 |
unc0rr |
Remove unneeded variable
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