hedgewars/uAIMisc.pas
2012-11-08 unc0rr Various tweaks to recent AI change
2012-11-07 unc0rr Try to beat AI in Mutant!
2012-10-28 koda cleanup in initEverything and freeEverything
2012-10-22 unc0rr Track targets better in multiattack mode
2012-09-29 unc0rr Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
2012-09-27 unc0rr Fix some hints
2012-09-02 nemo perf tweak
2012-08-03 unc0rr TestKamikaze, needs polishing
2012-07-25 unc0rr merge
2012-07-25 unc0rr Commit commented out code which I used to debug AI walking
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)
2012-07-25 unc0rr Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
2012-07-25 unc0rr Some tiny improvements to AI walking algorythm
2012-07-25 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-12 unc0rr Don't consider moving hedgehogs in place rating in after attack mode
2012-07-12 nemo Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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.
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
2012-06-25 unc0rr oops
2012-06-24 unc0rr Fix completely broken RateHammer
2012-06-24 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
2012-06-09 nemo Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
2012-06-09 unc0rr - Adjust some consts so whip and firepunch work perfectly
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.
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.
2012-05-31 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31 unc0rr Improve TestWhip
2012-05-10 unc0rr More definitions and mess with pascal code
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)
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-04-28 sheepluva license header year range adjustments
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-03-15 nemo Allow RC plane to go through portals
2012-03-14 nemo Add fall damage
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.
2012-03-13 nemo Minimise another sqrt check.
2012-03-12 unc0rr Avoid local rate minimums around hog (within 15 pixels). Not tested.
2012-03-12 unc0rr Compatibility
2012-03-12 nemo Change rest of AI tests to floats, reenable snowball
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.
2012-03-12 nemo Hm. Score was a bit too much, AI was doing suicidal things.
2012-03-12 nemo small tweak. make drowning prefer higher health hogs
2012-03-12 nemo Teach AI to drown with shotgun too
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.
2012-03-11 nemo Add drowning to grenade too, try some little optimisations
2012-03-11 unc0rr Fix silliness
2012-03-11 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
2012-03-11 nemo Minor optimisation for AI to cut down on hwSqrt calls
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-01 unc0rr - Improve renderer a bit, disallow nested functions
2011-11-18 nemo Only make AI avoid damaged dead mines and dangerously smoking barrels once the attack is finished.
2011-11-13 nemo Make AI avoid barrels the more they are damaged
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.
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-12 nemo fix for issue #139
2011-08-22 unc0rr Implement TestHammer which makes sense
2011-08-22 unc0rr Make AI aware of damage modifiers
2011-08-20 nemo teach AI about sticky mines
2011-07-27 unc0rr Remove unneeded variable
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