hedgewars/uAI.pas
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
Mon, 22 Oct 2012 23:35:12 +0400 unc0rr - Fix desyncs triggered by AI
Mon, 22 Oct 2012 21:24:38 +0400 unc0rr Check cake and air attack again if walked far from initial position (not tested)
Mon, 22 Oct 2012 14:16:10 +0400 unc0rr Mark places where tried to jump, avoid too much of thinking
Fri, 27 Jul 2012 11:41:16 +0400 unc0rr oops
Fri, 27 Jul 2012 10:29:37 +0400 unc0rr Fix edge case problems with sniper rifle
Thu, 26 Jul 2012 11:56:58 +0400 unc0rr No more AI jumping lulz
Wed, 25 Jul 2012 22:46:03 +0400 unc0rr merge
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)
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.
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.
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.
Thu, 14 Jun 2012 16:35:36 +0400 unc0rr AI loves to jump
Sat, 09 Jun 2012 17:15:45 -0400 nemo disable this debug too
Sat, 09 Jun 2012 17:05:16 +0400 unc0rr - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
Fri, 08 Jun 2012 18:03:44 +0400 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
Mon, 04 Jun 2012 22:43:56 +0400 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Fri, 01 Jun 2012 12:42:44 +0400 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.
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sun, 11 Mar 2012 20:12:31 -0400 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.
Sun, 26 Feb 2012 18:13:26 -0500 nemo don't use currenthedgehog
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Mon, 28 Nov 2011 17:38:50 +0100 Xeli typo... >,<
Mon, 28 Nov 2011 17:37:43 +0100 Xeli added a switch USE_SDLTHREADS
Thu, 24 Nov 2011 16:33:36 +0100 Xeli removed extra endif
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
Fri, 18 Nov 2011 15:05:32 +0400 unc0rr Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
Thu, 17 Nov 2011 23:14:24 +0300 unc0rr Make AI use switcher when:
Thu, 17 Nov 2011 21:44:35 +0300 unc0rr - Move actions stack out of Walk procedure
Mon, 14 Nov 2011 18:03:51 +0100 Xeli merge hedgeroid
Mon, 14 Nov 2011 18:03:31 +0100 Xeli first part of the new downloader implementation hedgeroid
Sat, 12 Nov 2011 18:38:21 +0100 koda slight cleanup, fix compiling with sdl-1.2 hedgeroid
Sat, 12 Nov 2011 18:02:55 +0100 Xeli and now it even works for sdl12 \o/ hedgeroid
Sat, 12 Nov 2011 17:55:23 +0100 Xeli use the new SDL_CreateThread call hedgeroid
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Thu, 10 Nov 2011 23:14:40 +0300 unc0rr Improve parsing of complex references like "a^[b[c], d]"
Mon, 26 Sep 2011 01:16:15 +0200 koda code working on ios now hedgeroid
Mon, 26 Sep 2011 00:03:14 +0200 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
Fri, 19 Aug 2011 17:22:12 +0200 Xeli merge hedgeroid
Fri, 19 Aug 2011 15:41:04 +0400 unc0rr Remove PosInStack function, as bots behave better (they search more positions) without it
Tue, 09 Aug 2011 21:31:49 +0200 Xeli removed prints hedgeroid
Tue, 09 Aug 2011 20:52:26 +0200 Xeli AI thread is now an SDL_Thread rather than pthread hedgeroid
Thu, 04 Aug 2011 17:44:55 +0200 Xeli merge hedgeroid
Tue, 05 Jul 2011 18:33:42 +0200 Xeli merge hedgeroid
Thu, 07 Jul 2011 12:34:07 +0400 unc0rr This seems to be a much better place
Tue, 05 Jul 2011 21:41:48 +0400 unc0rr This should improve performance on singlecore computers
Mon, 04 Jul 2011 10:26:16 +0400 unc0rr Remove logging (was added for debugging, could lead to a crash due to lack of synchronization)
Wed, 22 Jun 2011 00:38:31 +0200 Xeli First commit.. hedgeroid
Tue, 19 Apr 2011 14:20:52 +0400 unc0rr Fix test for water in airstrike handler
Tue, 19 Apr 2011 12:35:43 +0400 unc0rr Fix AI trying to turn around in targeting mode
Sat, 16 Apr 2011 23:21:15 +0400 unc0rr Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Tue, 01 Feb 2011 15:30:08 +0100 koda addfilelog <3 debugfile
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Thu, 18 Nov 2010 09:12:27 +0300 unC0Rr Introduce uCommands.pas
Wed, 17 Nov 2010 22:09:07 -0500 nemo remove some more PHedgehog casts
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 08 Nov 2010 22:26:44 -0500 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
Mon, 08 Nov 2010 23:46:34 +0100 koda this time i got it right, i'm sure of it; TEST ANYWAYS
Sun, 07 Nov 2010 18:35:21 -0500 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
Sun, 07 Nov 2010 23:47:29 +0100 koda revamp gamemodes section in the ifrontend and update ios game modes
Sun, 07 Nov 2010 20:40:30 +0100 koda err better wait after relase for this one
Sun, 07 Nov 2010 20:27:05 +0100 koda move turnstime and minestime * 1000 outside frontend and place it in engine
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Sat, 03 Jul 2010 05:51:24 +0200 koda a couple of fixes i missed previously
Sat, 03 Jul 2010 04:09:27 +0200 koda further code cleanup and less redundancy
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Tue, 26 Jan 2010 21:55:51 +0000 koda complete the replacement of init/free wrappers for every unit
Thu, 14 Jan 2010 16:46:50 +0000 koda makes freepascal code compatible with OBJFPC mode
Fri, 20 Nov 2009 21:22:05 +0000 koda revamped file access and debug display
Mon, 09 Nov 2009 20:29:21 +0000 unc0rr - Formatting changes
Fri, 06 Nov 2009 18:24:55 +0000 unc0rr AI knows what artillery mode is
Thu, 05 Nov 2009 16:23:09 +0000 koda move compiler directives to standard pascal
Sun, 25 Oct 2009 09:02:17 +0000 koda completes touch input/control (problems with moving camera)
Thu, 10 Sep 2009 15:29:28 +0000 nemo Strip trailing spaces
Thu, 30 Jul 2009 17:32:46 +0000 unc0rr Fix queue bug triggered by AI
Mon, 07 Jul 2008 13:06:25 +0000 unc0rr Update copyright headers a bit
Sun, 18 May 2008 10:54:43 +0000 unc0rr - Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
Sat, 17 May 2008 11:36:24 +0000 unc0rr Fix 'AI may break demos playing' message while loading saves
Sun, 27 Apr 2008 11:40:22 +0000 unc0rr Update copyright info in source files headers
Mon, 25 Feb 2008 20:12:00 +0000 unc0rr Make AI aware of new high jump technique (there's still an issue with two successive jumps)
Sun, 20 Jan 2008 21:53:22 +0000 unc0rr Oops, this is right fix for assert
Sun, 20 Jan 2008 21:47:42 +0000 unc0rr - Small cleanup
Sun, 16 Dec 2007 19:34:13 +0000 unc0rr Fix AI breaking demos and saves in some cases
Fri, 21 Sep 2007 18:55:44 +0000 unc0rr Add CurrentHedgehog variable which simplifies code
Tue, 18 Sep 2007 18:53:54 +0000 unc0rr Fix THandle -> TThreadID
Sun, 08 Jul 2007 17:16:46 +0000 unc0rr - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
Mon, 02 Jul 2007 16:21:07 +0000 unc0rr Fix some warnings
Sun, 01 Jul 2007 20:16:19 +0000 unc0rr Fix AI jumping to wrong direction on the turn start
Sun, 01 Jul 2007 11:02:47 +0000 unc0rr - Better randomness of placing hedgehogs on the land
Sun, 17 Jun 2007 14:48:15 +0000 unc0rr - Get rid of ammoProp_AttackInFall and gstFalling
Sat, 26 May 2007 16:49:37 +0000 unc0rr Tags with current damage
Mon, 07 May 2007 20:21:26 +0000 unc0rr Bots know shotgun behavior better
Sun, 06 May 2007 20:50:53 +0000 unc0rr Now really fix compilation
Sun, 06 May 2007 14:53:56 +0000 unc0rr Fix compilation on 64bit arch
Sat, 05 May 2007 16:04:55 +0000 unc0rr - A good implementation of shotgun
Mon, 19 Mar 2007 19:12:46 +0000 unc0rr Use freepascal's routines to manipulate threads
Sat, 17 Mar 2007 18:17:19 +0000 unc0rr - Get rid of operator := to have GPC support
Wed, 14 Feb 2007 23:26:31 +0000 unc0rr Now really proper fix
Wed, 14 Feb 2007 20:05:20 +0000 unc0rr - Fix bad fix from previous revision .)
Tue, 13 Feb 2007 21:22:00 +0000 unc0rr Fix hedgehog stopping after picking up bonus box
Tue, 13 Feb 2007 18:16:03 +0000 unc0rr Fix bugs:
Sun, 11 Feb 2007 19:38:26 +0000 unc0rr Many small improvements
Sun, 11 Feb 2007 15:33:19 +0000 unc0rr AI thinks in separate thread
Sat, 10 Feb 2007 15:07:35 +0000 unc0rr - Better AI thinking behavior
Mon, 05 Feb 2007 19:33:24 +0000 unc0rr Update copyright information
Sun, 28 Jan 2007 20:58:06 +0000 unc0rr AI works properly
Sat, 27 Jan 2007 14:18:33 +0000 unc0rr integer -> LongInt
Sat, 27 Jan 2007 14:06:29 +0000 unc0rr - Repair bots: they can walk and use bazooka, possible cannot jump (why?)
Fri, 26 Jan 2007 22:36:21 +0000 unc0rr AI compiles, but doesn't work
Sun, 21 Jan 2007 19:51:02 +0000 unc0rr Fixed-point arithmetics in engine.
Sun, 10 Dec 2006 15:55:53 +0000 unc0rr - Implement ammo cases
Sun, 19 Nov 2006 12:11:28 +0000 unc0rr Fix weird bots behavior on low fps
Thu, 12 Oct 2006 18:52:00 +0000 unc0rr - Many small fixes
Wed, 11 Oct 2006 19:07:38 +0000 unc0rr Fixed weird bots behavior
Tue, 10 Oct 2006 18:03:48 +0000 unc0rr Fix bots regressions
Sun, 08 Oct 2006 18:17:52 +0000 unc0rr Bots are in the same thread as game. Fixes FreePascal issues.
Thu, 05 Oct 2006 16:33:18 +0000 unc0rr Relicense to GPL
Fri, 15 Sep 2006 13:47:01 +0000 unc0rr - Fix AI not to damage self hedgehogs
Wed, 13 Sep 2006 19:26:16 +0000 unc0rr - Fix 'new team' regression
Mon, 11 Sep 2006 21:44:38 +0000 unc0rr - Many fixes to AI
Sun, 03 Sep 2006 18:01:34 +0000 unc0rr Fixed AI bug, introduced by previous changes
Sun, 03 Sep 2006 15:26:52 +0000 unc0rr Implement bot levels
Wed, 16 Aug 2006 11:41:00 +0000 unc0rr - 'net nickname' and 'server address' options are on PageNet
Sat, 05 Aug 2006 20:57:36 +0000 unc0rr - Fixed compilation
Mon, 24 Jul 2006 14:03:51 +0000 unc0rr - First hedgehog in team has first turn in team
Sun, 23 Jul 2006 21:22:44 +0000 unc0rr - New fort
Thu, 20 Jul 2006 20:11:32 +0000 unc0rr - Fixed bug with hedgehog under water using rope
Tue, 11 Jul 2006 21:04:05 +0000 unc0rr - New First Aid powerup
Sat, 08 Jul 2006 21:40:03 +0000 unc0rr - Unicode support for team and hedgehogs names
Wed, 28 Jun 2006 18:27:42 +0000 unc0rr - Changed falling damage scoring
Fri, 23 Jun 2006 20:02:41 +0000 unc0rr - Many AI improvements
Tue, 20 Jun 2006 21:18:49 +0000 unc0rr Many AI improvements, bots do think in separate thread
Wed, 14 Jun 2006 15:50:22 +0000 unc0rr - Start AI rewrite
Thu, 19 Jan 2006 21:12:20 +0000 unc0rr - Fixed bubble theme object
Sun, 15 Jan 2006 23:32:58 +0000 unc0rr - Get rid of hwserv and runhelper
Thu, 12 Jan 2006 22:07:36 +0000 unc0rr - New /skip command
Mon, 12 Sep 2005 21:16:57 +0000 unc0rr minor code review
Tue, 23 Aug 2005 16:17:53 +0000 unc0rr - set svn:eol-style to native
Mon, 22 Aug 2005 13:35:41 +0000 unc0rr Add current sources.
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