hedgewars/uAIMisc.pas
2015-08-10 sheepluva more copyright fixes
2014-12-08 nemo nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
2014-11-17 sheepluva some whitespace fixes
2014-07-05 sheepluva WIP: weSea tweaks, functional and visual
2014-02-28 unc0rr AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
2014-02-14 unc0rr What about exact value?
2014-02-04 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
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-11-20 nemo return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
2013-06-09 koda update with default webgl
2013-06-05 sheepluva fixed all engine compilation hints and notes (that I could see)
2013-06-04 koda parsing ok, stops at uGears webgl
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
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
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.
2013-05-09 nemo oops
2013-05-09 nemo *sigh* freakin "with"
2013-05-07 nemo remove redundant abs, and some incorrect 1+ to damage
2013-05-07 nemo
2013-05-07 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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
2013-05-05 nemo *sigh*
2013-05-05 nemo oops
2013-05-04 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
2013-05-04 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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.
2013-05-04 nemo oops
2013-05-04 nemo try to guess at barrel state. prob should flag it..
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)
2013-05-04 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
2013-05-03 nemo only rate subs if significant. still very much need correct fall+damage esp given different knocks.
2013-05-03 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
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.
2013-04-20 koda update 0.9.19 with dev branch 0.9.19
2013-04-10 jaree Change collision detection with current hedgehog
2013-04-07 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
2013-04-04 jaree Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
2013-04-02 koda update webgl branch webgl
2013-03-28 Urbertar Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
2013-03-26 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
2013-03-18 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
2013-03-17 nemo Add some flags for a few of the magic Land values
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
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.
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