hedgewars/uAIMisc.pas
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Thu, 09 May 2013 23:21:06 -0400 nemo I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
Thu, 09 May 2013 23:11:56 -0400 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.
Thu, 09 May 2013 18:19:17 -0400 nemo oops
Thu, 09 May 2013 09:02:06 -0400 nemo *sigh* freakin "with"
Tue, 07 May 2013 15:43:34 -0400 nemo remove redundant abs, and some incorrect 1+ to damage
Tue, 07 May 2013 15:34:36 -0400 nemo
Tue, 07 May 2013 14:59:30 -0400 nemo Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 21:58:42 -0400 nemo *sigh*
Sat, 04 May 2013 21:56:04 -0400 nemo oops
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Sat, 04 May 2013 13:58:18 -0400 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
Sat, 04 May 2013 08:16:50 -0400 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.
Fri, 03 May 2013 23:46:15 -0400 nemo oops
Fri, 03 May 2013 22:18:23 -0400 nemo try to guess at barrel state. prob should flag it..
Fri, 03 May 2013 21:38:16 -0400 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)
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Fri, 03 May 2013 07:52:57 -0400 nemo only rate subs if significant. still very much need correct fall+damage esp given different knocks.
Fri, 03 May 2013 07:28:08 -0400 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
Sat, 27 Apr 2013 16:56:50 -0400 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.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Wed, 10 Apr 2013 07:44:51 +0300 jaree Change collision detection with current hedgehog
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
Thu, 04 Apr 2013 10:44:03 +0300 jaree Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Thu, 28 Mar 2013 18:34:53 +0200 Urbertar Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
Tue, 26 Mar 2013 17:52:27 -0400 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
Mon, 18 Mar 2013 12:13:46 -0400 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.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
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