hedgewars/uAIAmmoTests.pas
2019-08-27 unC0Rr Fix a couple more uses of uninitialized variables
2019-01-14 nemo branch merge
2019-01-14 nemo ai improvements are release branch safe 0.9.25
2019-01-10 unc0rr Fix dy hardcoded value in kamikaze test
2019-01-10 unc0rr Fix broken kamikaze logic when target position is close to attacker
2018-11-18 nemo fpc likes brackets
2018-11-18 unc0rr AI is bazooka genius
2018-11-17 nemo verify impact before explosion rating, since the offsets might cause water splashes
2018-11-15 nemo adding X offset seems to improve chance of drownings
2018-11-10 Wuzzy Remove all traces of dead code related to amStructure/gtStructure
2018-10-05 Wuzzy Rename amDuck and related symbols to amCreeper, gtCreeper, etc.
2018-08-19 nemo and melon for Mutant
2018-08-18 nemo stray line
2018-08-18 nemo more wrapping
2018-08-18 nemo basic AI bazooka wrapping.
2018-07-11 Wuzzy Fix aihDoesntMatter still being attacked with air attack
2018-07-10 Wuzzy Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
2018-01-31 alfadur Machinegun. also tweaked ignore
2017-09-30 sheepluva fix some fpc hints
2017-04-08 Wuzzy Add ammotype amDuck for rubber duck
2015-12-31 nemo Disable digging on solid land
2015-12-31 unc0rr AI is pretty good at using Bee weapon
2015-12-31 unC0Rr Some WIP for bee
2015-08-10 sheepluva more copyright fixes
2015-01-16 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
2014-12-08 nemo init timer to 0
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
2014-02-03 unc0rr Tiny optimization
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
2013-12-24 nemo quick sanity change for AI + zerog
2013-12-13 unc0rr - /owner command to specify team owner
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-11-29 unc0rr Quick and simple dynamite AI without precalculated retreat and without accurate dynamite physics model (no bounce). Still does pretty well, using it mostly off cliffs.
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-07 unc0rr - AI quickly shoots with desert eagle till hits the target
2013-06-09 koda update with default webgl
2013-06-07 unc0rr Fix more warnings (lol @ icegun "consts")
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
2013-05-16 unc0rr Fix mortar's scoring
2013-05-16 nemo trying to prevent the AI from attacking barrels. feedback on this welcome.
2013-05-11 nemo I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
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.
2013-05-05 nemo pass the target
2013-05-04 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
2013-05-03 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
2013-04-20 koda update 0.9.19 with dev branch 0.9.19
2013-04-11 unc0rr Reduce AI skills more on high Level values
2013-04-10 jaree Change collision detection with current hedgehog
2013-04-05 nemo drill test tweak based on watching AI play
2013-04-02 unc0rr Fixes to make pas2c parse this webgl
2013-04-02 koda update webgl branch webgl
2013-03-31 nemo Unbreak lua localisation, fix untranslated login prompt, update translations.
2013-03-30 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
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
2013-01-26 koda update branch webgl
2013-01-10 martin_bede Fix tons of warnings
2012-12-25 koda update branch with default webgl
2012-12-01 deepdog GCI2012: Remove Structure Weapon Code
2012-11-21 koda updated branch webgl
2012-11-15 unc0rr Pretend AI knows how to use drill rocket (actually has no idea of drilling)
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
2012-10-29 unc0rr Improve TestSniperRifle a bit
2012-10-22 unc0rr - Fix desyncs triggered by AI
2012-10-22 unc0rr Check cake and air attack again if walked far from initial position (not tested)
2012-10-16 unc0rr Tweak TestDesertEagle. Bots should prefer direct shots to shots through land now, but I didn't test that yet.
2012-10-13 unc0rr Fix crasher in TestCake
2012-10-08 nemo A bit more on the knife. Also add missing files to CMakeLists
2012-10-01 unc0rr - Fix warnings and hints
2012-09-27 unc0rr Fix some hints
2012-09-04 unc0rr Fix some warnings
2012-08-29 sheepluva remove a redundant assignment; whitespace fixes
2012-08-05 nemo no cake for youuuuu
2012-08-05 nemo oops
2012-08-04 nemo Fix kamikaze crasher. Handle overlapping hogs case.
2012-08-03 unc0rr TestKamikaze, needs polishing
2012-07-26 unc0rr Better prediction of cluster, melon, and whip
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 Adjust firepunch and bat consts yet again
2012-07-24 unc0rr Prefer to bat enemy away dealing the same amount of damage
2012-07-21 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.
2012-07-18 unc0rr Start TestCake
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.
2012-07-07 nemo Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
2012-06-24 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
2012-06-09 unc0rr TestBaseballBat
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.
2012-06-09 nemo Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
2012-06-09 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.
2012-06-08 unc0rr New bright and shiny TestFirepunch which actually works
2012-06-08 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
2012-06-04 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
2012-05-31 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31 unc0rr Improve TestWhip
2012-05-28 unc0rr Some improvements to pas2c
2012-05-25 unc0rr - Fix some AI stupidness factors
2012-05-13 nemo AI can't use cWindSpeedf since it now does a smooth transition
2012-05-10 unc0rr More definitions and mess with pascal code
2012-05-02 nemo Initial stub for freezer
2012-05-02 koda marked a couple of functions as inline
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)
2012-04-19 unc0rr Some more progress with pas2c
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-04-11 unc0rr Simplify converter's life
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.
2012-03-12 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 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
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