Commit Graph

20 Commits

Author SHA1 Message Date
Titus Tscharntke
e58ddd35b4 fixes build bug reported in forum/ adds some better mega-cpu behaviour / fixed some bugs ( I hopefully did not added new ones :-D ) 2011-06-20 23:51:13 +00:00
Mark Vejvoda
f71f83d2b8 - bugfix for AI repairing fixes a long standing legacy bug where the AI never repaired units with a cell map starting with a 0 at the first x,y in the cellmap (like magic faction). 2011-05-01 05:36:04 +00:00
Mark Vejvoda
99f7038a86 - added logic for AI players to ignore resources that they cannot harvest and are not unit requirements. 2011-04-06 15:44:33 +00:00
Mark Vejvoda
3ed636aae2 - fixes for some threading shutdown bugs
- We now display when a screenshot is taken in game showing an ingame console message
- Updated AI to attack closest attackers
- Updated found enemy to be closest attacker
2011-03-28 21:04:47 +00:00
Mark Vejvoda
9de151d975 - added more things to try to improve pathfinding (especially for the AI)
AI players should now detect when units are blocked (surrounded by other units from same faction) and tell the other units to move out of the way
2011-02-25 16:32:27 +00:00
Mark Vejvoda
6ec92f2127 - attempt to add more randomness to pathfinding and faster AI decsions 2011-02-04 06:34:32 +00:00
Mark Vejvoda
66261ad662 - updated line endings to unix style characters to fix Bug #3085838 2011-01-20 15:56:30 +00:00
Mark Vejvoda
ccbd707ae1 - numerous bugfixes including fixing a slowdown introduced in a previous recent checkin.
- Added Network Text Message queue as this is required in some tricky cases
- added more logging of memory cleanup events
- added memory safe snprintf calls
2011-01-11 22:09:46 +00:00
Mark Vejvoda
cc4f268988 - some additional AI caching for improved performance 2010-11-11 08:02:50 +00:00
Mark Vejvoda
d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +00:00
Mark Vejvoda
9d9fa0deeb - improved performance for when the AI decides which resource is closest. 2010-11-07 03:27:06 +00:00
Mark Vejvoda
7564635643 - added initial code for switching dropped network players to AI (currently hard coded to normal CPU) 2010-10-18 23:09:43 +00:00
Mark Vejvoda
02e0a1302f - more AI fixes.
#1: AI does not try to harvest resources that the unit cannot yet harvest (could be an upgrade required)

#2: AI no longer tries to expand near resources that they are not yet able to harvest. (found using RealtimeFreaks test mod and map). This makes for a more aggresive CPU in scenarios where there are additional resource types since they expand much more quickly.
2010-10-02 01:11:59 +00:00
Mark Vejvoda
f84a710d2c - initial logic to allow client side controlled AI 2010-09-14 19:10:37 +00:00
Mark Vejvoda
ab44c83168 - added leak_dumper header all over the place (not yet functional in linux)
- Bugfix for particle cleanup
2010-09-07 05:25:40 +00:00
Mark Vejvoda
e85a269738 - added server controlled AI as a game option 2010-06-03 01:10:40 +00:00
Mark Vejvoda
1c9b85418a - Some initial changes in prep for support server controlled AI 2010-06-01 16:54:44 +00:00
Mark Vejvoda
b22adbfa02 bugfix for scripted scenarios and placing unit model not showing 2010-03-24 21:26:17 +00:00
Mark Vejvoda
43c3f2457e Code Restructuring to make mega-glest more standard 2010-03-12 05:20:53 +00:00
Titus Tscharntke
0ce9b5fcac initial version ( megaglest 3.2.3-beta3 ) 2010-01-22 01:45:58 +00:00