Commit Graph

128 Commits

Author SHA1 Message Date
Mark Vejvoda 070b8b76e6 - more AI enhancements to better handle repair and build positions 2011-05-01 07:24:37 +00:00
Mark Vejvoda efc6b7ee1d - ensure a good number of AI workers particpate in the repairing of castles 2011-05-01 06:02:49 +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 ae9d20a6cf - bugfix for new AI repair logic to properly detect damaged castle type units 2011-05-01 03:23:15 +00:00
Mark Vejvoda c979ea1254 - more AI enhancements, now units that harvest AND attack will be more wise when choosing to attack, (think persian) since they need to harvest more than they need to attack when harvester count is very low.
- AI Units now place higher priority on repairing 'castle' style units when looking for something to repair.
2011-04-29 23:42:16 +00:00
Mark Vejvoda d297a68b36 - bugfix for AI players to ensure the unit they want to repair has another unit that is able to repair it before trying to repair a damaged unit so the AI doesn't waste time. 2011-04-29 05:37:35 +00:00
Mark Vejvoda 47ef05ceed - attempt to improve pathfinder performance and lengthen max nodes to 900 2011-04-26 21:51:18 +00:00
Mark Vejvoda 016771ed81 - adjust camera angle for more properly unit visibility calc
- more accurate unit titles when debugging
2011-04-18 16:51:30 +00:00
Mark Vejvoda 3617603fde - try to lower max pathfinder nodes to see if it makes smoother game play 2011-04-18 04:07:39 +00:00
Mark Vejvoda a04557ee7f - set pathfinder values back to be compatible with beta2 2011-04-14 03:27:34 +00:00
Mark Vejvoda 06fb3decda - added some code for possible future use to improve pathfinder (not for this release) so disabled right now 2011-04-14 02:51:13 +00:00
Mark Vejvoda d8c337ae7b - bugfix for resource usage checking
- added new techtree validation in validation report to tell if a techtress has resources that are ununsed by the techtree
2011-04-06 17:50:20 +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 a48406a592 - attempt to fix bailout pathfinding logic to have better performance 2011-04-04 04:32:01 +00:00
Mark Vejvoda cd952fcda0 - updated world synch debug calls to only log outside of faction pre-calculated pathfinding 2011-04-03 02:42:45 +00:00
Mark Vejvoda 623dfe7aa5 - updated pathfinder max to 400 2011-03-31 19:08:52 +00:00
Mark Vejvoda 0e9cf65e70 - more code cleanup (removal of dead code that is no longer used)
- fix the icon for wartime mechanic's heal command
2011-03-29 16:27:01 +00:00
Mark Vejvoda c58f338d1b - clear pathfinder precache for units when they die to free memory sooner 2011-03-29 10:01:01 +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 3b56aa4475 - performance changes... (problem found by titi) most debug calls line are skipped when the debug flag is disabled even BEFORE getting into the handledebug method.
This improves performance VERY MUCH.
2011-03-28 03:54:23 +00:00
Mark Vejvoda d21eeeae07 - lessen pathfinder max nodes to see if this gives better performance 2011-03-19 01:31:49 +00:00
Mark Vejvoda 505abbd1ec - observers now hear sounds from units of all team units in visible quad 2011-03-18 21:23:34 +00:00
Mark Vejvoda 07f56669b7 - attempt to see if threaded pathfinding will work and if it improves performance 2011-03-18 03:53:06 +00:00
Mark Vejvoda dcecb1ba8d - carving pathfinder to 500 and disabling pathfinder cache to see if it performs better. 2011-03-05 08:01:48 +00:00
Mark Vejvoda 4975882ea2 - cleanup some useless warnings (thanks johndh) 2011-02-28 23:33:11 +00:00
Mark Vejvoda 1136f056ce - added performance logging for new ai unblock rule when perf logging enabled 2011-02-28 16:47:01 +00:00
Mark Vejvoda 45a646ffef - carved back max nodes in pathfinder to 600 2011-02-28 16:45:15 +00:00
Mark Vejvoda c679c4bfe0 - set pathfinder max to 800 (From 1200) 2011-02-26 00:47:41 +00:00
Mark Vejvoda 823fd842d4 - added NULL guard for units without a move command to avoid segfault 2011-02-26 00:41:00 +00:00
Mark Vejvoda bced200dd1 - bugfix when bad values are in map file, game would freeze at game start due to endless loop 2011-02-25 22:13:11 +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 16c7316887 - initial attempt to enable pathfinder caching (think it might work now). Please test 2011-02-23 07:03:38 +00:00
Mark Vejvoda 69a7f8f1d6 - hopefully stabilized pathfinder for network play so we won't get out of synch 2011-02-16 19:44:12 +00:00
Mark Vejvoda 7a5de218b7 - chasing down out of synch 2011-02-16 04:43:27 +00:00
Mark Vejvoda 14c5b87da4 - debugging out of synch (make bailout logic optional) 2011-02-16 03:48:13 +00:00
Mark Vejvoda 31e722287f - bugfixes for when players disconnect, do not switch observers to AI and only show message once.
- Attempts to debug/improve network performance
2011-02-15 03:32:14 +00:00
Mark Vejvoda 737f95e5dd - for testing made max pathfinder nodecount configurable 2011-02-13 03:31:05 +00:00
Mark Vejvoda 4488a4d388 - make pathfinder caching an ini setting tso its easy to test (disabled by default)
- some code cleanup related to threads and sockets
2011-02-13 03:06:12 +00:00
Mark Vejvoda d056486ec4 - disable a cache that i think causes out of synch 2011-02-12 01:13:52 +00:00
Mark Vejvoda 0533ce2c63 - a simple attempt to improve pathfinder performance (this needs to be tested well and can easily be disabled by setting: const bool tryLastPathCache = false;) 2011-02-11 23:32:24 +00:00
Mark Vejvoda cab252c220 - more expansion of the maximum distance the pathfinder will calculate, this is required for proper play with cliffs 2011-02-11 16:43:57 +00:00
Mark Vejvoda 41907b7728 - increase pathfinders range for better results with cliffs 2011-02-11 07:51:29 +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 2498d44cd3 - updated AI code for special empty cellmap units, so AI does not look for them (since they already cannot attack them) 2011-02-03 19:19:27 +00:00
Mark Vejvoda 041289770e - cleaned up more compiler warnings in VC++ 2011-01-29 17:42:34 +00:00
Mark Vejvoda bbab778738 - attempt for improved harvesting when congested 2011-01-28 08:58:16 +00:00
Mark Vejvoda 177531c376 - commented out some debug statements and corrected stuck harvesting a bit 2011-01-28 08:37:48 +00:00
Mark Vejvoda 23135b5bab - when units get congested now we try to randomly pick different approaches to find resources 2011-01-28 07:17:32 +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