Mark Vejvoda
182f2cd20d
- bugfixes to AI where workers harvesting think they have arrived but really did not.
2010-10-19 04:38:55 +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
3d4ccb460c
- added a little extra logic for units when pathfinding. We keep temporary lists of bad cells of harvest resources where a unit simply cannot get to. This is kept for small periods of time and then the bad cell list is purged when data gets old. This tremendously helps units to be more active when getting stuck in challenging places on maps.
2010-10-17 08:50:27 +00:00
Mark Vejvoda
55b4f0bd2b
- Incremented version to next major release # so new work can begin.
...
- some initial work to assist units from getting stuck when given commands. This is for both AI and human players and deals with the pathfinder and units getting constantly blocked from their destination.
2010-10-17 06:34:42 +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
6013a96efd
- stupid compiler fix for vc++ (including limits gives streflop a fit)
2010-09-29 22:59:16 +00:00
Mark Vejvoda
80051e3194
- bugfix for AI units that do nothing when resources exist in the tech that the unit cannot harvest. (thanks RealtimeFreak for pointing this out and giving me a demo tech for testing)
...
- bugfix for restoring saved game settings (ignore closed slots that have faction set to random)
2010-09-29 04:38:41 +00:00
James McCulloch
4f0846a2c3
* Fix error in RoutePlanner
2010-09-24 04:38:44 +00:00
James McCulloch
1cce764893
* remove exception on illegal move request, invalidate path and return false instead
2010-09-17 16:10:17 +00:00
Mark Vejvoda
f84a710d2c
- initial logic to allow client side controlled AI
2010-09-14 19:10:37 +00:00
Mark Vejvoda
d806e7f9ff
- a few more performance optimizations and logging changes
2010-09-09 05:42:19 +00:00
Mark Vejvoda
958184e018
- more memory cleanup
2010-09-07 21:01:22 +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
855443d98f
- added a lookup cache for unit updater's frequently called unitOnRange logic
2010-08-25 07:29:35 +00:00
Mark Vejvoda
65cf1bfdac
- attempt to lessen memory footprint of particles and speed up rendering
2010-08-24 01:21:34 +00:00
Titus Tscharntke
8e281e2faf
new attribute MaxUnitCount in units and yellow select circle for allies
2010-08-22 21:09:35 +00:00
Mark Vejvoda
acd2359096
- added performance logging to regular pathfinder
2010-08-22 20:13:30 +00:00
James McCulloch
52c37f0927
* oops, forgot to hook-up ClusterMap updates (causing units to get stuck)
2010-08-08 13:06:33 +00:00
James McCulloch
3d482ca366
* fix (work-around) for apparent MSVC bug, in AStarNode::operator<()
...
* removed some unused pathfinder stuff, and const-ified some other stuff
* RoutePlanner is used in scenarios (for testing purposes...)
2010-08-08 04:43:24 +00:00
Mark Vejvoda
ed8c08de2f
- fixed a bad memory leak in the pathfinder
2010-07-30 01:05:52 +00:00
James McCulloch
e73324d317
* added DebugType debugPathFinder
2010-07-24 11:43:03 +00:00
Mark Vejvoda
ff586afd0d
- some final updates to get the new pathfinder working after adding multi-pathing support
2010-07-21 22:05:50 +00:00
Mark Vejvoda
77ee50b681
- some code cleanup related to supporting multiple path finders
2010-07-21 20:40:11 +00:00
Mark Vejvoda
74b6fc8139
- some code cleanup related to supporting multiple path finders
2010-07-21 19:17:45 +00:00
Mark Vejvoda
bca03b0c0c
- initial changes to support multiple path finders
2010-07-21 18:21:40 +00:00
Mark Vejvoda
f8ada85017
- cleanup of some compiler warnings
2010-07-17 07:07:57 +00:00
Mark Vejvoda
e9e1a317e4
- cleanup of some compiler warnings
2010-07-17 06:54:04 +00:00
James McCulloch
8579dbb36e
* fix for resource depletion updates to AnnotatedMap and Resource GoalMaps (cell to tile co-ord problem)
2010-07-17 05:13:34 +00:00
Mark Vejvoda
43f4ba71a3
updated impossibleroute text to re-use invalid position text
2010-07-17 01:27:43 +00:00
James McCulloch
4393139496
* restore error check that I had commented out while experimenting with sqrt approximations
2010-07-16 17:13:12 +00:00
Mark Vejvoda
9992f9cb79
fixed minor compiler issues in linux for new pathfinder changes
2010-07-16 16:24:55 +00:00
James McCulloch
20165b4566
* path finding into unexplored areas handled more intelligently (and without revealing/exploiting information the player shouldn't have)
2010-07-16 16:08:09 +00:00
Mark Vejvoda
6e26641799
- a possible fix for the AI. this change will randomize all possible produce, morph and build operations instead of just using the last commandtype found for candidate units
2010-07-13 22:51:27 +00:00
James McCulloch
f18061a7ee
fix build-site and store adjacency maps for potential building rotation
...
fix potential annotated map update problem with morphing to a smaller UnitType
2010-07-13 11:05:35 +00:00
James McCulloch
8387ed29dc
* wired up RoutePlanner/Cartographer
...
* added DebugRenderer (mostly dysfunctional)
* add lots of OutputDebug calls for the path finder, as macro PF_TRACE
2010-07-13 05:33:43 +00:00
Mark Vejvoda
f86268b53d
- some small changes for new pathfinder code to compile in linux
2010-07-12 06:40:19 +00:00
James McCulloch
bdd4f306f4
* added GAE path finder (SearchEngine and friends)
...
* some small changes to Unit, UnitType, Vec2<> & Map needed for the new path finder
* compiles, but not hooked up yet, old PathFinder still in use
2010-07-11 18:31:02 +00:00
Mark Vejvoda
8a3709defd
bugfixes for AI command execution
2010-06-10 21:53:50 +00:00
Titus Tscharntke
54abe03d86
megacpu bug hunting
2010-06-10 21:33:50 +00:00
Mark Vejvoda
6beaab97fe
added another index guard to ensure proper index
2010-06-10 20:37:38 +00:00
Mark Vejvoda
f5836bdf99
added more guards and debug info related to AI bugs
2010-06-10 14:58:06 +00:00
Mark Vejvoda
6d519c4cdf
added more guards in AI command processing
2010-06-09 00:38:15 +00:00
Mark Vejvoda
4fd75e5d7d
- fixed two nasty AI bugs which would cause out of synch and memory corruption problems
...
- added new glest.ini setting to log commands for each client
2010-06-08 07:40:32 +00:00
Mark Vejvoda
e85a269738
- added server controlled AI as a game option
2010-06-03 01:10:40 +00:00
Mark Vejvoda
3dc9c2c623
- bugfix for server controlled AI mode
2010-06-03 00:13:58 +00:00
Mark Vejvoda
64070ca69c
- added initial flag to test some server controlled AI code
2010-06-02 22:06:10 +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
58386a72e8
Bugfix for cases where command cache was not yet initialized
2010-05-01 09:27:08 +00:00
Mark Vejvoda
f748874601
Ported streflop code to win32
2010-04-24 11:15:15 +00:00
James McCulloch
00dd0f490d
* fix for map names (possible duplicate entries if mgm and gbm with same name) & alphabetically sorted now
...
* re-implemented building rotation (Note: requires particle systems that should be rotated with the building to be 'relative')
2010-03-25 12:15:10 +00:00