Commit Graph

65 Commits

Author SHA1 Message Date
Matthias Mailänder
15c2df2c69 Merge pull request #10943 from pchote/map-grid-tile-range
Move Map.TilesByDistance to MapGrid and un-static it.
2016-03-21 20:05:08 +01:00
Paul Chote
4052da3ea6 Move Map.TilesByDistance to MapGrid and make non-static. 2016-03-20 21:41:04 +00:00
Paul Chote
5741e53fe2 Fix AI stalling after losing its conyard and ref. 2016-03-18 18:16:24 +00:00
Paul Chote
602acabe47 Remove World.TileSet. 2016-03-12 19:47:07 +00:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
Oliver Brakmann
426bf0d975 Merge pull request #10731 from RoosterDragon/fuzzy-singletons
Create singletons for AttackOrFleeFuzzy rulesets
2016-02-17 21:25:03 +01:00
RoosterDragon
3b480ea4bb Create singletons for AttackOrFleeFuzzy rulesets.
This avoids the cost of recreating the engines and rules for every AI and AI squad.
2016-02-10 20:17:27 +00:00
reaperrr
ed3c0799d3 Do not consider waiting harvesters to be idle 2016-01-29 16:08:29 +01:00
Matthias Mailänder
922217271c don't actively attack nor defend with armed harvesters 2016-01-24 14:05:00 +01:00
Matthias Mailänder
03590b13cc check the cheap bool before expensive trait lookups 2016-01-24 13:52:44 +01:00
RoosterDragon
8e89a6a696 Simplify names, remove unused usings, remove redundant casts. 2016-01-17 21:35:36 +00:00
Paul Chote
bee77db1e3 Rename variables for clarity. 2016-01-17 00:02:49 +00:00
Paul Chote
bec059a3c7 Remove unnecessary assumption about non-mobile. 2016-01-17 00:02:49 +00:00
Paul Chote
d4815407f2 Remove hardcoded trait assumptions from MCV and ConYards. 2016-01-17 00:02:49 +00:00
Paul Chote
e026a0f00f Create proper data structures for hardcoded AI classes. 2016-01-17 00:02:49 +00:00
Pavel Penev
c51bad6050 Expose HackyAI's Squads and IsEnabled fields 2015-12-07 01:41:16 +02:00
atlimit8
b6f17df260 Add ActorsHavingTrait<TTrait>([Func<TTrait, bool]) 2015-10-28 16:36:45 -05:00
atlimit8
7de98ad6d8 Merge pull request #9635 from RoosterDragon/occupy-space-perf
Speed up checks for IOccupySpace trait
2015-10-22 18:28:57 -05:00
RoosterDragon
a4338d9350 Remove a redundant check in FindAndDeployBackupMcv.
This avoids enumerating the mcvs twice.
2015-10-14 21:06:37 +01:00
RoosterDragon
262ab408b5 Speed up checks for IOccupySpace trait.
Eagerly load the trait (if it exists) in Actor, and use this reference to avoid having to perform self.Info.HasTraitInfo<IOccupySpaceInfo>() checks.
2015-10-14 20:46:15 +01:00
abcdefg30
b0c1f95ef2 Merge pull request #9486 from reaperrr/fix-9403
Fix AI queueing structure build orders twice at higher game speeds due to lag
2015-10-11 13:51:02 +02:00
reaperrr
3711ef8eb5 Fix AI queueing build orders twice at higher game speeds due to lag
Fixes #9403.
2015-10-11 01:53:25 +02:00
Paul Chote
8954ac585c Merge pull request #9442 from Mailaender/ai-world-check
Fixed AI bots trying to assign orders to units not in the world
2015-10-10 20:21:10 +01:00
Matthias Mailänder
4579e8af06 don't let the AI assign orders to units not in the world 2015-10-10 19:06:20 +02:00
atlimit8
a000bf7805 Merge pull request #9400 from reaperrr/fix-airefplaceperf
Fixed massive AI base builder performance issue
2015-10-02 23:18:10 -05:00
reaperrr
74308c245c Add AI MinBaseRadius to give more control over and slightly increase performance of AI building placement checks 2015-09-29 22:19:21 +02:00
reaperrr
2b0920398f Add AI MaxResourceCellsToCheck for refinery placement decision 2015-09-29 22:19:20 +02:00
Taryn Hill
3d7e49655d Fix NullReferenceException in HackyAI.BuildUnit
HackyAIInfo grew a UnitLimits Dictionary that was not null-checked.
Also null-check UnitsToBuild.
2015-09-28 13:17:19 -05:00
RoosterDragon
108f2e9b6e Tweak some AI methods to avoid allocations. 2015-09-26 21:12:07 +01:00
reaperrr
5ad9eb852c Fix massive AI base builder performance issue
Previously, the Refinery placement check would first collect all cells
with resources inside the MaxBaseRadius, then perform a full findPos check
for each cell until one of them would not return null. The problem was
that if all of the cells returned null (for example if there wasn't enough
space between base center and resource, or if all suitable space was
otherwise occupied), it would basically check all tiles with resources
only to fail finding a suitable position and fall back to the normal
findPos check.

Since nearbyResources already performs a shuffle, I simply made the check
use the first cell from the list and use the basic findPos fallback if
that cell is null.

Closes #4717.
2015-09-26 16:48:03 +02:00
atlimit8
9acf121eb1 Replace ActorInfo.Traits.WithInterface with ActorInfo.TraitInfos<T>() 2015-09-21 15:50:57 -05:00
atlimit8
09984683a7 Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types 2015-09-19 09:56:14 -05:00
atlimit8
8162fa27ab Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types 2015-09-19 09:49:24 -05:00
atlimit8
85fab45451 Remove Actor.HasTrait<T>() 2015-09-19 09:49:23 -05:00
reaperrr
a580e6846e Merge pull request #9328 from Mailaender/ai-common-names
Fixed BuildingCommonNames magic
2015-09-13 18:53:37 +02:00
Matthias Mailänder
a7235d84e9 document the hidden keys 2015-09-13 08:30:17 +02:00
Matthias Mailänder
39b79f5347 don't load the AI routines in the map editor 2015-09-12 08:40:40 +02:00
reaperrr
4108b6da46 Merge pull request #9256 from Mailaender/ai-harv-search
Added AI search for new resource patches avoiding enemies
2015-09-11 23:25:59 +02:00
reaperrr
60359cc6f5 Use HashSets for AI 2015-09-06 22:59:49 +02:00
Matthias Mailänder
0df8b3ba39 bring back AI search for new resource patches avoiding enemies 2015-09-06 12:56:23 +02:00
Matthias Mailänder
0e5fcc1756 Merge pull request #9279 from atlimit8/SemanticallySets
More HashSet trait fields & Lint support
2015-09-06 10:23:20 +02:00
atlimit8
8250f223c4 More HashSet trait fields & Lint support 2015-09-05 16:59:30 -05:00
atlimit8
dbae16b7a0 AI counts all aircraft rearm buildings 2015-09-04 10:45:58 -05:00
Zimmermann Gyula
0a79109d01 Implement HackyAI->UnitLimits. 2015-09-01 23:32:13 +02:00
Pavel Penev
256929073c Clean up some trait info loading code
Remove some methods that traits define to load their YAML values on their own.
2015-09-01 22:52:22 +03:00
RoosterDragon
d415d3ba4e Reduce allocations in the main game loop.
- Cache the shroud projection even for flat maps to avoid allocating single element arrays.
- Avoid LINQ in shroud and map projection queries to avoid enumerator allocations.
- Avoid LINQ in calculation of sync values.
- Cache enumerables in ProductionQueue.
- Cache delegate in HackyAI.
2015-08-18 21:17:28 +01:00
Oliver Brakmann
c539b9fcb4 Fix AI using SharedRandom values
The AI code runs on only one hosts, so by having the AI use SharedRandom values, the host's random gets out of sync with the other players' and crashes the game.
2015-08-01 15:59:12 +02:00
reaperrr
d8e458d028 Added TODOs for foundation of checked water cells
Fix description style issues
2015-07-28 22:03:53 +02:00
reaperrr
91178d6f62 Improved naval placement check
Moved water checks before --waitTicks.
Use Water enum instead of multiple booleans.
Check for BaseProvider rather than BaseBuilding.
Move expensive ClosEnoughToWater check to last position for naval
production override.
2015-07-28 22:03:52 +02:00