Matthias Mailänder
36e820308f
AI support power activation needs to go through order manager
...
fixes a desync whenever it will do so only on the host
+island map AI which will only build navy / air force to test
it and have a suitable bot for those map types (fixes pathfinder
eating up all CPU because it can't reach you with ground units)
2013-03-14 10:48:36 +01:00
Vladimir Komarov
b1afeb4408
fix comparing with null
2013-03-06 11:49:45 +01:00
Matthias Mailänder
f6d4b860ee
husks are invalid targets
2013-03-06 11:49:45 +01:00
Matthias Mailänder
0e1229e8d1
fix air
2013-03-06 11:49:45 +01:00
Matthias Mailänder
d785430db5
fix refinery production
2013-03-06 11:49:45 +01:00
Matthias Mailänder
59d0cff410
rename lists in HackyAI.cs and fix function
2013-03-06 11:49:40 +01:00
Matthias Mailänder
e0b7242f1b
adding new ai functional
2013-03-06 11:17:02 +01:00
Chris Forbes
6403c5e6af
Fixed #2651 : Units not in world should not be added to the attack force
...
Otherwise, a pillbox's e1 passenger is counted as part of the attack
force and ends up jamming HackyAI's attack logic until it is destroyed.
2013-02-05 07:09:05 +13:00
Chris Forbes
8dfd02e69e
fix HackyAI's husk fetish
2012-10-13 13:45:35 +13:00
Chris Forbes
c8b1c1b999
tidy slightly in idle harv handler
2012-10-13 13:42:34 +13:00
Chris Forbes
bbab5237d1
get rid of crazy wasted work in HackyAI
2012-10-13 12:55:51 +13:00
Scott_NZ
5612a57842
and some more
2012-08-16 21:47:20 +12:00
Scott_NZ
6e3c8c9745
Fix some old VS-induced nastiess
2012-08-16 21:47:19 +12:00
Scott_NZ
f648223c39
Improve the deploy routine so that baseCenter is still set even if the mcv is a fact
2012-08-16 21:47:06 +12:00
Scott_NZ
583c3f9a64
Produce dogs, adjust allied building positions
2012-08-16 21:47:05 +12:00
Scott_NZ
32a37d8c0f
Stop the hacky AI unpacking the fact into a mcv if it starts with a fact instead of a mcv
2012-08-16 21:47:03 +12:00
James Dunne
b59a0e8c0d
Fixed harvesters for AI to search the entire map when no more resources nearby.
2012-06-24 20:26:01 -05:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Matthias Mailänder
5ab5bc9f7c
removed need to define Harvester/BaseBuildingUnit manually
2012-05-28 23:36:46 +02:00
Matthias Mailänder
4984d07960
made HackyAI more flexible for Dune 2000 mod
2012-05-28 10:36:17 +02:00
earthpig
a544bc966b
#2048 fixed: make AI behavior more varied
2012-04-29 19:15:55 +12:00
Raymond Martineau
bf222425fc
Fix bug #1271
2011-11-25 17:49:05 +13:00
Chris Forbes
0edda0fb31
make bot building repair controllable via yaml
2011-11-01 22:00:28 +13:00
Raymond Martineau
72c6a428c9
Fix exception, requiring usage of IComparable
2011-11-01 22:00:28 +13:00
Chris Forbes
986bf039fa
remove HackyAI -> MPStartLocations dep; implement aggro as per alzeih's old patch
2011-11-01 22:00:28 +13:00
Chris Forbes
4dc3013cd0
slight tidy to HackyAI
2011-11-01 22:00:28 +13:00
Chris Forbes
58cae272c6
push unit queues for HackyAI out to yaml
2011-11-01 22:00:28 +13:00
Chris Forbes
1df9003fec
fixed #1169 - bot rallypoint debug changed to BotDebug()
2011-11-01 22:00:20 +13:00
Chris Forbes
268f06caf0
use actor type string rather than ProductionItem in ChooseBuildLocation
2011-10-31 09:10:01 +13:00
Chris Forbes
3a5cce1f1f
Split HackyAI.BaseBuilder into its own file; Move hackyAI components into OpenRA.Mods.RA.AI namespace and dir
2011-10-31 09:10:01 +13:00