Commit Graph

105 Commits

Author SHA1 Message Date
Forcecore
7588d6708b HackyAI now builds refinery near ore. 2017-03-09 09:42:56 -06:00
Paul Chote
572c1cb89f Implement subterranean units. 2017-01-29 18:58:33 +00:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
Zimmermann Gyula
35b1949a61 Use MPos during AI coarse support power targeting. 2016-12-05 15:08:00 +01:00
Zimmermann Gyula
f927d54db7 Fix AI unable to activate AllowMultiple support powers. 2016-12-05 15:08:00 +01:00
Paul Chote
23f4ae5027 Replace UpgradeMinEnabledLevel checks with an EnabledByDefault shim. 2016-11-19 17:19:25 +00:00
Oliver Brakmann
3e9bf7aa4d Turn Actor.GetCurrentActivity into a property 2016-10-31 18:46:27 +01:00
RoosterDragon
eb3f8c945c Make sure AI can deploy an MCV when it lacks a base. 2016-10-11 20:42:15 +01:00
Taryn Hill
852f0f790f Fix CanBeViewedByPlayer query in
HackyAI.GetVisibleActorsBelongingToPlayer
2016-08-13 07:42:15 -05:00
RoosterDragon
cc4ef736b0 Ensure HackyAI tries to attack and capture as frequently as it should.
Returning early in AssignRolesToIdleUnits would skip ticking down the counters that trigger new attack and capture attempts. This means they would be attempted far less often than intended.
2016-08-12 18:08:58 +01:00
Taryn Hill
c5e76a67dd HackyAI: Add basic capturing 2016-08-10 19:06:24 -05:00
reaperrr
abaa0f4da5 Allow to customize which terrain types are considered water by HackyAI
For naval structure placement.
2016-07-30 13:19:32 +02:00
reaperrr
8493b1deda Merge pull request #11512 from Nelax/ai-squadexclude
Added Squad Exclusion to HackyAI
2016-06-30 15:21:22 +02:00
reaperrr
e647af3dd1 Allow modders to choose AI MCV deployment base restriction
For some mods, a random map location might be a better choice for the AI than deploying the MCV inside the base, so we allow modders to customize it.
2016-06-27 18:17:51 +02:00
Bynnar18
dace814829 Added ExcludeFromSquads to HackyAI 2016-06-24 09:18:43 -05:00
reaperrr
8ba833777c Make AI deploy MCVs in the vincinity of existing construction yards
While the general idea of AIs building distant secondary bases might be tempting, in reality the AI would way too often send the MCV close to some enemy base, wasting the cash and potentially increased build speed/additional build queue.

Deploying MCVs close to the existing base ensures that the AI will actually have some benefit from building an MCV.
2016-06-20 20:52:04 +02:00
reaperrr
5992530655 Fix AI giving orders to MCVs that already have orders
Checking for IsMoving is a flawed approach no matter how you look at it. The MCV might just have temporarily stopped due to an obstacle, or about to be deployed.

Checking for IsIdle instead ensures that the MCV really isn't already in the process of doing something.
2016-06-20 20:52:04 +02:00
reaperrr
099c44f6f9 Remove ActorExtensionsForMove
And use IMove.IsMoving instead.
2016-06-04 16:34:47 +02:00
reaperrr
adc6095f9c Remove the rest of the unused AI Aggro left-overs 2016-06-01 22:48:50 +02:00
reaperrr
f1b8cf117a Remove dead code from HackyAI
Has been unused for three years...
2016-06-01 22:48:50 +02:00
Paul Chote
42504bfa9c Add DummyAI trait for scripted maps. 2016-04-17 11:01:25 +02:00
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
RoosterDragon
3ff678ef86 Lock fuzzyEngine during construction so it is published correctly. 2016-02-26 21:23:19 +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
Sean Hunt
8f4ec87b63 Factor silos needed warning to a new trait. 2015-12-27 14:40:37 -05:00
RoosterDragon
dcf375a412 Store Targetables in Actor.
This can be used to avoid several lookups for these traits, as well as allow Actor to provide specialised methods to deal with target types efficiently. This also reduces some code duplication.
2015-12-12 20:55:17 +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