Guido L
21472f2cc6
HackyAI: Refactor and remove duplicated logic.
2018-02-21 21:34:00 +01:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Arular101
24b7f7a23f
Cast to long to avoid overflow when multiplying by the health (part 2)
2018-01-13 17:32:34 +01:00
Arular101
30acee38c9
Cast to long to avoid overflow when multiplying by the health
2018-01-13 17:32:34 +01:00
GSonderling
69e6e033a6
AI will now defend MCV as if it was a harvester or a building.
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Adjusted comments.
2018-01-04 22:11:43 +01:00
Mustafa Alperen Seki
841c873276
Fix Crash when Mcv: UnitsCommonName is empty.
2017-12-28 11:36:44 +00:00
reaperrr
3d4095cffd
Make sure AttackOrFlee returns Attack when it makes sense
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Not listing enemy "NearDead" and own relative atk power "Strong" here looked wrong, and might've resulted in no decision being made.
2017-12-28 11:00:18 +00:00
reaperrr
104148378f
Remove some redundancy in AttackOrFleeFuzzy
2017-12-28 11:00:18 +00:00
reaperrr
6b567722b8
Factor number of bursts plus ReloadDelay into AttackOrFleeFuzzy.RelativePower
2017-12-28 11:00:18 +00:00
reaperrr
a4595af1e3
Make AttackOrFleeFuzzy consider all DamageWarheads instead of only the first
2017-12-28 11:00:18 +00:00
reaperrr
382c0b5f1d
Make AI StateBase.CanAttackTarget only return true on valid armaments that are also enabled
2017-12-28 10:40:31 +00:00
reaperrr
e6835cef6e
Replace some .Any checks with explicit .Count checks in AI
2017-12-28 10:40:31 +00:00
reaperrr
3fe808e0fb
Make Ground and Navy AI squads look for enabled (instead of any) targetables
2017-12-28 10:40:31 +00:00
reaperrr
6de90b02d0
Unhardcode various AI squad radii
2017-12-28 10:40:31 +00:00
Paul Chote
2ad42b6a7e
Account for visibility when selecting AI superweapon targets.
2017-12-22 02:33:25 +01:00
reaperrr
85c54e04d9
Replace LINQ in AirStates.CountAntiAirUnits
2017-12-17 21:18:44 +00:00
reaperrr
3aa8b3ae29
Remove unit.IsDisabled check from AirStates
2017-12-17 21:18:44 +00:00
reaperrr
85c5259361
Fix AI crashing when trying to make parachuted harvester search map for resources while mid-air
2017-12-11 01:55:18 +01:00
reaperrr
b5ffe17d60
Make AI skip harvester orders if map has no resources
2017-12-11 01:55:18 +01:00
reaperrr
9ad0d78cdd
Make the AI only consider harvesters 'idle' if last resource search failed
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Otherwise the AI would consider the harvester 'idle' in too many situations.
This way, the AI now only uses its own resource search algorithm if the next resource patch is too far away for the FindResources activity to find it.
2017-12-11 01:55:18 +01:00
reaperrr
4d553900cf
Move up harv.IsEmpty check in HackyAI
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This is a fairly cheap check, so we should perform it before the activity checks
2017-12-11 01:55:18 +01:00
Forcecore
c762453607
(External)Capturable are now conditional
2017-11-15 13:54:15 +02:00
reaperrr
d602ec6485
Rename SelfReloads to AutoReloads
2017-11-12 19:48:06 +00:00
reaperrr
6f95080aa4
Add ReloadAmmoPool and adapt AmmoPool
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Refactored and simplified Rearm activity.
Uses local Reload now.
Removed AmmoPool.SelfReloads.
2017-11-12 19:48:06 +00:00
Paul Chote
1376ad674e
Remove Player.CanViewActor and .CanTargetActor.
2017-11-03 09:56:00 +01:00
Paul Chote
d967c564a2
Remove TargetActor and TargetLocation from order issuing.
2017-10-15 19:07:46 +02:00
reaperrr
28e1f391e0
Make ITick require explicit implementation
2017-09-16 15:51:37 +02:00
abcdefg30
d99a472456
Fix HackyAI trying to deploy undeployable actors
2017-09-16 11:01:53 +01:00
reaperrr
08aaa998aa
Fix AI BuildingLimits
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The AI BaseBuilder would allow building a structure not only when the current number was lower, but also of it was equal to the limit, which allowed the AI to build one too much of every building.
2017-09-15 19:31:57 +01:00
Forcecore
8027bed6b2
Separated ship squad from ground unit squad
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Just like aircrafts are independent from ground squads.
2017-09-13 23:31:26 +02:00
Forcecore
739d0c0bb2
Disabled Ground squads finding targets individually
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* Now they will tend to focus fire.
* Provides performance when when the AI designer implements better
(and complex) target selection code
2017-08-25 23:13:26 +02:00
abcdefg30
4ce2e82ff0
AI States style fixes and minor polish
2017-08-17 23:25:51 +01:00
reaperrr
879ab2ac1f
Remove redundant Disposed checks
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IsDead returns true if Disposed is true.
2017-08-05 18:31:15 +02:00
Paul Chote
afd8b9ab86
Rework harvester resource claiming:
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* Maintains lists of claims, and only restricts
reservations for friendly units.
* Removes OnNotifyResourceClaimLost; it's not
clear whether that is still useful, and it
prevents future necessary cleanups.
* Moves other code without changing behaviour.
This fixed stale claims from dead units and enemy
claims from preventing otherwise valid harvest
activities.
2017-07-18 01:09:19 +02:00
Paul Chote
b0906e1836
Add a bot type identifier.
2017-07-07 21:31:45 +01:00
Zimmermann Gyula
0d2d17d2fb
Fix the AI acting the same at game restart.
2017-05-13 19:08:20 +01:00
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
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HackyAI.GetVisibleActorsBelongingToPlayer
2016-08-13 07:42:15 -05:00
RoosterDragon
cc4ef736b0
Ensure HackyAI tries to attack and capture as frequently as it should.
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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
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For naval structure placement.
2016-07-30 13:19:32 +02:00
reaperrr
8493b1deda
Merge pull request #11512 from Nelax/ai-squadexclude
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Added Squad Exclusion to HackyAI
2016-06-30 15:21:22 +02:00
reaperrr
e647af3dd1
Allow modders to choose AI MCV deployment base restriction
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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