Paul Chote
d967c564a2
Remove TargetActor and TargetLocation from order issuing.
2017-10-15 19:07:46 +02:00
Forcecore
739d0c0bb2
Disabled Ground squads finding targets individually
...
* 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
...
IsDead returns true if Disposed is true.
2017-08-05 18:31:15 +02:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
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
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
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
RoosterDragon
942ce6b5a6
Throttle the issuing of orders by the AI.
...
To prevent the AI generating lag spikes by issuing too many orders in a single tick, it is now limited in how many orders can be issued per tick. Extra orders are queued. This allows the performance hit of issuing multiple orders to be spread out over several ticks.
2015-07-26 12:57:19 +01:00
Matthias Mailänder
7447e0bf93
rename WRange to WDist
2015-07-09 10:55:38 +02:00
pevers
6ed0273656
Actors will lose targets and AI won't follow indefinitely
2015-06-28 19:11:53 +02:00
Paul Chote
585a43fd8f
Rename Actor.Destroy/Destroyed to Dispose/Disposed.
2015-05-29 19:08:38 +01:00
penev92
6c6a4322ed
Move the AI namespace to Mods.Common
2015-02-09 16:57:29 +02:00