Mark Vejvoda
15aab7a581
- some intial changes to support cross-compilation under mingw
2010-12-04 23:19:43 +00:00
Mark Vejvoda
8deec8d518
- changed debug world synch formatting so on xplatform we don't have issues with filename and other header tag items
2010-12-01 23:38:03 +00:00
Titus Tscharntke
42ebe42155
new tileset fernland
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removed annoying debug of resource multiplier
fixed resource multiplier display in connected menu
2010-12-01 21:18:29 +00:00
Mark Vejvoda
b02da7d1e0
- finally found and fixed out of synch related to AI.
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- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
2010-11-30 23:32:39 +00:00
Mark Vejvoda
ca2408073e
- disabled more caching to determine if any of these caches cause out of synch
2010-11-28 03:35:44 +00:00
Titus Tscharntke
ede8977aff
switched resourcemultiplier to int (using the index now) and added some debug output for testing.
2010-11-25 22:45:08 +00:00
Mark Vejvoda
cc4f268988
- some additional AI caching for improved performance
2010-11-11 08:02:50 +00:00
Titus Tscharntke
99c70d301a
resource multiplier only for cpu players.
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new resource multiplier defaults for cpu player
resource multiplier only active in advaced options
scenarios can use a new attribute resource_multiplier to setup games
2010-11-11 01:24:48 +00:00
Titus Tscharntke
c3b96ec722
mega/ultra cpu still used its old multiplier ... fixed
2010-11-09 22:51:19 +00:00
Mark Vejvoda
d89953ee96
- improved performance and bug fixes.
2010-11-09 09:06:52 +00:00
Titus Tscharntke
2440d475b3
beginning of new resource multiplier. Still work in progress but hopefully ready to test some things.
2010-11-08 23:15:50 +00:00
Mark Vejvoda
9d9fa0deeb
- improved performance for when the AI decides which resource is closest.
2010-11-07 03:27:06 +00:00
Mark Vejvoda
dfedf2259b
- numerous bugfixes to building an d repairing units.
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- added new unit cell property called allowEmpty to allow units to build other units with cellmaps that have all 0's (since you can produce these types of units anyways)
2010-10-30 08:54:00 +00:00
Mark Vejvoda
c47b6c676c
- attempt to further improve pathfinder performance when MANY units are on the map
2010-10-26 06:43:42 +00:00
Mark Vejvoda
112bfd4445
- commented out debug code
2010-10-24 02:16:44 +00:00
Mark Vejvoda
b869552cad
- a little bit of fine tuning the new unit harvesting logic, now units are more intelligent about how they harvest (both AI and Human players)
2010-10-22 04:48:24 +00:00
Mark Vejvoda
ae367fb252
- updated to units harvesting so they try to harvest different resources when blocked if other resources are close by.
2010-10-21 19:26:14 +00:00
Mark Vejvoda
93e56df3d6
- fixed some misc code bugs (incorrect assignment) and cleaned up some compiler warnings
2010-10-21 01:07:11 +00:00
Mark Vejvoda
bc7ba297fd
- more tweaking for units harvesting, this hopefully cleans up segfaults and makes things more stable.
2010-10-20 20:40:29 +00:00
Mark Vejvoda
6104dedc76
- added a resource harvest success cache for stuck units to look at when they cannot harvest.
2010-10-20 07:28:27 +00:00
Mark Vejvoda
ddb4c42bf5
- added some guard conditions to avoid segfault when resources are harvested quickly
2010-10-19 22:47:45 +00:00
Mark Vejvoda
913df7ec3b
- added more cached information to help deal with units getting stuck while harvesting. Trying to keep them busy instead of standing around.
2010-10-19 22:26:49 +00:00
Mark Vejvoda
dda594cf33
- a slight change in dealing with units getting stuck while harvesting. Trying to keep them busy instead of standing around.
2010-10-19 16:54:48 +00:00
Mark Vejvoda
3d4ccb460c
- added a little extra logic for units when pathfinding. We keep temporary lists of bad cells of harvest resources where a unit simply cannot get to. This is kept for small periods of time and then the bad cell list is purged when data gets old. This tremendously helps units to be more active when getting stuck in challenging places on maps.
2010-10-17 08:50:27 +00:00
Mark Vejvoda
c300905d70
- a better attempt to fix the issue with multi-build where the repairers stop repairing
2010-09-28 19:52:31 +00:00
Mark Vejvoda
c3fc45995c
- an attempt to fix the issue with multi-build where the repairers stop repairing
2010-09-28 15:22:04 +00:00
Mark Vejvoda
d806e7f9ff
- a few more performance optimizations and logging changes
2010-09-09 05:42:19 +00:00
Mark Vejvoda
aca497781c
- attempt to correct final issue with multi-build
2010-09-06 05:34:55 +00:00
Mark Vejvoda
8b681e1cb9
- more bugfixes for multi-build. Added extra check for repairer / builder swap so that old builder who became a repairer will not try to start building when another unit already took over.
2010-09-02 05:38:49 +00:00
Mark Vejvoda
d6d1fe2add
- bugfixes for multi-build. Now the other units are checked that they can not only build but repair too. Also those who repair now try to approach from the best angle as well as the builder.
2010-09-01 04:19:20 +00:00
Mark Vejvoda
ca49e0ba68
- attempt to fix multi-build
2010-08-31 23:14:15 +00:00
Mark Vejvoda
e32eb9c162
- modified command object to support special states which flow through network play as well. This allows for better handling of multi-unit build and allows for better future expanding of command processing.
2010-08-30 20:45:12 +00:00
Mark Vejvoda
f16bb3f28b
- some bugfixes for new LUA features
2010-08-29 06:30:41 +00:00
Mark Vejvoda
4bc00cbf73
- added new calculation method when building units, builder units use best approach to build it instead of top left.
2010-08-28 03:43:14 +00:00
Mark Vejvoda
2ea8b69e22
- first attempt at allowing multiple units to build at the same time
2010-08-28 01:46:26 +00:00
Mark Vejvoda
014165de69
- explicitly clear the cache.
2010-08-25 16:01:24 +00:00
Mark Vejvoda
49978632c4
- removed one lookup key from new cache as it was not required
2010-08-25 15:55:17 +00:00
Mark Vejvoda
855443d98f
- added a lookup cache for unit updater's frequently called unitOnRange logic
2010-08-25 07:29:35 +00:00
Titus Tscharntke
401a39c3e1
harvesting units of size>1 should work better ( testing is still needed for this! )
2010-08-22 22:30:17 +00:00
Mark Vejvoda
2605e1c4d7
- added proper constructor to init pointers to NULL in case or early game load problems to avoid a crash
2010-07-30 01:19:31 +00:00
Mark Vejvoda
ff586afd0d
- some final updates to get the new pathfinder working after adding multi-pathing support
2010-07-21 22:05:50 +00:00
Mark Vejvoda
77ee50b681
- some code cleanup related to supporting multiple path finders
2010-07-21 20:40:11 +00:00
Mark Vejvoda
bca03b0c0c
- initial changes to support multiple path finders
2010-07-21 18:21:40 +00:00
James McCulloch
8579dbb36e
* fix for resource depletion updates to AnnotatedMap and Resource GoalMaps (cell to tile co-ord problem)
2010-07-17 05:13:34 +00:00
Mark Vejvoda
206170bc76
- attempted some speed improvements for unit lookup as well as exploreCells
2010-07-14 06:59:55 +00:00
James McCulloch
5f16b486d7
* fix for build command (problems with some cellmaps)
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* fix for repair command (problems if top-left cell of repairee is blocked)
2010-07-14 06:54:43 +00:00
James McCulloch
f18061a7ee
fix build-site and store adjacency maps for potential building rotation
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fix potential annotated map update problem with morphing to a smaller UnitType
2010-07-13 11:05:35 +00:00
James McCulloch
8387ed29dc
* wired up RoutePlanner/Cartographer
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* added DebugRenderer (mostly dysfunctional)
* add lots of OutputDebug calls for the path finder, as macro PF_TRACE
2010-07-13 05:33:43 +00:00
James McCulloch
bdd4f306f4
* added GAE path finder (SearchEngine and friends)
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* some small changes to Unit, UnitType, Vec2<> & Map needed for the new path finder
* compiles, but not hooked up yet, old PathFinder still in use
2010-07-11 18:31:02 +00:00
Mark Vejvoda
eeda623b4f
- removed the rotateunit flag (its now just part of MG)
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- updated rendering to consider both visible and explored cells when rendering untis and objects
- added a warning message when a client is lagging and coming close to being kicked off
2010-06-17 00:08:27 +00:00