Commit Graph

293 Commits

Author SHA1 Message Date
Mark Vejvoda 8e88b36723 - removed pathfinder from GAE and all references 2012-09-22 21:39:13 +00:00
Mark Vejvoda 871b6c4a6e - removed deprecated 'fast' pathfinder that wasn't fast enough and is not going to be used 2012-09-22 21:05:06 +00:00
Mark Vejvoda e0bf4df646 - cppcheck round #2 cleanup 2012-09-22 20:37:42 +00:00
Mark Vejvoda 1c211e4ce6 - lots of code cleanup from the cppcheck 2012-09-22 20:13:57 +00:00
Mark Vejvoda b1cc8592fd - deprecated the ini setting: EnableFastPathFinder 2012-09-22 17:51:42 +00:00
Mark Vejvoda 5458f7abb4 - units now use a random # from 10-20 cells to determine how often they refresh their path 2012-05-12 01:06:55 +00:00
Mark Vejvoda dc270fbbaa - rollback the last pathfinder change its no good 2012-05-12 00:50:15 +00:00
Mark Vejvoda ef39f93457 - try to speed up water rendering a bit, but especially pathfinder 2012-05-12 00:01:05 +00:00
Mark Vejvoda 2d6cda1f6f - more pathfinder tweaks to try improve performance 2012-05-09 23:56:14 +00:00
Mark Vejvoda ee6eed20a2 - fixed the build on windows 2012-05-07 01:37:43 +00:00
Mark Vejvoda 1b2b1f9821 - improved the new pathfinder using hashmap 2012-05-05 06:23:09 +00:00
Mark Vejvoda f79222defa - more pathfinder in progress changes, nothing to test yet 2012-05-05 04:38:49 +00:00
Mark Vejvoda 3ff0796bec - some in progress pathfinder work 2012-05-04 21:03:52 +00:00
Mark Vejvoda 85f98e8f55 - added ini setting to enable new pathfinder (its off by defualt now).
EnableFastPathFinder=true
2012-05-04 16:48:14 +00:00
Mark Vejvoda 771ff91c1c - added a new pathfinder to test to see if it performs better than the old one 2012-05-04 14:57:59 +00:00
Mark Vejvoda 897346d1f5 - added the beginning work to support translatable techtrees 2012-05-02 20:46:47 +00:00
Mark Vejvoda 2c8b1739e5 - removed printf's as they slowed down pathfinding 2012-05-01 05:12:38 +00:00
Mark Vejvoda 624237ed47 - attempt to tweak the pathfinder a bit for performance when units are consistently having a hard time pathfinding we scale back their max cell count used in pathfinding until they have better success in pathfinding 2012-04-29 04:45:51 +00:00
Mark Vejvoda b8fb60b325 - speed up the pathfinder a bit 2012-04-21 03:42:25 +00:00
Mark Vejvoda dbb116f250 - load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010) 2012-04-20 01:04:05 +00:00
Mark Vejvoda 6e7d4aeec5 - speed up some heavily used functions 2012-04-17 07:51:45 +00:00
Mark Vejvoda c8fdc9269f - fix win32 build
- cleanup a lot of win32 compiler warnings
2012-04-16 20:15:57 +00:00
Mark Vejvoda 8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda 7f0b439d5d - some initial work for pathfinder changes (nothing enabled yet)
- added savegame info for network games to start thinking about how to allow players to reconnect to a network game.
2012-04-13 20:20:40 +00:00
Mark Vejvoda c1f617481e - bug fixes for load saved game (now fixes loading on windows) and corrects memory bug for loading saved games on all platforms. 2012-04-04 15:36:09 +00:00
Mark Vejvoda a23a9396c2 - added new over-ridable minimum spacing between buildings for the AI player 2012-04-02 16:11:13 +00:00
Mark Vejvoda 2f885406e0 - added logic to delay AI player from path finding more than 10 units per frame (we make him think he is blocked and he will retry another frame) 2012-03-31 19:50:45 +00:00
Mark Vejvoda 030582c1ef - added a new EnumParser class to convert enum to string and vice versa
- factions can now customize some more of the AI behavior
2012-03-31 05:54:24 +00:00
Mark Vejvoda bb44cfdb7b - cleaned up some constants in prep for allowing override of more things in the AI 2012-03-30 21:56:15 +00:00
Mark Vejvoda 9286130138 - bugfixes and code cleanup found using cppcheck 2012-03-28 06:25:57 +00:00
Mark Vejvoda c0f3658faa - bugfix for network scenarios to NOT close unconnected network slots before loading, they will turn into AI players (this is required because the scenario code may require those factions)
- added ability to morph and indicate the morph command should ignore resource costs, add this to the command type:
<ignore-resource-requirements value="true" />
2012-03-27 03:23:03 +00:00
Mark Vejvoda 5d6b73517f - fixed crash in AI on close 2012-03-17 21:29:03 +00:00
Mark Vejvoda e6028a0555 - allow logging of AI behavior to logfiles using: AiLog=10
(this produces a logfile for each AI player called aix.log where x is the ai player #)
- changed some AI behavior so that AI player can use overidable min static resource count from faction xml
- changed some AI behavior so that AI player is more smart about producing resource producers and resources.
2012-03-17 19:22:03 +00:00
Mark Vejvoda 5f95b08c17 - a ton more load game state now working (including commands) 2012-03-13 15:21:25 +00:00
Mark Vejvoda c5331b7e8a - initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda 9852325da6 - fixed Martiño Figueroa's name in all copyrights in source code
- added copyrights to files that were missing it
2011-12-14 07:40:48 +00:00
Mark Vejvoda 66f44ff7c4 - more cleanup from cppcheck (using eclipse plugin now) 2011-12-02 17:46:02 +00:00
Mark Vejvoda d33e1174a5 - bugfixes related to cppcheck report
- bugfixes found using valgrind (memory leaks)
2011-12-02 16:07:59 +00:00
Mark Vejvoda 6aa079390d - try to avoid a hang when multiple runtime errors occur at the same time.
- attempt at small speed boost in pathfinder
2011-10-05 21:46:41 +00:00
Mark Vejvoda a4798e6d72 - added upgrades to ai behavior xml tags 2011-10-04 17:15:08 +00:00
Mark Vejvoda 8729c32b68 - bugfix AI, no longer try to build a farm type unit if the faction does not have a unit that is able to build it yet
- new optional feature added to tell each faction some basic info regarding which units should take priority when building,producing and morphing
2011-10-04 06:49:44 +00:00
Mark Vejvoda 77a2fa7d48 - getting fanatical about memory cleanup so that valgrind output is more useful 2011-09-30 23:55:07 +00:00
Titus Tscharntke 780cb81324 wherever you try to hide yourself, ultra cpu will find you too now after a while :-D ..... 2011-09-27 21:51:29 +00:00
Mark Vejvoda 21005cc1e7 - in headless mode skip call to set window icon 2011-09-27 17:15:56 +00:00
Mark Vejvoda fdd04d10c1 - disabled jps for now and fixed ai multiplier for headless mode 2011-09-27 01:11:11 +00:00
Mark Vejvoda d3eda7d0f2 - bugfix on older gcc compiler 2011-09-27 00:17:15 +00:00
Mark Vejvoda 048f97e698 - initial attempt to add jump point symetry to astar pathfinding (please test) 2011-09-26 23:55:18 +00:00
Titus Tscharntke 5dd3b4ba80 same settings like 3.5.2 so we can better compare performance 2011-09-24 20:30:41 +00:00
Mark Vejvoda 7d53df698a - added new in-game popup menu and new ability to switch teams in game (turned off by default in advanced settings) 2011-09-21 06:51:28 +00:00
Mark Vejvoda 4a5a7f010d - final phase of cppcheck verbose fixes (outstanding items should be left alone) 2011-09-01 18:51:43 +00:00
Mark Vejvoda bb68106912 - phase 3 of cppcheck verbose fixes 2011-09-01 18:08:56 +00:00
Mark Vejvoda d44959d69c - phase 1 of cppcheck verbose fixes 2011-08-31 23:10:43 +00:00
Mark Vejvoda c4cbdd86e3 - disabled will's visible quad code as i cannot get it to work when rotating around with the camera. Bugfix for normal camera visible quad so we don't get black spots when moving camera around. Bugfix for menu keyboard entry if we get a bad utf8 conversion character 2011-08-30 18:28:30 +00:00
Mark Vejvoda 2c80543889 - attempt to group command execution so units given the same command at the same time will work more smartly (closer units go first and so on) 2011-07-05 04:37:35 +00:00
Titus Tscharntke 6fdc8db138 switching off random pathfinding intervals becasue it causes unit "warping" while walking ( more see forum ) 2011-06-26 23:51:37 +00:00
Mark Vejvoda 1700cbba2d - working implementation of particles for new attack-boost xml tag 2011-06-25 20:44:46 +00:00
Titus Tscharntke 105e639bd8 Mega also scouts to random ressource places .Only first tech type ressource is used to navigate now (which is typically gold) more improvement needed regarding this aspect ;pathfinder back to 900 2011-06-25 18:14:20 +00:00
Mark Vejvoda d0d31e4bfe - updated pathfinder to randomize better the pathfinder refresh rate in an attempt to have better performance when we have lots of units 2011-06-24 19:40:47 +00:00
Titus Tscharntke 7344250c5c well formatted change from 2367 again 2011-06-24 16:18:10 +00:00
Titus Tscharntke 1de2d5340d revert to 2366 2011-06-24 16:14:39 +00:00
Titus Tscharntke e58ddd35b4 fixes build bug reported in forum/ adds some better mega-cpu behaviour / fixed some bugs ( I hopefully did not added new ones :-D ) 2011-06-20 23:51:13 +00:00
Titus Tscharntke f5418efa8a deeper pathfinding ( lets see how much it effects performance ) 2011-06-20 23:48:59 +00:00
Mark Vejvoda 95755ad832 - update new version # 3.5.3 (possible bugfix release)
- updated some pathfinder settings to see if performance and reaction to attacking is better
2011-06-02 07:09:19 +00:00
Mark Vejvoda e221011af2 - bugfixes so that the mingw compile builds 2011-05-24 22:51:45 +00:00
Mark Vejvoda 60b8093f5b - attempt to get non ascii file paths working in megaglest (Japanese etc...) 2011-05-18 21:49:11 +00:00
Mark Vejvoda 070b8b76e6 - more AI enhancements to better handle repair and build positions 2011-05-01 07:24:37 +00:00
Mark Vejvoda efc6b7ee1d - ensure a good number of AI workers particpate in the repairing of castles 2011-05-01 06:02:49 +00:00
Mark Vejvoda f71f83d2b8 - bugfix for AI repairing fixes a long standing legacy bug where the AI never repaired units with a cell map starting with a 0 at the first x,y in the cellmap (like magic faction). 2011-05-01 05:36:04 +00:00
Mark Vejvoda ae9d20a6cf - bugfix for new AI repair logic to properly detect damaged castle type units 2011-05-01 03:23:15 +00:00
Mark Vejvoda c979ea1254 - more AI enhancements, now units that harvest AND attack will be more wise when choosing to attack, (think persian) since they need to harvest more than they need to attack when harvester count is very low.
- AI Units now place higher priority on repairing 'castle' style units when looking for something to repair.
2011-04-29 23:42:16 +00:00
Mark Vejvoda d297a68b36 - bugfix for AI players to ensure the unit they want to repair has another unit that is able to repair it before trying to repair a damaged unit so the AI doesn't waste time. 2011-04-29 05:37:35 +00:00
Mark Vejvoda 47ef05ceed - attempt to improve pathfinder performance and lengthen max nodes to 900 2011-04-26 21:51:18 +00:00
Mark Vejvoda 016771ed81 - adjust camera angle for more properly unit visibility calc
- more accurate unit titles when debugging
2011-04-18 16:51:30 +00:00
Mark Vejvoda 3617603fde - try to lower max pathfinder nodes to see if it makes smoother game play 2011-04-18 04:07:39 +00:00
Mark Vejvoda a04557ee7f - set pathfinder values back to be compatible with beta2 2011-04-14 03:27:34 +00:00
Mark Vejvoda 06fb3decda - added some code for possible future use to improve pathfinder (not for this release) so disabled right now 2011-04-14 02:51:13 +00:00
Mark Vejvoda d8c337ae7b - bugfix for resource usage checking
- added new techtree validation in validation report to tell if a techtress has resources that are ununsed by the techtree
2011-04-06 17:50:20 +00:00
Mark Vejvoda 99f7038a86 - added logic for AI players to ignore resources that they cannot harvest and are not unit requirements. 2011-04-06 15:44:33 +00:00
Mark Vejvoda a48406a592 - attempt to fix bailout pathfinding logic to have better performance 2011-04-04 04:32:01 +00:00
Mark Vejvoda cd952fcda0 - updated world synch debug calls to only log outside of faction pre-calculated pathfinding 2011-04-03 02:42:45 +00:00
Mark Vejvoda 623dfe7aa5 - updated pathfinder max to 400 2011-03-31 19:08:52 +00:00
Mark Vejvoda 0e9cf65e70 - more code cleanup (removal of dead code that is no longer used)
- fix the icon for wartime mechanic's heal command
2011-03-29 16:27:01 +00:00
Mark Vejvoda c58f338d1b - clear pathfinder precache for units when they die to free memory sooner 2011-03-29 10:01:01 +00:00
Mark Vejvoda 3ed636aae2 - fixes for some threading shutdown bugs
- We now display when a screenshot is taken in game showing an ingame console message
- Updated AI to attack closest attackers
- Updated found enemy to be closest attacker
2011-03-28 21:04:47 +00:00
Mark Vejvoda 3b56aa4475 - performance changes... (problem found by titi) most debug calls line are skipped when the debug flag is disabled even BEFORE getting into the handledebug method.
This improves performance VERY MUCH.
2011-03-28 03:54:23 +00:00
Mark Vejvoda d21eeeae07 - lessen pathfinder max nodes to see if this gives better performance 2011-03-19 01:31:49 +00:00
Mark Vejvoda 505abbd1ec - observers now hear sounds from units of all team units in visible quad 2011-03-18 21:23:34 +00:00
Mark Vejvoda 07f56669b7 - attempt to see if threaded pathfinding will work and if it improves performance 2011-03-18 03:53:06 +00:00
Mark Vejvoda dcecb1ba8d - carving pathfinder to 500 and disabling pathfinder cache to see if it performs better. 2011-03-05 08:01:48 +00:00
Mark Vejvoda 4975882ea2 - cleanup some useless warnings (thanks johndh) 2011-02-28 23:33:11 +00:00
Mark Vejvoda 1136f056ce - added performance logging for new ai unblock rule when perf logging enabled 2011-02-28 16:47:01 +00:00
Mark Vejvoda 45a646ffef - carved back max nodes in pathfinder to 600 2011-02-28 16:45:15 +00:00
Mark Vejvoda c679c4bfe0 - set pathfinder max to 800 (From 1200) 2011-02-26 00:47:41 +00:00
Mark Vejvoda 823fd842d4 - added NULL guard for units without a move command to avoid segfault 2011-02-26 00:41:00 +00:00
Mark Vejvoda bced200dd1 - bugfix when bad values are in map file, game would freeze at game start due to endless loop 2011-02-25 22:13:11 +00:00
Mark Vejvoda 9de151d975 - added more things to try to improve pathfinding (especially for the AI)
AI players should now detect when units are blocked (surrounded by other units from same faction) and tell the other units to move out of the way
2011-02-25 16:32:27 +00:00
Mark Vejvoda 16c7316887 - initial attempt to enable pathfinder caching (think it might work now). Please test 2011-02-23 07:03:38 +00:00
Mark Vejvoda 69a7f8f1d6 - hopefully stabilized pathfinder for network play so we won't get out of synch 2011-02-16 19:44:12 +00:00
Mark Vejvoda 7a5de218b7 - chasing down out of synch 2011-02-16 04:43:27 +00:00
Mark Vejvoda 14c5b87da4 - debugging out of synch (make bailout logic optional) 2011-02-16 03:48:13 +00:00
Mark Vejvoda 31e722287f - bugfixes for when players disconnect, do not switch observers to AI and only show message once.
- Attempts to debug/improve network performance
2011-02-15 03:32:14 +00:00
Mark Vejvoda 737f95e5dd - for testing made max pathfinder nodecount configurable 2011-02-13 03:31:05 +00:00
Mark Vejvoda 4488a4d388 - make pathfinder caching an ini setting tso its easy to test (disabled by default)
- some code cleanup related to threads and sockets
2011-02-13 03:06:12 +00:00
Mark Vejvoda d056486ec4 - disable a cache that i think causes out of synch 2011-02-12 01:13:52 +00:00
Mark Vejvoda 0533ce2c63 - a simple attempt to improve pathfinder performance (this needs to be tested well and can easily be disabled by setting: const bool tryLastPathCache = false;) 2011-02-11 23:32:24 +00:00
Mark Vejvoda cab252c220 - more expansion of the maximum distance the pathfinder will calculate, this is required for proper play with cliffs 2011-02-11 16:43:57 +00:00
Mark Vejvoda 41907b7728 - increase pathfinders range for better results with cliffs 2011-02-11 07:51:29 +00:00
Mark Vejvoda 6ec92f2127 - attempt to add more randomness to pathfinding and faster AI decsions 2011-02-04 06:34:32 +00:00
Mark Vejvoda 2498d44cd3 - updated AI code for special empty cellmap units, so AI does not look for them (since they already cannot attack them) 2011-02-03 19:19:27 +00:00
Mark Vejvoda 041289770e - cleaned up more compiler warnings in VC++ 2011-01-29 17:42:34 +00:00
Mark Vejvoda bbab778738 - attempt for improved harvesting when congested 2011-01-28 08:58:16 +00:00
Mark Vejvoda 177531c376 - commented out some debug statements and corrected stuck harvesting a bit 2011-01-28 08:37:48 +00:00
Mark Vejvoda 23135b5bab - when units get congested now we try to randomly pick different approaches to find resources 2011-01-28 07:17:32 +00:00
Mark Vejvoda 66261ad662 - updated line endings to unix style characters to fix Bug #3085838 2011-01-20 15:56:30 +00:00
Mark Vejvoda ccbd707ae1 - numerous bugfixes including fixing a slowdown introduced in a previous recent checkin.
- Added Network Text Message queue as this is required in some tricky cases
- added more logging of memory cleanup events
- added memory safe snprintf calls
2011-01-11 22:09:46 +00:00
Mark Vejvoda 896b1c308c - added a backtrace for gcc compiled binary when we get a runtime error.
- added more out of synch checks and better error handling
2011-01-02 00:39:13 +00:00
Titus Tscharntke 75541aec3b Contact email changed; lots of strings replaced to MegaGlest 2010-12-13 00:32:59 +00:00
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
Mark Vejvoda b02da7d1e0 - finally found and fixed out of synch related to AI.
- 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 e62f3ca64c - reverted AI's repair rule logic to hunt down an AI out of synch 2010-11-28 07:38:03 +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
Mark Vejvoda edbc14a176 - disabled another cache in pathfinder trying to hunt down xplatform out of synch 2010-11-28 02:36:06 +00:00
Mark Vejvoda 664b2b1b7d - disabled another cache in pathfinder trying to hunt down xplatform out of synch 2010-11-28 00:07:08 +00:00
Mark Vejvoda cc4f268988 - some additional AI caching for improved performance 2010-11-11 08:02:50 +00:00
Mark Vejvoda d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +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 9e55d8e46b - added a small cache to improve pathfinding a bit
- added logic to IGNORE the following characters when doing CRC checks in XML files
 (space,tab,CR,LF)
2010-11-07 01:06:14 +00:00
Mark Vejvoda cb52b4895d - performance fix in both pathfinder and debug output when pressing the debug key 2010-11-02 19:52:20 +00:00
Mark Vejvoda 9978cbeff5 - added some initial work to support FBO (frame buffer objects)
- added many NULL check guards throughout the code
- added a safe mutex around ptr access of background thread on custom menu
2010-11-01 16:44:05 +00:00
Mark Vejvoda 1e104f0496 - attempt to further improve pathfinder performance when MANY units are on the map 2010-10-26 06:53:04 +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 8bbbe403ad - more performance improvements for resource cache logic (try to avoid repetitive caching logic when it was already done once) 2010-10-25 22:02:36 +00:00
Mark Vejvoda 117521a8d4 - disabled the recently introduced pathfinding cache as its too slow and not sure that it really does any good. This should help performance to be better. 2010-10-24 06:53:30 +00:00
Mark Vejvoda bbc8f96327 - better masterserver thread management during game play (do not start the thread for non published games) 2010-10-24 05:52:21 +00:00
Mark Vejvoda 79318735ab - cleanup of last compiler warnings in Linux (hurray!) 2010-10-21 18:24:54 +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 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 182f2cd20d - bugfixes to AI where workers harvesting think they have arrived but really did not. 2010-10-19 04:38:55 +00:00
Mark Vejvoda 7564635643 - added initial code for switching dropped network players to AI (currently hard coded to normal CPU) 2010-10-18 23:09:43 +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 55b4f0bd2b - Incremented version to next major release # so new work can begin.
- some initial work to assist units from getting stuck when given commands. This is for both AI and human players and deals with the pathfinder and units getting constantly blocked from their destination.
2010-10-17 06:34:42 +00:00
Mark Vejvoda 02e0a1302f - more AI fixes.
#1: AI does not try to harvest resources that the unit cannot yet harvest (could be an upgrade required)

#2: AI no longer tries to expand near resources that they are not yet able to harvest. (found using RealtimeFreaks test mod and map). This makes for a more aggresive CPU in scenarios where there are additional resource types since they expand much more quickly.
2010-10-02 01:11:59 +00:00
Mark Vejvoda 6013a96efd - stupid compiler fix for vc++ (including limits gives streflop a fit) 2010-09-29 22:59:16 +00:00
Mark Vejvoda 80051e3194 - bugfix for AI units that do nothing when resources exist in the tech that the unit cannot harvest. (thanks RealtimeFreak for pointing this out and giving me a demo tech for testing)
- bugfix for restoring saved game settings (ignore closed slots that have faction set to random)
2010-09-29 04:38:41 +00:00
James McCulloch 4f0846a2c3 * Fix error in RoutePlanner 2010-09-24 04:38:44 +00:00
James McCulloch 1cce764893 * remove exception on illegal move request, invalidate path and return false instead 2010-09-17 16:10:17 +00:00
Mark Vejvoda f84a710d2c - initial logic to allow client side controlled AI 2010-09-14 19:10:37 +00:00
Mark Vejvoda d806e7f9ff - a few more performance optimizations and logging changes 2010-09-09 05:42:19 +00:00