Commit Graph

300 Commits (master)

Author SHA1 Message Date
Nicolas Hake 4c5dfac952 Remove or use unused variables in Objects, System 2018-07-24 14:19:26 +02:00
Nicolas Hake 1bb728b047 Fix variable_out_of_scope warnings in Objects 2018-07-23 12:12:23 +02:00
Nicolas Hake e024bef54b Fix suspicious_assignment warnings in Objects, System 2018-07-23 10:45:52 +02:00
Maikel de Vries c00a8cf3c3 fix a bunch of suspicious assignment warnings 2018-04-09 11:53:55 +02:00
Maikel de Vries 3224e2c5cd fix dialogue image size for use as icon 2018-02-21 17:15:41 +01:00
Maikel de Vries aa892171fb update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt 2018-01-28 13:18:46 +01:00
Maikel de Vries a13b7c48ab AI: put on wearables if in inventory 2018-01-24 17:41:07 +01:00
Maikel de Vries 65c279233e improve enemy finding for defense AI
The path finder seems quite slow if a lot of AI enemies are around and can't find a path...
2018-01-23 11:35:47 +01:00
Maikel de Vries 2b4e40e589 improve AI for defense rounds (boom attack path finding) 2018-01-21 09:44:48 +01:00
Maikel de Vries e7354ac4b1 defense enemy: add bomber plane
This is a first attempt at an AI flying an airplane and is still very basic.
2018-01-19 14:37:21 +01:00
Maikel de Vries 601ca111c9 AI: pass effect to ExecuteJump() to prevent script error 2018-01-15 18:42:31 +01:00
Maikel de Vries 42dfc79359 ranged AI: aim at bottom of structures to trigger explosions on basements or solid ground 2018-01-14 15:27:11 +01:00
Mark 8bf90871e1 Fix error when AI equips a shield and has a ranged weapon
The shield and bow both use fx.aim_weapon, but the ranged weapons AI thinks that a shield works the same way as a bow and tries to fire it - in order to prevent this, the AI now also checks whether the equipped item is a IsRangedWeapon. This _could_ have an impact on the vehicle AI, but the unit test worked fine.
2018-01-07 14:39:07 +01:00
Mark f8f9a38ee3 Clonk: Constants for SetMeshTransformation layers 2017-11-23 20:38:11 +01:00
Mark fc4a1660da Debugging: Streamlined functions
Another possible option was a parameter for the log level, but I decided against it, because differently named functions feel better than a string constant as a parameter.. Removed some annoying log outputs that I added before.

 Any suggestions for the function names are welcome, because I am not quite happy with the names yet. The distinction between normal output and warning is maybe not even necessary.
2017-06-23 23:19:42 +02:00
Mark dddf5e223a Fix catapult not shooting
The problem was in AI_TargetFinding, line 18: The clonk that has a vehicle, but not any contents, will never find any attack targets. The vehicle is saved as fx.weapon, so if the clonk has a weapon it asks that weapon first whether it is suitable, and only if not it consults the inventory.
2017-06-23 22:32:17 +02:00
Mark fe9ef89cf4 Debugging: More log output
Will streamline the two different functions later on. The difference is, that one function issues a warning, while the other merely provides information. Logging calls in components have to be called failsafe, because the cannot rely on the actual AI implementation including AI_Debugging.

This helps me understand why the catapult in AI test #7 does not fire. The solution is very interesting: The AI executes the idle strategy as long as it has no contents. After giving contents to the AI it executes the catapult strategy.
2017-06-23 22:20:09 +02:00
Mark d9f7147dd3 Debugging: Use individual setting instead of definition setting
This helps when debugging a certain AI-controlled Clonk's behavior
2017-06-23 22:01:15 +02:00
Mark a4ad791969 Add help message to editor
Still no idea why it was added to the list twice.
2017-06-08 22:28:18 +02:00
Mark d252e839b5 Remove references to AI
the basic AI should not be referenced in its components, so that they are independent of each other
2017-06-08 21:58:37 +02:00
Mark df0a43a46b Stricter calls
This is completely optional, as the calls do now cause an error and not just log a warning
2017-06-08 21:44:32 +02:00
Mark c64670c7d5 Replace .control references
Same argument as renaming the control effect. Is optional, though
2017-06-08 21:35:04 +02:00
Mark 6440b16387 Minor script formatting 2017-06-08 21:25:11 +02:00
Mark a87eed5de1 Replace FxAI-references
The hardcoded references make renaming the effect later a huge problem.
2017-06-08 21:15:31 +02:00
Mark f204b959e7 Port from AI library project
It seems that the vehicle AI is broken.
2017-06-08 20:54:54 +02:00
Mark 8b149a5433 Preparation: Move files to a different folder 2017-06-08 20:32:36 +02:00
Mark b19e083495 Fixed a typo 2017-05-31 21:59:04 +02:00
Sven Eberhardt a2d6b65668 Add Title.txt for group folders in Objects.ocd and Decoration.ocd 2017-05-27 16:31:46 +09:00
Sven Eberhardt bc4425462c Add localization support for string evaluators, gravestone and signpost inscriptions and custom game goal texts 2017-05-07 15:03:11 -04:00
Maikel de Vries a49c283d67 prevent division by zero in catapult AI by setting a minimum power 2017-03-11 22:45:49 +01:00
Sven Eberhardt 7ffc1c5ffb Fix scenario saving of spawn action property in enemy spawns 2017-03-07 22:43:26 -05:00
Sven Eberhardt ae93236729 Fix typo in enemy spawn 2017-03-07 22:43:26 -05:00
Sven Eberhardt fd09df4de4 Fix non-airship vehicle AI 2017-03-05 14:35:00 -05:00
Sven Eberhardt d537617de4 Define general AI creature selection for vehicles in enemy spawn 2017-03-05 14:32:57 -05:00
Sven Eberhardt 41b2145494 Fix enemy spawns in rectangular region 2017-03-05 13:22:19 -05:00
Sven Eberhardt 3d3e51489c Add user action on enemy spawn 2017-03-05 11:45:04 -05:00
Sven Eberhardt b0b64de7de Infinite ammo respawn for grenade launcher AI attack mode 2017-03-05 11:27:45 -05:00
Sven Eberhardt 366c2c4b83 Add shield option to enemy spawn clonks 2017-03-05 11:27:45 -05:00
Sven Eberhardt d4b036b541 Add weapon speed setting to enemy spawn 2017-03-05 11:27:44 -05:00
Sven Eberhardt d2e57dd318 Add airship spawn and attack path movement to EnemySpawn 2017-03-04 22:47:16 -05:00
Sven Eberhardt 1ff3b17dad Add catapult to enemy spawn
Also fix some catapult behavior (such as pushing it along waypoints)
2017-02-26 19:42:38 -05:00
Sven Eberhardt fccea515cd Add alternative weapon skins as attack modes 2017-02-26 14:59:34 -05:00
Sven Eberhardt 322b2b97de Fix rogue escape character in US string table of enemy spawn 2017-02-26 12:02:45 -05:00
Sven Eberhardt fd5eb86e68 More detailed info icons for enemy spawns 2017-02-26 10:58:17 -05:00
Sven Eberhardt c7feea408d Fix enemy removal of enemy spawn if removal modifies the spawned list 2017-02-25 23:25:11 -05:00
Sven Eberhardt 6f8368da93 Enemy spawn: Add rocket spawns 2017-02-25 20:24:46 -05:00
Sven Eberhardt 6af82f193a Add user action evaluator: Wait for condition 2017-02-25 17:03:47 -05:00
Sven Eberhardt 2d3705a813 EnemySpawn: Add "all enemies killed" user action conditional
Also fix delayed activation due to script player join
2017-02-25 15:21:54 -05:00
Sven Eberhardt 6cfe109db3 Enemy spawn: Add max concurrent enemies setting 2017-02-25 12:39:23 -05:00
Sven Eberhardt 649d7bed0a Move bomber and club attackers from FightForGidl to default AI as attack modes 2017-02-21 20:09:44 -05:00