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2006-10-15(svn r6780) -Codechange: Remove GPMI leftovers (-b impersonisation of AI in MP).Darkvater
2006-10-12(svn r6752) -Codechange: Move command functions from messy functions.h into ↵Darkvater
command.h
2006-06-04(svn r5092) -Fix: There was a gross race condition in the AI code which made ↵tron
it pretty random if the AI could give a new vehicle its orders
2006-05-21(svn r4943) uint tile -> TileIndex tile, byte player -> PlayerID playertron
2006-03-09(svn r3805) - [FS#62] Fix doxygen comments to refer to the correct ↵peter1138
parameter. (sulai)
2005-12-18(svn r3313) Remove GPMI related changes from trunktron
Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
2005-12-14(svn r3304) -Add: allow AI-events to see the UID of the commandtruelight
-Fix: improved the logic of the UID code for AIs
2005-12-10(svn r3283) -Fix: decode_parameters was still used, while _cmd_text is the waytruelight
-Fix: _cmd_text is cleared after a command, so we need to store it temporaray in order to first test the command, before executing
2005-12-08(svn r3272) -Fix: [AI] fixed issue in AI that prevented compilation without ↵bjarni
network support
2005-12-05(svn r3260) -Add: add events for AIs to check if a command execution failed ↵truelight
or succeeded
2005-11-29(svn r3245) -Add: allow OpenTTD to give his GPMI-params to the GPMI modulestruelight
2005-11-28(svn r3244) -Fix: [GPMI] Even more GPMI based AI-code cleanup, bug fixes, ↵truelight
and you can now control the AI that is going to boot
2005-11-27(svn r3242) -Fix: small glitch in AllowAI controltruelight
2005-11-26(svn r3238) -Fix: always save if you want GPMI-based AIs, this on request by truelight
Darkvater, so we can, in the future, save patch options in savegames without any problems.
2005-11-22(svn r3229) -Add: add more GPMI support. Now GPMI-based AIs can be loaded ↵truelight
(doesn't change a thing if you didn't enable GPMI)
2005-11-22(svn r3226) -Fix: GPMI implementation had minor glitchestruelight
-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;) -Add: Support for AI-network-clients (an AI, connecting to a remote server) -Fix: minor AI-core problems
2005-11-21(svn r3224) -Add: Allow the NewAI to work in Multiplayer Games (switchable ↵truelight
via patch settings, off by defaut). An other step to AIScripts. WARNING: this is still highly experimental and has known bugs!
2005-10-24(svn r3080) byte -> PlayerID, int -> EngineID, -1 -> INVALID_ENGINEtron
2005-09-07(svn r2921) -Codechange: moved all AI-code to 1 central place (ai/ai.c)truelight
-Fix: removed the ability for the oldAI to cheat (this will criple him somewhat) -Add: base-code for many improvements to come in the AI-system -Add: added base-code for multiplayer AIs (DOES NOT WORK YET!)