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path: root/src/ai/ai_config.hpp
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2010-01-29(svn r18944) -Change [FS#3232]: use the highest version of an AI that can ↵yexo
load the AI data from a savegame instead of the exact same version
2010-01-15(svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵rubidium
if a header require a header make it include that header
2010-01-09(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug ↵rubidium
window) when they were randomly chosen
2010-01-07(svn r18747) -Codechange: add some constness to the AI coderubidium
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-02-03(svn r15324) -Codechange: unify the class used for comparing of strings for ↵smatz
std::map
2009-01-23(svn r15215) -Fix: various MSVC x64 compiler warningsrubidium
2009-01-20(svn r15175) -Feature: Add the option to select the AIs to start in a new ↵Yexo
game and configure them via the gui.
2009-01-13(svn r15063) -Fix [NoAI]: starting companies now listen correctly to ↵truebrain
'start_date' set to the AI slot (Yexo) -Add [NoAI]: add a 'deviation' value for all settings, giving a slight deviation of the value of a setting (Yexo)
2009-01-13(svn r15045) -Add [NoAI API CHANGE]: in info.nut you can now have (optional) ↵truebrain
a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version' -Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame -Codechange [NoAI]: various of function renames to make things more sane -Add [NoAI]: push the 'version' of the AI through various of layers -Codechange [NoAI]: various of code cleanups -Add [NoAI]: store the version of the AI in the savegame too
2009-01-13(svn r15044) -Add [NoAI]: AIConfig::GetVersion(), to get the version of the ↵truebrain
current AI
2009-01-12(svn r15027) -Merge: tomatos and bananas left to be, here is NoAI for all to ↵truebrain
see. NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks