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path: root/src/ai/ai_core.cpp
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2014-04-23(svn r26482) -Codechange: add an include that allows us to undefine/redefine ↵rubidium
"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
2013-07-12(svn r25592) -Fix [FS#5644]: Changing the script difficulty level in-game ↵rubidium
would also change the settings using the default even though they were not allowed to change in-game
2013-01-08(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵planetmaker
Eagle_rainbow)
2012-09-21(svn r24537) -Feature: Scripts can be suspended even if the game is still ↵zuu
progressing, thus break-on-log now works also for Game Scripts.
2012-08-20(svn r24487) -Codechange [FS#5236]: make several DoesContentExist return the ↵yexo
path instead of a boolean (LordAro)
2012-04-09(svn r24108) -Fix [FS#5142]: When starting GS or AI, always use the settings ↵frosch
of the game, not the new-game settings.
2012-01-03(svn r23746) -Fix: also set 'info' to NULL if 'instance' dies (for both AI ↵truebrain
and GS); avoids invalid memory reads
2012-01-03(svn r23740) -Codechange: remove some 300 unneeded includes from the .cpp filesrubidium
2012-01-02(svn r23718) -Fix [FS#4936]: rescanai caused crash when the AI settings of ↵rubidium
an AI was opened
2011-12-19(svn r23632) -Add: GSCompanyMode, to change company in GameScriptstruebrain
2011-12-15(svn r23524) -Codechange: move the name of the scanner to a level deepertruebrain
2011-12-01(svn r23386) -Fix: debug script related events to 'script' (removes 'ai')truebrain
2011-11-30(svn r23377) -Fix: compilation failure when networking is disabledrubidium
2011-11-29(svn r23364) -Codechange: refactor AIConfig, moving it mostly to Scriptconfigtruebrain
2011-11-29(svn r23362) -Codechange: refactor AIScanner, splitting it in AIScannerInfo ↵truebrain
and AIScannerLibrary
2011-11-29(svn r23361) -Codechange: move multiplayer DoCommand callback code so other ↵truebrain
script users can call their own
2011-11-29(svn r23355) -Codechange: rename all AI* to Script* (Rubidium)truebrain
2011-11-29(svn r23354) -Codechange: move all src/ai/api/ai_*.[hc]pp files to ↵truebrain
src/script/api/script_* (Rubidium)
2011-11-23(svn r23295) -Codechange: put ImportLibrary in AIController (and document ↵truebrain
the parameters for NoAI docs)
2011-11-14(svn r23222) -Codechange: reduce tar scanning calls to the bare minimumrubidium
2011-11-13(svn r23209) -Codechange: track the current active script instance directly, ↵truebrain
instead of assuming the current company points you to the right one.
2011-08-24(svn r22829) -Codechange: unify the dirtying of windows after an AI scanrubidium
2011-06-03(svn r22534) -Fix [FS#4631] (r21250): doing rescan_ai in a game with running ↵yexo
AIs caused a crash
2011-02-07(svn r22007) -Change: only show one AI per unique ID instead of all versions ↵rubidium
in the output of "openttd -h"
2011-01-03(svn r21703) -Feature [FS#4372]: list_ai_libs console command to get a list ↵yexo
of recognized AI libraries (dihedral)
2010-08-26(svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵rubidium
some headers
2010-07-31(svn r20271) -Doc: add doxygen comments to several items under src/ai/yexo
2010-06-05(svn r19932) -Codechange: Preserve _current_company when starting AIs.frosch
2010-06-05(svn r19931) -Fix (r19914): Convert assertion in Backup<> destructor into ↵frosch
DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
2010-05-31(svn r19914) -Codechange: Wrap a helper class around temporary assignments ↵frosch
of _current_company to ensure proper restoration.
2010-04-02(svn r19544) -Feature [FS#3496]: add an input box to the AI Debug window ↵yexo
where you can input a break string (patch by Zuu)
2010-01-29(svn r18953) -Feature: [NoAI] allow editing AI settings while an AI is runningyexo
Only settings with the AICONFIG_INGAME flag can be editted in this way
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
2010-01-11(svn r18781) -Codechange: pass the CommandCost to the callback instead of ↵rubidium
whether it succeeded or not. -Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
2010-01-09(svn r18763) -Feature [FS#3095]: rerandomise AIs on reloading (via the debug ↵rubidium
window) when they were randomly chosen
2009-10-04(svn r17693) -Cleanup: remove some unneeded includesrubidium
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-06-10(svn r16559) -Codechange: introduce Company::IsValidAiID() and ↵smatz
Company::IsValidHumanID(), don't use IsHumanCompany() where possible
2009-05-18(svn r16352) -Codechange: use PoolItem::GetIfValid() instead of ↵smatz
PoolItem::IsValidID() and PoolItem::Get()
2009-05-17(svn r16327) -Codechange: replace IsValidPoolItemID(index) by ↵smatz
PoolItem::IsValidID(index)
2009-05-16(svn r16326) -Codechange: replace GetPoolItemPoolSize() by ↵smatz
PoolItem::GetPoolSize()
2009-05-16(svn r16325) -Codechange: replace GetPoolItem(index) by PoolItem::Get(index)smatz
2009-04-25(svn r16151) -Codechange: move some includes around to prevent including ↵yexo
half the AI api in non-noai related code.
2009-02-23(svn r15562) -Change: Use GetName() to determine the unique AI name instead ↵yexo
of GetInstanceName() to make branching of AIs easier.
2009-02-07(svn r15401) -Fix [FS#2619](r15027): AI::Stop changed _current_company, but ↵smatz
didn't restore its original value
2009-02-03(svn r15330) -Fix [FS#2597]: leaking of Squirrel when using circular ↵rubidium
references (by enabling the GC).
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-24(svn r15262) -Fix: AIEvents were not freed, when they were not queued for ↵frosch
any AI.
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.