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path: root/src/ai/ai_instance.hpp
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2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-08-19(svn r17223) -Change [NoAI] [FS#2980]: Crash an AI when it uses a DoCommand ↵yexo
/ Sleep instead of just printing an error message in the AI Debug Window
2009-08-18(svn r17214) -Add [NoAI]: GetAPIVersion() as optional function in info.nut. ↵yexo
Return "0.7" to get an api compatible (as much as possible) with the 0.7 api or "0.8" to get the latest api. -Change [NoAI]: move all deprecated functions to a separate squirrel script that is only loaded if an AI requests an old API version.
2009-08-08(svn r17125) -Cleanup: remove an unused variableyexo
2009-07-15(svn r16834) -Fix [FS#3034]: call the AI Save() function only once so AIs ↵yexo
can't crash OpenTTD
2009-06-10(svn r16556) -Codechange [NoAI]: use accessor for AIInstance::is_deadsmatz
2009-06-01(svn r16502) -Fix [FS#2935]: when an AI was suspended while in a function ↵yexo
called (indirectly) via call/acall/pcall OpenTTD crashed. Fix this by disallowing AIs to be suspended while called via call/acall/pcall. IMPORTANT FOR AI WRITERS: AIs can no longer call any DoCommand functions (change anything, build vehicles, etc.) in a function called (indirectly) via call/acall/pcall. Where possible, please rewrite your code so it doesn't use call/acall/pcall
2009-02-13(svn r15467) -Fix [NoAI]: AIs with an error in their info.nut are no longer ↵yexo
available in-game.
2009-02-03(svn r15330) -Fix [FS#2597]: leaking of Squirrel when using circular ↵rubidium
references (by enabling the GC).
2009-02-03(svn r15327) -Fix (r15027): AIs could access the map and other data in their ↵Yexo
constructor and Load() function while the savegame was not completely loaded.
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
2009-01-12(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