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path: root/src/ai/ai_scanner.cpp
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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)
2010-11-18(svn r21250) -Fix [FS#3952]: Rescanning AIs didn't "forget" removed AIsrubidium
2010-11-18(svn r21248) -Codechange: don't run the tar scanner twice upon startuprubidium
2010-08-26(svn r20632) -Cleanup: remove "a few" unneeded includes, and add them to ↵rubidium
some headers
2010-08-23(svn r20606) -Change [FS#4042]: change the debug level of the "Registering ↵yexo
two AIs/libraries with the same name and version" message from 0 to 1
2010-08-03(svn r20346) -Change: scan for tar files before scanning for AIs/NewGRFs so ↵yexo
new AIs/NewGRFs inside a tar file are found
2010-07-29(svn r20239) -Doc: Give a common name to all fall throughs (FALL THROUGH).terkhen
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
2010-01-18(svn r18862) -Fix [FS#3544]: don't pass AI strings through iconvrubidium
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
2010-01-07(svn r18747) -Codechange: add some constness to the AI coderubidium
2009-10-04(svn r17693) -Cleanup: remove some unneeded includesrubidium
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-08-21(svn r17247) -Change: move '3rd party' MD5 implementation also to the ↵rubidium
3rdparty directory.
2009-06-24(svn r16650) -Fix (r16649): missing ()yexo
2009-06-24(svn r16649) -Fix: When the exact AI version a game was saved with is no ↵yexo
longer available and the latest version of the AI can't load data from that AI version, use the latest available version of the AI that can load the data instead of the first found version that can load the data.
2009-04-21(svn r16113) -Feature [NoAI]: Add UseAsRandomAI as function in info.nut. ↵yexo
When an AI returns false, it'll never be chosen as random AI.
2009-04-10(svn r16024) -Codechange: harden string copying on places where it's possiblerubidium
2009-03-15(svn r15736) -Codechange: Split AIScanner/AIFileInfo to the more generic ↵yexo
classes ScriptScanner/ScriptFileInfo.
2009-03-15(svn r15718) -Cleanup: apply some comment coding style on the rest of the ↵rubidium
sources too
2009-03-14(svn r15716) -Change [NoAI]: AI libraries should now be stored in ↵yexo
ai/library/<library_name>/ instead of ai/library/<category_name>/<library_name>/. Libraries inside tar files are not affected.
2009-03-11(svn r15668) -Fix: a few typos.yexo
2009-03-06(svn r15630) -Fix (r15027): Make sure OpenTTD loads the dummy AI script when ↵yexo
no other AI is available instead of a non-existing file.
2009-02-23(svn r15562) -Change: Use GetName() to determine the unique AI name instead ↵yexo
of GetInstanceName() to make branching of AIs easier.
2009-02-13(svn r15467) -Fix [NoAI]: AIs with an error in their info.nut are no longer ↵yexo
available in-game.
2009-02-13(svn r15464) -Codechange [NoAI]: Call all info.nut functions exactly once ↵yexo
and only during initialization.
2009-02-06(svn r15366) -Add [NoAI]: Add AddLabels() where you can define labels for ↵Yexo
the values of the settings in info.nut
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-23(svn r15226) -Fix (r15214): broken AI content downloadglx
2009-01-23(svn r15214) -Fix [NoAI]: ignore case for ai/library main script path on windowsglx
2009-01-17(svn r15126) -Feature: downloading content from a central server ↵rubidium
(content.openttd.org) where authors can upload they NewGRFS/AI etc. This should make joining servers that use only NewGRFs that are distributed via this system easier as the players can download the NewGRFs from in the game. It should also make it easier to see whether there are updates for NewGRFs and make the necessary updates.
2009-01-17(svn r15121) -Fix: more mem-leak fixes (this should make SmatZ so happy ;) :p)truebrain
2009-01-17(svn r15120) -Fix: more mem-leak fixestruebrain
2009-01-16(svn r15107) -Fix [NoAI]: don't use so much explicit string copies if it is ↵truebrain
not required
2009-01-16(svn r15106) -Fix [NoAI]: printf-ing of garbage.rubidium
2009-01-15(svn r15096) -Fix [NoAI]: free memory when no longer neededtruebrain
-Fix [NoAI]: when there are multiple versions of one AI, never randonly pick an older one, but always the latest
2009-01-15(svn r15095) -Add [NoAI]: allow AI Libraries to be in .tar files (subdir ↵truebrain
required, as with AIs -Add [NoAI]: allow multiple versions of the same AI co-exist -Change [NoAI]: updated the whole method of AI (Library) finding and loading; it is now much more clear and transparent -Change [NoAI]: the name of the AI is now the name used by CreateInstance() -Change [NoAI]: make the AI finder a bit more clever, mostly related to version finding
2009-01-15(svn r15090) -Add [NoAI] [API CHANGE]: info.nut/library.nut now requires a ↵truebrain
function GetShortName(), which should return a 4 (four) character string, unique throughout the world. This id is simular to a GRFid.
2009-01-14(svn r15082) -Codechange: make the AI library path also a searchdir instead ↵rubidium
of manually manufacturing it into a searchdir.
2009-01-13(svn r15055) -Add [NoAI]: add the AICONFIG_RANDOM and AICONFIG_BOOLEAN ↵truebrain
consts (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
2009-01-12(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