Age | Commit message (Collapse) | Author |
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3rdparty directory.
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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.
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When an AI returns false, it'll never be chosen as random AI.
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classes ScriptScanner/ScriptFileInfo.
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sources too
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ai/library/<library_name>/ instead of ai/library/<category_name>/<library_name>/. Libraries inside tar files are not affected.
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no other AI is available instead of a non-existing file.
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of GetInstanceName() to make branching of AIs easier.
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available in-game.
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and only during initialization.
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the values of the settings in info.nut
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(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.
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not required
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-Fix [NoAI]: when there are multiple versions of one AI, never randonly pick an older one, but always the latest
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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
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function GetShortName(), which should return a 4 (four) character string, unique throughout the world. This id is simular to a GRFid.
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of manually manufacturing it into a searchdir.
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consts (Yexo)
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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
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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
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