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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.
2009-04-19(svn r16093) -Feature [FS#2808]: Add GetURL() as possible function to ↵yexo
info.nut. If AIs implement it, that url is shown when the AI crashes and also in the AI selection window.
2009-03-16(svn r15743) -Codechange: move the definitions of some fake squirrel types ↵yexo
to their own file.
2009-03-15(svn r15736) -Codechange: Split AIScanner/AIFileInfo to the more generic ↵yexo
classes ScriptScanner/ScriptFileInfo.
2009-03-11(svn r15668) -Fix: a few typos.yexo
2009-03-06(svn r15629) -Fix (r15027): Validate strings that are passed from squirrel ↵yexo
to the API, not strings passed from the API to squirrel.
2009-02-23(svn r15558) -Cleanup: Remove some unnecessary friend declarations.yexo
2009-02-21(svn r15535) -Fix (r15460, pre noai merge): use '.' as 'any' for squirrel ↵glx
calls typechecking as stated in squirrel docs
2009-02-20(svn r15531) -Fix (r15467): AIs were stopped at every error, whether they ↵yexo
caught it or not.
2009-02-13(svn r15467) -Fix [NoAI]: AIs with an error in their info.nut are no longer ↵yexo
available in-game.
2009-02-08(svn r15406) -Fix: make Valuate actually cost a few opcodes to not make it a ↵rubidium
single opcode method of doing lots of the same thing. This should resolve most of the hiccups caused by AIs.
2009-02-03(svn r15330) -Fix [FS#2597]: leaking of Squirrel when using circular ↵rubidium
references (by enabling the GC).
2009-02-02(svn r15316) -Fix [NoAI]: ignore unprintable chars when returning a string ↵glx
to squirrel
2009-01-23(svn r15222) -Fix: The squirrel stack was corrupted if an AI called any C++ ↵Yexo
function during Save().
2009-01-22(svn r15204) -Fix (r15167): The check was a bit too restrictive, the top of ↵Yexo
the stack needs to be resetted if another function is called while the AI is running but not suspended.
2009-01-20(svn r15167) -Fix [FS#2558]: The top of the stack was resetted after ↵Yexo
executing the first Ai tick causing random AI crashes.
2009-01-13(svn r15061) -Fix (r15027): three files were missing the Id headersmatz
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