tlongstretch

Results 98 comments of tlongstretch

After looking over the code I believe I've found a good place to hook the AI in. When mission.cc's GameObject::instantiate function is called, after each player->init_view I can test the...

I got threading to work. I can manually kick off AI action loops that run in background. Now I can change the AI pace without having to constantly hook in...

Now that I have the ai overlay and threading working I can debug my AI logic. What prompted me to do this is that positions I thought to be North,...

Very nice, Pyrdacor! I just looked at your AI and AI states code. It looks quite complete, especially with character personalities already implemented. I thought about state-machine design but I...

One thought I was to have the AI fork its own copies of the game and accelerate them to predict the result of various actions, like a chess AI. This...

I do not have any such algorithm though I suspect it must be a common enough programming need that one can be found online. My naive approach is to divide...

One challenge will be building efficient roads to transport resources. An annoying limitation I believe exists in the original game and freeserf is that destroying flags/roads in the plotted path...

I am realizing that because none of my AI functions require any persistent state I should make my AI class entirely static. I am refactoring it as I keep finding...

oops didn't mean to close

Yeah I just noticed that can_demolish requires there be no connected building (which makes sense) so I'll just write a "is_connected" function that does that part.