Difference between revisions of "AI Refactoring2009Crab"
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== extract gamestate-changing actions from AI code to separate classes.== | == extract gamestate-changing actions from AI code to separate classes.== | ||
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ai movement. | ai movement. | ||
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ai attacks. | ai attacks. | ||
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<b>DONE</b> ai recruiting. | <b>DONE</b> ai recruiting. | ||
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ai set movement to 0. | ai set movement to 0. | ||
Revision as of 19:38, 20 April 2009
Contents
CURRENT WORK
extract gamestate-changing actions from AI code to separate classes.
ai movement.
ai attacks.
DONE ai recruiting.
ai set movement to 0.
AI Lookup
implement ai lookup by scanning ai/ais directory for a list of ai configs.
AI testing:
set up a batch testing of 'ai vs ai' battles on my home computer, with results posted to db with a web frontend on a colocated server.
DONE
r34723 AI Refactoring: changed 'team' to 'side' when it means 'side number that starts from 1'.
r34720 AI Refactoring: Moved location of ai_interface::info to ai_manager. Now using a single copy of ai_interface::info for all AIs, and using get_info() accessor to get it from AIs. Also, fixed side to be unsigned int where it is possible.
r34719 AI Refactoring: removed unused turn_data_ from ai_interface::info
r34705 AI Refactoring. Extracted 'team number' and 'master' from ai_interface::info. This makes ai_interface::info ai-independent and allows to push it out of ai.