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Ai rework #5
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Separated AI code into 2 files for data and logic created 8 files for AI presets according to its Cell.enmTeam
.vs folder is now ignored.
File changes in due to Unity update.
DataHolder now holds indexes instead of cells - saves extra looping to get a match, DataHolder is now valid only for the AI that it was created with. Removed old RemoveCell() function, better way of handling cell changes is on the way. Added some comments to obscure functions.
Cell.enmTeam can now be casted into an AI --> fetching AIs from AIs list in InitializeAI GetCellInstances can now operate more efficienty if provided with an AI to look into. Generated getters for allies and newly targets Added targetsOfThisAI as a new list to stand against allies. Simplified AI Init code. Renamed AllyHolder to AIHolder since it now holds targets aswell.
Semi implemented new way to sort cells on change. Added player script to hold player controlled cells for easier AI integration. Target lists are now used to determine cell sorting on change. but are always empty so the sorting fails. Scenario when AI overtakes neutral cell results in no cells being added as targets to Ais that register the AI that overtook the cell as an Enemy Others might appear with more testing.
Signed-off-by: Slinta <[email protected]>
Should stay in the same branch
better handling of a cell changing teams - not fianl.
…elopment.git into AI_Rework # Conflicts: # Dots-RTS-Development/Assets/Scripts/AI/Enemy_AI.cs
Signed-off-by: Slinta <[email protected]>
Branch merging
Signed-off-by: Slinta <[email protected]>
WIP interface implementation
Signed-off-by: Slinta <[email protected]>
Signed-off-by: Slinta <[email protected]>
Signed-off-by: Slinta <[email protected]>
- moved neutral cell reference from AI to PlayManager - if we had Team object we could save resources by referencing cells as a team instead of every Ai separately
-added tempp images for every upgrade that exists as of 25.10.2017 -changed text scaling in the store and post game scene -cleaned some unused code
Signed-off-by: Slinta <[email protected]>
…s-RTS-Development.git into AI_Rework_ClanRedo
Signed-off-by: Slinta <[email protected]>
…s-RTS-Development.git into AI_Rework_ClanRedo
Signed-off-by: Slinta <[email protected]>
-Reworked AI_Data_Holder to use enums insted of cell indexes, that didn't make sense. This doesn't either, but it looks better Documentation needed -ConsiderAllies is wierd, should be rewritten -AI is attacking its Player Ally due to wrong configuration, probably has to do with ConsiderAllies or InitializeAI not set up properly
-fixed bug where every cell was considered Neutral by PlayManager -fixed and compressed AI cell sorting code -- should be mostly final -fixed an issue where player would win a game with an ally - it would never end since the logic was made to trigger only when no AIs exit - player should hold more code -- selection of cells and so on --> would clear the mess in CellBehaviour
Signed-off-by: Slinta <[email protected]>
AI Clan Rework --> AI Rework
Signed-off-by: Slinta <[email protected]>
Initialize ai cleanup
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