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vcmi/AI/VCAI
ArseniyShestakov ab7ad4741a AIStatus: add teleport channel probing mode
When AI going through bidirectional teleport it's always getting list of all available exits.
If some of exits are invisible it's will attempt to visit each of them teleport probing begins.
2015-03-08 17:23:56 +03:00
..
AIUtility.cpp Added limits and assertions which show that fuzzy engine is completely bugged. 2014-11-22 18:57:17 +01:00
AIUtility.h Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero 2014-09-21 16:42:08 +03:00
CMakeLists.txt define FL_CPP11 outside Fuzzylite source 2014-11-03 01:00:22 +03:00
Fuzzy.cpp Cleaning logs. 2014-12-25 12:58:15 +01:00
Fuzzy.h Each fuzzy set of rules will use separate fuzzy engine. 2014-12-19 10:52:41 +01:00
Goals.cpp Fixed AI trying to visit tile already occupied by different hero, including #1902. 2014-12-21 14:50:26 +01:00
Goals.h Cleanup: 2014-06-05 20:26:50 +03:00
main.cpp VCMIDirs update #5 fix 2014-08-26 12:19:04 +02:00
StdInc.cpp
StdInc.h More bugfixing: 2014-06-29 17:23:06 +03:00
VCAI.cbp [C::B] update FL project 2 2014-10-27 15:17:40 +03:00
VCAI.cpp AIStatus: add teleport channel probing mode 2015-03-08 17:23:56 +03:00
VCAI.h AIStatus: add teleport channel probing mode 2015-03-08 17:23:56 +03:00
VCAI.vcxproj Updated build for MSVS. Some compile fixes to FuzzyLite source. 2014-10-26 12:32:19 +01:00