forked from 0ad/0ad
quantumstate
0cace671b7
The problem was with the new caching and unhuntable animals. The cache would have an unhuntable food source so would show as not being empty but then when this was filtered out at a later stage. After this later stage there would be no attempt to search a larger area. This was SVN commit r11321. |
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.. | ||
_init.js | ||
attackMoveToCC.js | ||
attackMoveToLocation.js | ||
config.js | ||
data.json | ||
defence.js | ||
economy.js | ||
entity-extend.js | ||
entitycollection-extend.js | ||
filters.js | ||
gamestate.js | ||
housing.js | ||
license_gpl-2.0.txt | ||
map-module.js | ||
military.js | ||
plan-building.js | ||
plan-training.js | ||
qbot.js | ||
queue-manager.js | ||
queue.js | ||
readme.txt | ||
resources.js | ||
terrain-analysis.js | ||
timer.js | ||
walkToCC.js |
This is an AI for 0 A.D. (http://wildfiregames.com/0ad/) based on the testBot. Install by placing the files into the data/mods/public/simulation/ai/qbot folder. If you are developing you might find it helpful to change the debugOn line in qBot.js. This will make it spew random warnings depending on what I have been working on. Use the debug() function to make your own warnings.