Commit Graph

12 Commits

Author SHA1 Message Date
Stian Grenborgen 18ec0e754a Uses changeMission instead of setMission since the former handles dispose and setting transportation priority. 2023-05-02 21:21:05 +02:00
Stian Grenborgen 5e80b3e2d9 Speeds up AI turns by reusing existing defend settlement missions. This will mostly produce the same result as doing path finding every turn -- although in some special cases (that I think can be ignored) will produce a poorer result. 2023-04-30 10:20:13 +02:00
Stian Grenborgen d84b2f5a4b Fixes a couple of NPEs caused by missing &. 2023-02-11 17:28:20 +01:00
Stian Grenborgen 07ed3eda55 Uses a cache for turns to reach. This fixes a performance issue that is caused by the turns to reach a given tile being calculated multiple times. 2023-02-11 11:44:35 +01:00
Stian Grenborgen 2d44597a7c Fixes NPE caused by missing &. 2023-01-02 21:12:13 +01:00
Stian Grenborgen e23be483ac The REF now uses the MilitaryCoordinator. Makes minor modifications to the transportation prioritization in order to better utilize transports. 2023-01-02 20:52:26 +01:00
Stian Grenborgen 8e55c26e1c Saves calculation time by only running the AI MilitaryCoordinator once. 2023-01-01 19:33:41 +01:00
Stian Grenborgen 17942c8d62 The AI now transports extra military units from Europe as it should. 2023-01-01 17:22:35 +01:00
Stian Grenborgen b0da3ebad6 Fixes a problem where the AI only attacked unarmed enemy veteran soldiers if there were enemy offensive units in the same defensive zone. 2023-01-01 09:57:46 +01:00
Stian Grenborgen 51c27a3298 The AI behavior (aggressiveness/attacking natives) is now slightly different depending on national advantage. 2023-01-01 09:52:02 +01:00
Stian Grenborgen 90eb2bb2ed The AI can now attack enemy settlements outside of its defensive zones. 2022-12-31 15:00:26 +01:00
Stian Grenborgen d7d3e3c0c7 Adds a coordinator for managing all the military (land) units for an AI. This allows the AI to both defend and attack using multiple units. 2022-12-30 16:11:21 +01:00