yes, exactly that; but, to simplify things, i suggest splitting every use case to separate demo AI.hoijui wrote:You mean, we should have a "Hello, World" Test AI scheme, which is then implemted in each language (eg. C, C++, Java, C#) in a Test AI.
This scheme had to be working with absolutely every kind of mod, an if not everything can be done, it had to not crash at least, and report why it could not do what.
something like this would also be of help.An example for such a scheme:Code: Select all
snipped
see e.g. TryTarget in Weapon.cpp:it is possible to draw points, lines, paths and figures wiht the AI interface as it is now, i dont know if arrows are in fugures, or if they had to be constructed manually out of 3 lines eg.
Code: Select all
//geometricObjects->AddLine(weaponMuzzlePos, weaponMuzzlePos+dif, 3, 0, 16);
yes, exactly this. getting mod name, version and stuff like this should also be exposed. use case is e.g. precomputing choke points for maps/mod+map combos - need ability to access pathfinder data or heightmap+slopemap (if there is such a thing in spring, not sure) and an ability to uniquely identify which map is that.you mean hashes for the mod and the map, to not use cached data for BA6.6 when BA6.8 is loaded eg?
if i am not wrong, this is not possible through the interface at the moment, would have to be added. is this the cleanest solution? (eg, what about mod-name + version?)