Shard 0.4/dev - Page 19

Shard 0.4/dev

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

But why?! Can you test with the reclaim behaviour I bundled? That should act as a reliable test case of wether reclaiming works or not
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Erik
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Erik »

Default one has a bug that goes away by replacing:
if unit:Internal():ID() == self.unit:Internal():ID() then
with:
if unit.engineID == self.unit.engineID then
but even after that it does nothing but Echo that its updating(which i put there to see if the script is called at all).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

To test it I do this:

Code: Select all

/cheat
/team 1
select AI commander
hold shift
In ym last tests when I released RC2, reclaim orders were given, but they had an area command at the correct location of size zero.
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Erik
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Erik »

Well even if i make it a small area command around the target feature i can see the correct order when selecting the unit in observer mode, the problem is the unit is just not doing anything.
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AF
AI Developer
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

Does it have a radius? If so, this is most troubling, it may be in the C++ API, or I may not be using the API correctly hmmm I'm not sure
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Erik
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Erik »

It has a dotted line connecting it, a radius but does not move at all (in some rare cases a nonsensical movement towards the spot it was built and back and then stops).


Notsoballsey does work just fine tough.
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AF
AI Developer
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

NotSoBallsey issues reclaim commands? Or do you mean you don't get your cryptic error regarding Internal() ?
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Erik
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Erik »

Notsoballsey reclaims as intended, the new version broke it somehow.
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AF
AI Developer
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

I'm in the process of rebuilding Shard for 0.83, Abma and Hoijui have helped me fix some issues I had, now I just need VS10 builds of certain libraries e.g. Boost
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hoijui
Former Engine Dev
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

it is 83.0, not 0.83 ;-)
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AF
AI Developer
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

One moment while I grieve for Mr. 0's demotion from major to minor magnitude
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

I'm currently facing rather irksome problems trying to compile Shard under Visual Studio

It seems that when I say #include "lua.h" I now have:
  • The lua.h bundled with spring
  • the lua.h bundled with Shard
  • The lua.h in the C++ Wrappers

Code: Select all

rts\lib\streflop\streflop_cond.h(50): error C2894: templates cannot be declared to have 'C' linkage

Code: Select all

ai\wrappers\cpp\src-generated\combinedcallbackbridge.h(11): fatal error C1083: Cannot open include file: 'stdbool.h': No such file or directory
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hoijui
Former Engine Dev
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

i think i fixed the second thing, but i need more context for the first one.
best... give whole log.
there is no lua.h in the C++ wrapper, and i guess youd rather use your own (Shards), and not the engine one. maybe you can do it right, by defining the right include dirs.
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AF
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

No no, the Lua.h in the wrappers isn't the lua.h in the lua VM, it implements the springai::Lua wrapper class I'll check when I'm back home
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hoijui
Former Engine Dev
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by hoijui »

ahhh right :/ stupid, stupid windows!
well...
i guess the solution is, to make sure you include the wrappersources with a prefix path, as in, instead of Lua.h, you include Wrapper/Cpp/Lua.h. of course the spring cmake scripts wolld have to generate that prefix path...
will also have to look into this later, when i am back home. hit me if i seem to have forgotten.
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Erik
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Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Erik »

Is there a version of shard that works with Engine version 83?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

No, if there was I'd have released it.

Currently the AI interface is incompatible with VS2010 and refuses to compile. V84 of spring brings fixes that should fix the majority of the problems, but this does not fix all the issues, and Shard still fails to compile under VS2010.

The last progress I'm aware of was Hoijuis fix for the stdbool.h issue, which exposed a further issue regarding const correctness and undefined values.
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zoggop
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Joined: 07 Sep 2010, 18:47

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by zoggop »

Well, there is the version that works for 0.83 for OS X. Of course, who knows what version it is. All the AIInfo calls it is "dev".
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by AF »

That'll be git master, which is included when you try to build Spring from git master. Seems the OS X build bundled shard in too although I don't mind that as I can't build it for OS X myself anyway. Shard should build on OSX and linux. Its Visual Studio 2010 & Windows I'm having trouble with.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Shard 0.35RC2 & 0.31.1 Not So Ballsey

Post by Forboding Angel »

Got a dll courteousness of buildbot and hoijui pointing me to it, but all it does is spam this:
[f=0000000] <SkirmishAI: Shard 3.0-Easy (team 0)>: added UnitHandler module

Enough to the point that in 30 seconds, infolog ended up having 37k + lines.
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