add tips to the README
Iris Lightshard nilix@nilfm.cc
actually remove unused font
Iris Lightshard nilix@nilfm.cc
update readme, license, and remove unused font
Iris Lightshard nilix@nilfm.cc
use let instead of var everywhere; fixed bugs and adjusted ocean generation
Iris Lightshard nilix@nilfm.cc
bugfixes all over and make def come into play
Iris Lightshard nilix@nilfm.cc
update/fix AI and tweak map parameters
Iris Lightshard nilix@nilfm.cc
use nilfm.cc address
Iris Lightshard nilix@nilfm.cc
fix movement
Iris Lightshard nilix@nilfm.cc
Unit: no equipment is null instead of empty object
Iris Lightshard nilix@nilfm.cc
fix AI.buildUnits()
Iris Lightshard nilix@nilfm.cc
some balance fixes
Iris Lightshard nilix@nilfm.cc
fix null reference in Movement.js
Iris Lightshard nilix@nilfm.cc
AI: fix typos
Iris Lightshard nilix@nilfm.cc
make AI more aggressive
Iris Lightshard nilix@nilfm.cc
fix duplicating a unit if another swaps with it
Iris Lightshard nilix@nilfm.cc
use null instead of empty object
Iris Lightshard nilix@nilfm.cc
couple fixes
Iris Lightshard nilix@nilfm.cc
add glyphs to touch controls, resize map and remove all hardcoded references to map size; tweak formula for mountains and ocean generation
Iris Lightshard nilix@nilfm.cc
add lose condition: half the cities are destroyed
Iris Lightshard nilix@nilfm.cc
check for existence of equipment in AI.selectEnemyUnit()
Iris Lightshard nilix@nilfm.cc
check for existence of equipment in AI.selectEnemyUnit()
Iris Lightshard nilix@nilfm.cc
Merge branch 'newAI' into 'master' New ai See merge request nilix/ustrat!1
Derek Stevens drkste@zoho.com
debugging AI some more; making progress!
Iris Lightshard nilix@nilfm.cc
debugging AI
Iris Lightshard nilix@nilfm.cc
initialize attack logic
Iris Lightshard nilix@nilfm.cc
update/fix targeting algorithms
Iris Lightshard nilix@nilfm.cc
setup primitive AI targeting for cities, structs, and units
Iris Lightshard nilix@nilfm.cc
fixed menu; can't make an enemy's unit attack
Iris Lightshard nilix@nilfm.cc
fix equipment glitch
Iris Lightshard nilix@nilfm.cc
debugging AI path generation and movement
Iris Lightshard nilix@nilfm.cc
fixed AI equipment logic
Iris Lightshard nilix@nilfm.cc
Merge branch 'master' of https://gitlab.com/nilix/ustrat
Iris Lightshard nilix@nilfm.cc
implemented some remedial AI equipment logic
Iris Lightshard nilix@nilfm.cc
victory and defeat conditions and gameOver screens
Iris Lightshard nilix@nilfm.cc
cpu units head for armory first thing to get equipped (equip/upgrade code forthcoming). if no cpu armory, they stay chillin
Iris Lightshard nilix@nilfm.cc
tweak AI.generatePath() to avoid infinite loops and to push on forward if completely surrounded by high cost tiles; add win/lose conditions for destruction of HQs
Iris Lightshard nilix@nilfm.cc
refactored AI code to be more like the rest of the game; properly passes state through gameState.flow now; cpu Unit movement is animated
Iris Lightshard nilix@nilfm.cc
AI can move units toward their targets; trying to figure out how to animate it
Iris Lightshard nilix@nilfm.cc
took a stab at AI movement path generation
Iris Lightshard nilix@nilfm.cc
putting some boilerplate in place for AI unit movement
Iris Lightshard nilix@nilfm.cc
cleanup AI
Iris Lightshard nilix@nilfm.cc
AI can now search from HQ outward or map-edges inward for cell to build struct
Iris Lightshard nilix@nilfm.cc
animation loop for cpu phase, cpu can build structures and units now
Iris Lightshard nilix@nilfm.cc
starting the AI. rudimentary structure building algorithm is in place
Iris Lightshard nilix@nilfm.cc
fixed attack.listen(): camera follows cursor, can't center attack on self
Iris Lightshard nilix@nilfm.cc
fixed typo in destroyStructure()
Iris Lightshard nilix@nilfm.cc
cleaned up the touch controls a bit; opera situation debugged & fixed
Iris Lightshard nilix@nilfm.cc
tweak movement controls responsiveness
Iris Lightshard nilix@nilfm.cc
made the menus wider
Iris Lightshard nilix@nilfm.cc
Tweaking menus
Iris Lightshard nilix@nilfm.cc
weird bug on opera mobile regarding startButton and qButton; working on it
Iris Lightshard nilix@nilfm.cc
debugged attack/equipment code; all is good
Iris Lightshard nilix@nilfm.cc
add explosion.png
Iris Lightshard nilix@nilfm.cc
moved units off structures for demo spawn
Iris Lightshard nilix@nilfm.cc
added Ace, Angel, and BlitzWalker to Fabricate menu; demo base and units on load
Iris Lightshard nilix@nilfm.cc
first commit
Iris Lightshard nilix@nilfm.cc
implemented some remedial AI equipment logic. freezing this repo to refactor into typescript
Iris Lightshard nilix@nilfm.cc
fix AI.targetReset(); UI improvements
Iris Lightshard nilix@nilfm.cc
reset AI unit attentionSpan when something targeted by an AI unit is destroyed
Iris Lightshard nilix@nilfm.cc
fix typo in AI.selectOwnStruct()
Iris Lightshard nilix@nilfm.cc
AI attack logic improved; documentation
Iris Lightshard nilix@nilfm.cc
fixed infinite loop in AI movement
Iris Lightshard nilix@nilfm.cc