Reverse Engineering Thread
#41
Posted 30 June 2005 - 06:55 PM
#42
Posted 04 July 2005 - 03:58 PM
#43
Posted 05 July 2005 - 03:02 AM
Chaos AI is definately and strangely affected (builds Armoury, Sac. Pit and Machine Pit a little later than I'd like). Bizzare...
All other factions seem fine to me under our latest AI build and v1.30. Chaos just seems a little late with vehicles but not incredibly bad. Playtested a little and he builds everything eventually.
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#44
Posted 05 July 2005 - 01:57 PM
ANy progress my friend? I recently dual-booted v1.20 and v1.30 and the AI seems decent (so long as it has money coming in).
Good job! I am currently perform proc-by-proc CFG comparison of each method of AI methods.
Here comes the updated list:
CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetMarkerPositionByID: MATCH
GetMarkerProximityByID: MATCH
GetChokepointMarkerIDs: MATCH
GetClosestChokepointID: NO MATCH
GetThreatAtPos: MATCH
GetSafePointBeforeDest: MATCH
HasThreatOnPath: MATCH
GetPathingDistance: MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH
HasThreat: MATCH
AIStats:
Update: MATCH
LoadUnitStats: MATCH
GetUnitStatsFromBPID: MATCH
GetUnitStats: MATCH
GetPlayerStats: MATCH
GetPlayerStatsFromID: MATCH
GetSquadName: MATCH
GetSquadID: MATCH
GetBuildingName: MATCH
GetBuildingID: MATCH
GetResearchName: MATCH
GetResearchID: MATCH
GetAbilityID: MATCH
GetAddOnName: MATCH
GetAddOnID: MATCH
CpuPlayer:
FindFirstCommanderEnemy: MATCH
FindFirstInfantryEnemy: MATCH
FindFirstVehicleEnemy: MATCH
FindFirstEnemy: MATCH
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
GetDifficultyLevel: MATCH
GetStartingPosition: MATCH
DoUpdate: MATCH
NetSay: NULLMATCH
GetTerrainAnalyzer: MATCH
IsResearchComplete: MATCH
GetGameTime: MATCH
As soon as every method has been compared, we can select from the changed ones the methods that will need further analysis.
#45
Posted 05 July 2005 - 03:30 PM
Not been doing much AI stuff of late - RL issues dominating. Hope to get back into it shortly.
Flenser
#46
Posted 05 July 2005 - 04:38 PM
None of those functions have anything to do with prereqs as far as I can tell, but GetMajorityClassType is fairly key for the demand system. Would be nice to know what they did there.
Not been doing much AI stuff of late - RL issues dominating. Hope to get back into it shortly.
Flenser
Yep. The idea is to go comparing ALL of the functions belonging to the AI object, then localize the ones that can be "interesting"...
I'll mark GetMajorityClassType as interesting
#47
Posted 05 July 2005 - 04:55 PM
CpuTerrainAnalyzer: FindClosestFreePosition: NO MATCH GetMarkerPositionByID: MATCH GetMarkerProximityByID: MATCH GetChokepointMarkerIDs: MATCH GetClosestChokepointID: NO MATCH GetThreatAtPos: MATCH GetSafePointBeforeDest: MATCH HasThreatOnPath: MATCH GetPathingDistance: MATCH GetMajorityClassType: NO MATCH Update: NO MATCH HasThreat: MATCH AIStats: Update: MATCH LoadUnitStats: MATCH GetUnitStatsFromBPID: MATCH GetUnitStats: MATCH GetPlayerStats: MATCH GetPlayerStatsFromID: MATCH GetSquadName: MATCH GetSquadID: MATCH GetBuildingName: MATCH GetBuildingID: MATCH GetResearchName: MATCH GetResearchID: MATCH GetAbilityID: MATCH GetAddOnName: MATCH GetAddOnID: MATCH CpuPlayer: FindFirstCommanderEnemy: MATCH FindFirstInfantryEnemy: MATCH FindFirstVehicleEnemy: MATCH FindFirstEnemy: MATCH FindFirstSquadInCombat: NO MATCH FindFirstHurtSquad: NO MATCH GetDifficultyLevel: MATCH GetStartingPosition: MATCH DoUpdate: MATCH NetSay: NULLMATCH GetTerrainAnalyzer: MATCH IsResearchComplete: MATCH GetGameTime: MATCH GetStats: MATCH GetResourceManager: MATCH GetMilitaryManager: MATCH GetBuildManager: MATCH GetPlayerTeam: MATCH GetPlayerRace: MATCH Enable: NO MATCH BuildManager: Update: MATCH CanBuildSquad: MATCH SetSquadLimit: MATCH GetSquadLimit: MATCH ClearSquadLimits: MATCH GetSupportCapLeft: MATCH GetSquadCapLeft: MATCH GetSquadCapCurrentMax: MATCH
#48
Posted 05 July 2005 - 06:58 PM
CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetClosestChokepointID: NO MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH
CpuPlayer:
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
Enable: NO MATCH
Hmm... Not too sure how these relate to why the AI is slower to building unit/buildings as compared to v1.20 - Chaos AI being the most affected.
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#49
Posted 05 July 2005 - 07:42 PM
The ones with NO MATCH are of interest?
CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetClosestChokepointID: NO MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH
CpuPlayer:
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
Enable: NO MATCH
Hmm... Not too sure how these relate to why the AI is slower to building unit/buildings as compared to v1.20 - Chaos AI being the most affected.
Exactly. The NO MATCH means that the function in v1.20 is different from the 1.30. Also, I am not saying that these are related to our problem... Maybe these have only been changed to improve the game or to reengineer it...
We must wait till ALL of the functions have been compared, in order to understand where the fault can be.
#50
Posted 06 July 2005 - 02:12 PM
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