Commit message (Expand)AuthorAgeFilesLines
* add tips to the READMEHEADmastermainDerek Stevens2021-06-241-1/+7
* actually remove unused fontDerek Stevens2021-06-231-0/+0
* update readme, license, and remove unused fontprereleaseDerek Stevens2021-06-232-6/+10
* use let instead of var everywhere; fixed bugs and adjusted ocean generationDerek Stevens2021-06-2311-112/+129
* bugfixes all over and make def come into playDerek Stevens2021-06-226-10/+21
* update/fix AI and tweak map parametersDerek Stevens2021-06-212-9/+10
* use nilfm.cc addressbalanceDerek Stevens2021-06-1913-13/+13
* fix movementDerek Stevens2021-06-191-25/+26
* Unit: no equipment is null instead of empty objectDerek Stevens2021-06-191-2/+2
* fix AI.buildUnits()Derek Stevens2021-06-191-4/+0
* some balance fixesDerek Stevens2021-06-194-29/+30
* fix null reference in Movement.jsDerek Stevens2021-06-191-3/+5
* AI: fix typosDerek Stevens2021-06-191-5/+5
* make AI more aggressiveDerek Stevens2021-06-191-0/+11
* fix duplicating a unit if another swaps with itDerek Stevens2021-06-191-0/+2
* use null instead of empty objectDerek Stevens2021-06-198-56/+56
* couple fixesDerek Stevens2020-05-112-3/+3
* add glyphs to touch controls, resize map and remove all hardcoded references ...Derek Stevens2020-05-105-58/+68
* add lose condition: half the cities are destroyedDerek Stevens2020-05-061-1/+17
* check for existence of equipment in AI.selectEnemyUnit()Derek Stevens2020-05-061-1/+1
* check for existence of equipment in AI.selectEnemyUnit()Derek Stevens2020-05-061-2/+6
* Merge branch 'newAI' into 'master'Derek Stevens2020-05-0419-32/+184
| * fix AI.targetReset(); UI improvementsDerek Stevens2020-05-049-21/+28
| * reset AI unit attentionSpan when something targeted by an AI unit is destroyedDerek Stevens2020-05-034-0/+15
| * fix typo in AI.selectOwnStruct()Derek Stevens2020-02-211-1/+1
| * AI attack logic improved; documentationDerek Stevens2020-02-2114-6/+123
| * fixed infinite loop in AI movementDerek Stevens2020-02-193-7/+20
* debugging AI some more; making progress!Derek Stevens2020-02-152-3/+12
* debugging AIDerek Stevens2020-02-112-5/+6
* initialize attack logicDerek Stevens2020-02-112-6/+42
* update/fix targeting algorithmsDerek Stevens2020-02-112-10/+63
* setup primitive AI targeting for cities, structs, and unitsDerek Stevens2019-12-231-1/+39
* fixed menu; can't make an enemy's unit attackDerek Stevens2019-12-141-1/+1
* fix equipment glitchDerek Stevens2019-12-131-4/+4
* debugging AI path generation and movementDerek Stevens2019-12-134-17/+117
* fixed AI equipment logicDerek Stevens2019-10-041-4/+4
* Merge branch 'master' of https://gitlab.com/nilix/ustratDerek Stevens2019-09-280-0/+0
| * implemented some remedial AI equipment logic. freezing this repo to refactor ...Derek Stevens2019-09-154-27/+196
* | implemented some remedial AI equipment logicDerek Stevens2019-09-284-27/+196
* victory and defeat conditions and gameOver screensDerek Stevens2019-09-065-19/+70
* cpu units head for armory first thing to get equipped (equip/upgrade code for...Derek Stevens2019-08-073-6/+56
* tweak AI.generatePath() to avoid infinite loops and to push on forward if com...Derek Stevens2019-08-074-57/+43
* refactored AI code to be more like the rest of the game; properly passes stat...Derek Stevens2019-08-063-10/+103
* AI can move units toward their targets; trying to figure out how to animate itDerek Stevens2019-08-043-33/+91
* took a stab at AI movement path generationDerek Stevens2019-08-031-11/+105
* putting some boilerplate in place for AI unit movementDerek Stevens2019-07-252-29/+38
* cleanup AIDerek Stevens2019-06-252-25/+16
* AI can now search from HQ outward or map-edges inward for cell to build structDerek Stevens2019-06-241-4/+92
* animation loop for cpu phase, cpu can build structures and units nowDerek Stevens2019-06-193-9/+119
* starting the AI. rudimentary structure building algorithm is in placeDerek Stevens2019-06-194-5/+163