AI Clan Rework --> AI Rework#9
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Signed-off-by: Slinta <Slinta000@gmail.com>
Signed-off-by: Slinta <Slinta000@gmail.com>
- moved neutral cell reference from AI to PlayManager - if we had Team object we could save resources by referencing cells as a team instead of every Ai separately
-added tempp images for every upgrade that exists as of 25.10.2017 -changed text scaling in the store and post game scene -cleaned some unused code
Signed-off-by: Slinta <Slinta000@gmail.com>
…s-RTS-Development.git into AI_Rework_ClanRedo
…s-RTS-Development.git into AI_Rework_ClanRedo
-Reworked AI_Data_Holder to use enums insted of cell indexes, that didn't make sense. This doesn't either, but it looks better Documentation needed -ConsiderAllies is wierd, should be rewritten -AI is attacking its Player Ally due to wrong configuration, probably has to do with ConsiderAllies or InitializeAI not set up properly
-fixed bug where every cell was considered Neutral by PlayManager -fixed and compressed AI cell sorting code -- should be mostly final -fixed an issue where player would win a game with an ally - it would never end since the logic was made to trigger only when no AIs exit - player should hold more code -- selection of cells and so on --> would clear the mess in CellBehaviour
Signed-off-by: Slinta <Slinta000@gmail.com>
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