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{{AI|RAI|Reth| | {{AI|RAI|Reth|v0.601|Supports Most Known Mods|Under Active Development|GNU GPL|C|LegacyCpp}} | ||
The [https://github.com/spring/spring/tree/develop/AI/Skirmish/RAI Source code] of RAI is integrated into spring. | |||
=== Forum thread === | === Forum thread === | ||
''' [[ | *[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7924 "RAI v0.601"] | ||
[[Category:AI]] | |||
=== Older Version Downloads === | |||
*[http://www.fileuniverse.com/?p=show&a=it&id=5296 Windows] | |||
*[http://spring.jobjol.nl/show_file.php?id=949 Linux 64bit] | |||
*[http://www.fileuniverse.com/?p=show&a=it&id=5398 Source code] | |||
Mods with incomplete support: | |||
*BloX (transporters unsupported: can't figure out that guns are attached to the transporters to make a tank) | |||
*1944 & Epic Legions (requires a unique method of destroying parts of the enemy base) | |||
*Fibre - units are controlled differently than RAI expected, AI-Events do not occur in the way that is expected | |||
* more generally, any mod that does not have controllable mobile attack units | |||
=== How to compile on Linux === | |||
Recent versions of spring (0.77+) can compile it without any hassle, using both scons and cmake. A simple ''scons'' or ''make'' (if using cmake) will do. | |||
For older versions of spring (0.76): | |||
* download spring sources [http://spring.clan-sy.com/dl/spring_0.76b1_src.tar.bz2 here], and extract it somewhere | |||
* download RAI sources [http://www.fileuniverse.com/spring/ai/RAI%20v0.553%20source.rar here], and save it into the ''{spring source}/AI/Global/'' folder | |||
* install the glew development package - on Ubuntu it's ''sudo apt-get install libglew1.5-dev'' | |||
* open the project in CodeBlocks - there's a project file for CB provided in the RAI/CodeBlocks directory | |||
* then edit the sources a bit to have them be more cross-platform friendly - atm they use a windows function to create folders. | |||
** in v0.553: RAI/Global.cpp, edit line 4 to say ''#include <sys/stat.h>'' instead | |||
** for v0.600: this is RAI/RAI.cpp, line 10 | |||
** in v0.553: RAI/Global.cpp, edit lines 157-158 to say: | |||
*** mkdir( "AI/RAI", S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH ); | |||
*** mkdir( "AI/RAI/Metal", S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH ); | |||
** for v0.600: this is RAI/RAI.cpp, lines 1086-1089 | |||
* at this point, it'll compile fine, but give some warnings about int floats. The problem is that it doesn't generate a .so somehow though, so some voodoo magic needs to be done | |||
** Go to project properties, and under Build Targets, enable 'auto generate extension'. | |||
* now use clean the project, and recompile the whole thing. You ''should'' get a RAI.so in the CodeBlocks directory. | |||
* to test, put the .so into ''~/.spring/AI/Bot-libs/'', and since SpringLobby will see it right away, try a single player game. | |||
=== Version History === | |||
v0.601: | |||
*Fixes | |||
v0.600: | |||
*terrain-map improvements (nearly complete universal map support) | |||
*map-areas generated for each mobile unit-type defined by slope,elevation,hovering,floating capabilities | |||
*units will, virtually, never attempt to make an impossible move (based on the starting terrain) | |||
*factories will no longer be build in sectors/areas that give their units access to less than 20% of the map | |||
*acid/lava and other harmful water maps are now properly detected and will not be built in or moved across (excluding units with hover/flying capabilities) | |||
*KAI's metal-map class has been removed & replaced | |||
*resource linking has been improved (expansion routes) | |||
*the power-manager class has been improved | |||
*early starting unit are monitored more closely to ensure that a starting base is build when possible | |||
v0.551-v0.553 (spring v0.75b2-v0.76b1) | |||
*Fixes | |||
v0.55 (spring v0.75b2) | |||
*Assault units now use basic attack groups | |||
*Remembering enemy positions outside of LOS/Radar | |||
*Restrict hovercraft on certain maps & mods | |||
*Player given orders are now followed until completion | |||
*Unit support added: nano turrets | |||
*Basic building placement added: defenses | |||
*Minor Changes/Fixes | |||
v0.50 (spring v0.74b3) | |||
*Basic hub support & improved build list detection | |||
*Units will now use capture/resurrect/high trajectory and are more willing to reclaim | |||
*Builders will now upgrade extractors/geos | |||
*Expands a little more intelligently | |||
*A bit quicker expansion, slowly seizing available (metal/geo spots) | |||
*Minor Changes/Fixes | |||
v0.40 (spring v0.74b2-v0.74b3) | |||
*Minor Changes/Fixes | |||
v0.355 (spring v0.74b1) | |||
*Fixes | |||
v0.350 (spring v0.73b1) | |||
*Improvements to Building Decisions. | |||
*Support for Water Units/Maps. | |||
*Minor Changes/Fixes | |||
v0.300 (spring v0.73b1) | |||
*First Release | |||
''' [[AI:Skirmish:List|<- Back to AI page]]''' | |||
[[Category: AI]] | |||
Latest revision as of 17:18, 19 November 2014
| Developer | |
| Version | |
| Mod Support | |
| Status | |
| License | |
| Interface | |
| Wrapper | |
The Source code of RAI is integrated into spring.
Forum thread
Older Version Downloads
Mods with incomplete support:
- BloX (transporters unsupported: can't figure out that guns are attached to the transporters to make a tank)
- 1944 & Epic Legions (requires a unique method of destroying parts of the enemy base)
- Fibre - units are controlled differently than RAI expected, AI-Events do not occur in the way that is expected
- more generally, any mod that does not have controllable mobile attack units
How to compile on Linux
Recent versions of spring (0.77+) can compile it without any hassle, using both scons and cmake. A simple scons or make (if using cmake) will do.
For older versions of spring (0.76):
- download spring sources here, and extract it somewhere
- download RAI sources here, and save it into the {spring source}/AI/Global/ folder
- install the glew development package - on Ubuntu it's sudo apt-get install libglew1.5-dev
- open the project in CodeBlocks - there's a project file for CB provided in the RAI/CodeBlocks directory
- then edit the sources a bit to have them be more cross-platform friendly - atm they use a windows function to create folders.
- in v0.553: RAI/Global.cpp, edit line 4 to say #include <sys/stat.h> instead
- for v0.600: this is RAI/RAI.cpp, line 10
- in v0.553: RAI/Global.cpp, edit lines 157-158 to say:
- mkdir( "AI/RAI", S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH );
- mkdir( "AI/RAI/Metal", S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH );
- for v0.600: this is RAI/RAI.cpp, lines 1086-1089
- at this point, it'll compile fine, but give some warnings about int floats. The problem is that it doesn't generate a .so somehow though, so some voodoo magic needs to be done
- Go to project properties, and under Build Targets, enable 'auto generate extension'.
- now use clean the project, and recompile the whole thing. You should get a RAI.so in the CodeBlocks directory.
- to test, put the .so into ~/.spring/AI/Bot-libs/, and since SpringLobby will see it right away, try a single player game.
Version History
v0.601:
- Fixes
v0.600:
- terrain-map improvements (nearly complete universal map support)
- map-areas generated for each mobile unit-type defined by slope,elevation,hovering,floating capabilities
- units will, virtually, never attempt to make an impossible move (based on the starting terrain)
- factories will no longer be build in sectors/areas that give their units access to less than 20% of the map
- acid/lava and other harmful water maps are now properly detected and will not be built in or moved across (excluding units with hover/flying capabilities)
- KAI's metal-map class has been removed & replaced
- resource linking has been improved (expansion routes)
- the power-manager class has been improved
- early starting unit are monitored more closely to ensure that a starting base is build when possible
v0.551-v0.553 (spring v0.75b2-v0.76b1)
- Fixes
v0.55 (spring v0.75b2)
- Assault units now use basic attack groups
- Remembering enemy positions outside of LOS/Radar
- Restrict hovercraft on certain maps & mods
- Player given orders are now followed until completion
- Unit support added: nano turrets
- Basic building placement added: defenses
- Minor Changes/Fixes
v0.50 (spring v0.74b3)
- Basic hub support & improved build list detection
- Units will now use capture/resurrect/high trajectory and are more willing to reclaim
- Builders will now upgrade extractors/geos
- Expands a little more intelligently
- A bit quicker expansion, slowly seizing available (metal/geo spots)
- Minor Changes/Fixes
v0.40 (spring v0.74b2-v0.74b3)
- Minor Changes/Fixes
v0.355 (spring v0.74b1)
- Fixes
v0.350 (spring v0.73b1)
- Improvements to Building Decisions.
- Support for Water Units/Maps.
- Minor Changes/Fixes
v0.300 (spring v0.73b1)
- First Release