I tried to play around with NoAI in my spare time this weekend but couldn't get very far.
I copied the example source code from the wiki for my new AI to see how that works.
Code: Select all
import("pathfinder.road", "RoadPathFinder", 3);
//.......
local townid_a = townlist.Begin();
local townid_b = townlist.Next();
AILog.Info("Town " + AITown.GetName(townid_a) + " Pop " + AITown.GetPopulation(townid_a));
AILog.Info("Town " + AITown.GetName(townid_b) + " Pop " + AITown.GetPopulation(townid_b));
local pathfinder = RoadPathFinder();
AILog.Info("Pos A: " + AITown.GetLocation(townid_a));
AILog.Info("Pos B: " + AITown.GetLocation(townid_b));
AILog.Info("IsRoad A: " + AIRoad.IsRoadTile(AITown.GetLocation(townid_a)));
AILog.Info("IsRoad B: " + AIRoad.IsRoadTile(AITown.GetLocation(townid_b)));
/* Try to find a path. */
local path = false;
pathfinder.InitializePath([AITown.GetLocation(townid_a)], [AITown.GetLocation(townid_b)]);
while (path == false) {
path = pathfinder.FindPath(100);
AIController.Sleep(1);
}
if (path == null) {
/* No path was found. */
AILog.Error("pathfinder.FindPath return null");
}
Can anybody help me?

Thanks in advance