by andrewbuck » 08 Mar 2011, 16:22
Its not exampleframelistener, its in creature.cpp. If you look at the doTurn() method you will se a big switch statement for all the AI states. The probabilities for transitions need to be looked at a lot more, I know very little about AI so I got it good enough to work and then went on to other things.
The tiles claiming themselves is not a bug as has been mentioned. Each turn a claimed tile gives .05 of its color to all its neighbors. When this reaches 1.0 the tile is claimed.
The crash on exit happens because one thread is removing everything from the game while the rendering thread, etc, continue to run. If they are in the middle of rendering a crature and it gets removed, the game can segfault. I just need to put in some synchronization points but I have several ways it could be done and I want to figure out what would be the best one. The segfault is only an annoyance, it doesn't prevent the game from working, so I gave it kind of a low priority.
-Buck