{"push_id":815137306,"size":12,"distinct_size":12,"ref":"refs/heads/master","head":"7880fcd6bdb49b156868381c279cca4e4ed71eda","before":"f64d3a033f4cea28e6d7109534de1d699f2a705a","commits":[{"sha":"b539693b9d2f39910e2d8b2011f6ea36fa7fae4c","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"strat_z_base: added call_place_static_defence, place_static_defence_only_at_main, damaged_overlord_count.\nSet require_existing_creep in place_static_defence, to ensure build never adds hatcheries to spread creep.\nCall set_build_vars(get_my_current_state()) so army_supply, unit counts etc. can be used in tick().","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/b539693b9d2f39910e2d8b2011f6ea36fa7fae4c"},{"sha":"346d72c1dc2c153ac4188e995b0c6fbe70482bd5","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"build: still had an issue with morphling lair twice, added a conditional specially for it.","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/346d72c1dc2c153ac4188e995b0c6fbe70482bd5"},{"sha":"9552c3c39ea6643999be0a3c25f1444c4f303331","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"build: let hatcheries be built on creep.\n\nPreviously it would build them off creep, which spread them around. This can be bad when we get rushed, since we might build in-base hatcheries that are outside range of static defence. The only thing that concerns me is that this results in much more compact base layout, and ultralisks could get stuck (since they are 38x32).","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/9552c3c39ea6643999be0a3c25f1444c4f303331"},{"sha":"0451ec968b05ae17f66a94a3bcb746eef4ba6e73","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"combat: added is_in_defence_choke_outside_squares.\nChanged overlords to be treated kind of like buildings in combat groups, which means they won't be added unless there are no non-building/overlords nearby, and overlords won't prevent us from being able to attack buildings.\nAlso changed the fight or flight logic a bit.","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/0451ec968b05ae17f66a94a3bcb746eef4ba6e73"},{"sha":"914d81b79c817dc4c0605fbac310097e2b84f094","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"build_spot_finder: added some default logic for creep colonies to build them towards the enemy, and for non-defensive buildings use is_in_defence_choke_outside_squares to prevent building towards the enemy where they might not be covered by static defence.","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/914d81b79c817dc4c0605fbac310097e2b84f094"},{"sha":"c5be90c29817a7013d1ca05133f23d5d9464cdef","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"unit_controls: never try to intercept units that are as fast or nearby as fast as us. Saw some bad micro in ling vs ling fights, hoping this might help","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/c5be90c29817a7013d1ca05133f23d5d9464cdef"},{"sha":"e29d45695c73e673fb28b6a7f0ff3100dabea8ef","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"strat_z_13pool_muta: improved, mostly to be more robust against rushes","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/e29d45695c73e673fb28b6a7f0ff3100dabea8ef"},{"sha":"ce2a4eaf282448609003c272d8c82f7c7b6fd868","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"strat_z_base: added pull_workers_for_ling_zealot_defence, some unit counts and moved set_build_vars(get_my_current_state()) further up so it can actually be used in this file too","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/ce2a4eaf282448609003c272d8c82f7c7b6fd868"},{"sha":"1baa3090458494f68dc7eed1aef262fa795cec7d","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"strat_z_10hatch_ling: be more aggressive, make more lings earlier and less drones in general, but should be an overall improvement","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/1baa3090458494f68dc7eed1aef262fa795cec7d"},{"sha":"4a943823d771829dfd6fa79a93cddce5a5d925fb","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"units: set random players race when we see one of their units","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/4a943823d771829dfd6fa79a93cddce5a5d925fb"},{"sha":"333899fe65b460e0046b6713b3f082e421efa89f","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"combat: don't even add incomplete buildings to the simulation","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/333899fe65b460e0046b6713b3f082e421efa89f"},{"sha":"7880fcd6bdb49b156868381c279cca4e4ed71eda","author":{"email":"20b34098c13b71cda40be8335fc7eb27167b24fe@gmail.com","name":"tscmoo"},"message":"combat: fix group area not being generated around bunkers","distinct":true,"url":"https://api.github.com/repos/tscmoo/tsc-bwai/commits/7880fcd6bdb49b156868381c279cca4e4ed71eda"}]}