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mirror of https://github.com/veden/Rampant.git synced 2024-12-30 21:19:46 +02:00

remove debug for alpha release

This commit is contained in:
veden 2016-08-21 15:48:28 -07:00
parent bf57e5aa45
commit 75b31047e3
4 changed files with 11 additions and 18 deletions

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@ -3,8 +3,8 @@ Factorio Mod - Uses potential fields to improve the enemy AI
# Recommend Map Settings
Enemy Bases Frequeny:Very Low, Size:Big
Everything else is open to what ever you like
Enemy Bases Frequency:Very Low, Size:Big
Everything else is open to what ever you like
# Features

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@ -27,7 +27,6 @@ local processMap = mapProcessor.processMap
local accumulatePoints = aiBuilding.accumulatePoints
local removeScout = aiBuilding.removeScout
local scouting = aiBuilding.scouting
local digTunnel = aiBuilding.digTunnel
local playerScent = pheromoneUtils.playerScent
local deathScent = pheromoneUtils.deathScent
@ -63,7 +62,7 @@ function onInit()
natives.tunnels = {}
natives.points = 0
game.forces.player.research_all_technologies()
-- game.forces.player.research_all_technologies()
-- queue all current chunks that wont be generated during play
local surface = game.surfaces[1]
@ -94,9 +93,9 @@ function onTick(event)
local surface = game.surfaces[1]
if (event.tick % 40 == 0) then
if not game.players[1].cheat_mode then
game.players[1].cheat_mode = true
end
-- if not game.players[1].cheat_mode then
-- game.players[1].cheat_mode = true
-- end
accumulatePoints(natives)
@ -110,7 +109,6 @@ function onTick(event)
squadAttackPlayer(regionMap, surface, natives, game.players)
squadBeginAttack(natives)
-- digTunnel(regionMap, surface, natives)
squadAttackLocation(regionMap, surface, natives)
-- print(natives.points)

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@ -73,7 +73,6 @@ function aiBuilding.sendScouts(regionMap, surface, natives, chunk, neighbors, ev
max_distance = HALF_CHUNK_SIZE})
if (enemy ~= nil) and (enemy.type == "unit") then
-- print("making scouts", natives.points)
natives.points = natives.points - AI_SCOUT_COST
scouts[#scouts+1] = enemy
end
@ -83,10 +82,7 @@ end
function aiBuilding.scouting(regionMap, surface, natives)
-- print("scouting")
-- enemy.set_command({type=defines.command.attack,
-- target=game.players[1].character})
-- if ()
end
function aiBuilding.formSquads(regionMap, surface, natives, chunk, neighbors, evolution_factor)
@ -106,8 +102,8 @@ function aiBuilding.formSquads(regionMap, surface, natives, chunk, neighbors, ev
squadPosition.x = neighborChunk.pX
squadPosition.y = neighborChunk.pY
if (neighborChunk[NORTH_SOUTH_PASSABLE] and neighborChunk[EAST_WEST_PASSABLE]) then
local attackScore = surface.get_pollution(squadPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE]
local avoidScore = neighborChunk[DEATH_PHEROMONE] -- + neighborChunk[ENEMY_BASE_PHEROMONE]
local attackScore = surface.get_pollution(squadPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE]
local avoidScore = neighborChunk[DEATH_PHEROMONE]
local score = attackScore - avoidScore
if (squadScore < attackScore) then
squadScore = attackScore
@ -130,7 +126,6 @@ function aiBuilding.formSquads(regionMap, surface, natives, chunk, neighbors, ev
unit_count = AI_MAX_SQUAD_SIZE * evolution_factor,
unit_search_distance = (CHUNK_SIZE*2) })
if (foundUnits > 0) then
-- print("making squad", natives.points, foundUnits, squadPath.cX, squadPath.cY)
natives.points = natives.points - AI_SQUAD_COST
end
end

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@ -76,8 +76,8 @@ function aiDefense.retreatUnits(position, squad, regionMap, surface, natives)
retreatPosition.x = neighborChunk.pX
retreatPosition.y = neighborChunk.pY
local dangerScore = neighborChunk[DEATH_PHEROMONE] + surface.get_pollution(retreatPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE] + (neighborChunk[ENEMY_BASE_GENERATOR] * 10)
local avoidScore = neighborChunk[ENEMY_BASE_PHEROMONE]
local avoidScore = neighborChunk[ENEMY_BASE_PHEROMONE] - (neighborChunk[ENEMY_BASE_GENERATOR] * 3)
local dangerScore = neighborChunk[DEATH_PHEROMONE] + surface.get_pollution(retreatPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE]
local score = avoidScore - dangerScore
if (exitScore < score) then
exitScore = score