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see readme
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README.md
10
README.md
@ -11,7 +11,8 @@ https://forums.factorio.com/viewtopic.php?f=94&t=31445
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0.14.10 factorio version fixed more pathing issues
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0.14.4 factorio version fixed some issues with unit groups commands
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There will be a slight pause the first time this is started up due to indexing all the chunks that have been generated.
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There will be a pause the first time and on every upgrade that Rampant loads.
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This is due to indexing all the chunks that have been generated.
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MP should be working
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If experiencing desyncs, after an update, please do the following:
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@ -57,10 +58,13 @@ Configure Options not in game menu:
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# Version History
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0.15.16 -
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- Tweak: Increased chunks processed at a time from 200 to 3000
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- Tweak: Increased death pheromone weight for squad attack from 1 to 2
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- Tweak: Increased failed unit behaviors from 6 to 10
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- Improvement: Added labs to list of targets
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- Improvement: Removed chunks processed at a time limit
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- Optimization: Moved chunk reindexing to mod load as opposed to ingame
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- Optimization: Preallocated a position for use in squad movement
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- Optimization: Greatly reduced reindexing time and chunk scoring
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- Optimization: Greatly reduced reindexing and chunk scoring time
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- Framework: Split chunk scoring and custom ai chunk purging
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- Framework: Refactored code into more appropriate modules
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@ -125,6 +125,8 @@ local function rebuildRegionMap()
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area = { left_top = { x = chunk.x * 32,
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y = chunk.y * 32 }}})
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end
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processPendingChunks(natives, regionMap, surface, pendingChunks, tick)
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end
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local function onModSettingsChange(event)
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@ -28,8 +28,6 @@ function chunkProcessor.processPendingChunks(natives, regionMap, surface, pendin
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local query = {area=areaBoundingBox,
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force=false}
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local count = 0
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local vanillaAI = not natives.useCustomAI
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local chunkTiles = regionMap.chunkTiles
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@ -37,7 +35,6 @@ function chunkProcessor.processPendingChunks(natives, regionMap, surface, pendin
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local start = #pendingStack
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for i=start, 1, -1 do
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local event = pendingStack[i]
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count = count + 1
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pendingStack[i] = nil
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local x = event.area.left_top.x
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@ -61,12 +58,6 @@ function chunkProcessor.processPendingChunks(natives, regionMap, surface, pendin
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end
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scoreChunk(chunk, surface, natives, query)
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processQueue[#processQueue+1] = chunk
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if (count >= CHUNK_QUEUE_SIZE) then
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break
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end
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end
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if (count >= CHUNK_QUEUE_SIZE) and (start > 0) then
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surface.print("Rampant - " .. (start - count) .. " Remaining chunks to process")
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end
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end
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@ -20,7 +20,6 @@ constants.MAGIC_MAXIMUM_NUMBER = 1e99 -- used in loops trying to find the lowest
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constants.MAGIC_MAXIMUM_BASE_NUMBER = 100000000
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constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL = 10000
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constants.CHUNK_QUEUE_SIZE = 3000
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constants.PROCESS_QUEUE_SIZE = 450
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constants.SCAN_QUEUE_SIZE = 6
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constants.BASE_QUEUE_SIZE = 1
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@ -172,6 +171,7 @@ constants.BUILDING_PHEROMONES["mining-drill"] = 35
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constants.BUILDING_PHEROMONES["rocket-silo"] = 18
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constants.BUILDING_PHEROMONES["lamp"] = 4
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constants.BUILDING_PHEROMONES["radar"] = 20
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constants.BUILDING_PHEROMONES["lab"] = 15
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-- player defense pheromones
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@ -52,7 +52,7 @@ local scoreNeighborsForAttack = neighborUtils.scoreNeighborsForAttack
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-- module code
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local function scoreAttackLocation(squad, neighborChunk)
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local damage = neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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local damage = (2*neighborChunk[MOVEMENT_PHEROMONE]) + neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage - lookupMovementPenalty(squad, neighborChunk.cX, neighborChunk.cY)
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end
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