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see changelog
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@ -227,6 +227,7 @@ function upgrade.attempt(natives)
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end
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natives.nextChunkSort = 0
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natives.nextChunkSortTick = 0
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.37")
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global.version = constants.VERSION_72
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@ -2,21 +2,24 @@
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Version: 0.16.37
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Date: 2. 10. 2019
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Improvements:
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- During onslaught ai state player building destroyed credits x10 to the biters
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- During onslaught ai state player building destroyed by biters credits x10 to the biters
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- Increased dispersion projection of pheromone by 20% allowing for further pathing
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- Reworked squad attack scoring to better account for death pheromone
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- Squads that kamikaze may now occasionally disregard death pheromone
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- Maintain sorted chunk array for processing in a radial pattern from origin
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Tweaks:
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- Increased resource pheromone min from 9000 to 15000
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- Increased resource pheromone max from 10000 to 20000
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- Increased retreat pheromone min from 1000 to 10000
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- Increased retreat pheromone max from 17000 to 170000
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- Increased player pheromone multipler from 500 to 2500
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- Increased bad squad movement penalty from 4000 to 10000
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- Increased death pheromone generator from 125 to 750
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- Increased victory pheromone by x3
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- Decreased death pheromone generator persistance from 0.995 to 0.9
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- Decreased death pheromone persistance from 0.99 to 0.975
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- Removed arbitrary player gen multipler in retreat scoring function
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- Increased default setting of player score attack contribution from 7 to 18
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- Increased default setting of player score attack contribution from 7 to 16
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Bugfixes:
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- Fixed pheromone dispersion when non-cardinal directions receiving pheromone when it shouldn't
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- Fixed ai states of migrating and seige when expansion is disabled on the map instead onslaught state happens 10% more in place
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@ -17,6 +17,8 @@ local SPAWNER_EGG_TIMEOUT = constants.SPAWNER_EGG_TIMEOUT
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local MAX_TICKS_BEFORE_SORT_CHUNKS = constants.MAX_TICKS_BEFORE_SORT_CHUNKS
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-- imported functions
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local retreatUnits = squadDefense.retreatUnits
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@ -86,8 +88,10 @@ function chunkProcessor.processPendingChunks(natives, map, surface, pendingStack
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end
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end
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if (#processQueue > natives.nextChunkSort) then
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if (#processQueue > natives.nextChunkSort) or
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(((tick - natives.nextChunkSortTick) > MAX_TICKS_BEFORE_SORT_CHUNKS) and ((natives.nextChunkSort - 75) ~= #processQueue)) then
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natives.nextChunkSort = #processQueue + 75
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natives.nextChunkSortTick = tick
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tSort(processQueue, sorter)
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end
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end
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@ -76,6 +76,8 @@ constants.EVOLUTION_INCREMENTS = 0.05
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-- ai
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constants.MAX_TICKS_BEFORE_SORT_CHUNKS = 60 * 60 * 30 -- 1 tick = 1/60 sec * 60 = 1 second
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constants.RESOURCE_MINIMUM_FORMATION_DELTA = 15
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constants.AI_POINT_GENERATOR_AMOUNT = 6
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@ -49,24 +49,22 @@ function pheromoneUtils.scents(map, chunk)
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chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] - (getDeathGenerator(map, chunk))
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if (resourceGenerator > 0) and (enemyCount == 0) then
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chunk[RESOURCE_PHEROMONE] = chunk[RESOURCE_PHEROMONE] + (linearInterpolation(resourceGenerator, 9000, 10000))
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chunk[RESOURCE_PHEROMONE] = chunk[RESOURCE_PHEROMONE] + (linearInterpolation(resourceGenerator, 15000, 20000))
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end
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end
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function pheromoneUtils.victoryScent(map, chunk, entityType)
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local value = BUILDING_PHEROMONES[entityType]
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if value then
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-- chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] + (value * 1000)
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-- FIX ME
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addDeathGenerator(map, chunk, -(value * 3))
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chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] + value
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local scaledVal = (value * 3)
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addDeathGenerator(map, chunk, -scaledVal)
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chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] + scaledVal
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end
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end
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function pheromoneUtils.deathScent(map, chunk)
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chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] - (DEATH_PHEROMONE_GENERATOR_AMOUNT * 2)
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addDeathGenerator(map, chunk, DEATH_PHEROMONE_GENERATOR_AMOUNT)
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-- chunk[MOVEMENT_PHEROMONE] = chunk[MOVEMENT_PHEROMONE] - DEATH_PHEROMONE_GENERATOR_AMOUNT
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end
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function pheromoneUtils.playerScent(playerChunk)
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@ -51,7 +51,7 @@ data:extend({
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name = "rampant-attackPlayerThreshold",
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setting_type = "runtime-global",
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minimum_value = 0,
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default_value = 18,
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default_value = 16,
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order = "b[modifier]-c[threshold]",
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per_user = false
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},
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