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todos
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** Super Impt
=> worker return to base routine
=> Let rockets unload all units at once
=> ** Merge rockets into the move bfs
=> Test pathing on shift
=> Fix worker resourcing
=> ** Check out why units are converted to scouts (Behaviour is currently disabled)
=> ** Upgrade workers to single bfs precomp (Their movement is trash atm)
=> ** Fix bugs with resourcing rockets (Check the code, resourcing is disabled atm)
=> ** Update astronomer to add all karbonite deposits on Mars to the contig values
=> ** Use the bfs when microing
=> Single bfs for all workers and all combat units => test for combat units first
=> Fix pertinent bug on Sprint tourney (Find out what it is) => Fight first 3 tourney maps vs examplefuncsplayer
=> When given multiple workers, choose to spawn factory in defensible area rather than next to enemies (i.e. Julia)
=> Worker behaviour for Mars (The go to nearest karbonite and replicate) => Not implemented
=> Rebalance for new meta
=> Mage blink
=> try adding unbuilt factories to the bfs for workers to go towards
=> watch lost games (steam oaks james random team)
=> test pipes + olympus
=> get workers to rep like crazy after turn 750
=> knights micro testing, magi, rps counter
=> knight should just use the move to nearest enemy
=> test diff num of workers
=> try diff healer compos
=> test maps with init karbonite on mars
=> lost to inferior micro => need to stick units together, not build so many workers
- change the rate at which factories are built (??)
- workers update => give them a class like the soldiers to store pertinent info, also give them a workerRole
=> workers should run away from enemies when they see them
1. Healer, Mage behaviour
Healer => Run away from enemies that try to attack you (IMPT)
=> Go towards allies to try to heal them (Less impt, but quite high)
2. Find nearest medic if below full health and has no nearby enemy
3. Reward non full health units that get within medic range
5. Astronomer and Researcher modules => Should base research on number of units available (or at least based on the proportion in the factory)
Research priority => Workers Lvl 1, Rangers Lvl 1, Healer Lvl 1, Rocket Lvl 1, Ranger => Lvl 3
Once have snipe, then update ranger micro to snipe when not in danger (no nearby enemies)
Then research rockets
6. Get workers to run away from enemies
7. Unit comp => all rangers, some healers ???
Update ranger macro => If spotted healer and at low health, then use avoid algorithm and run away towards healer, test this vs rangerplayer
8. Set ranger as scouts
9. Base unit production upon which enemy units the enemy has
Mage => Counter Knight
Ranger => Counter Mage
Ranger + Knight => Counter Ranger
Knight => Absorb damage
Healer => Support Unit
Only do this when more than 5 distinct enemy has been sighted
Spawn healer as a ratio of friendly units to healers, give healer spawning priority (i.e. 5 units per healer)
10. Update research to be based on what type of units I have after researching the basic research
Make some proper micro onto knights
Improvements
- Get workers to move towards rockets when relevant
- Mars worker replication procedure
1. Update cheap move to to bugging
2. Units should be alerted to the nearest enemy rather than just a global enemy
3. Mars commander should check if dest is reachable on Mars
4. Better Mars landing locations
- Change the way factories are built to spam faster
[Risky]
- Micro rethink => maximise(whole army damage dealt - whole army damage received)
- Gang up on enemies
- Avoid enemies that don't already have a target
- Research based on what units are around
Optimisations
1. Save compute cycles by storing the bfs result and just using it until it's not doable
Major todos:
1. Set base prod upon which enemy units the enemy has, then base research on what allied units we have
=> Need to store current research level, then penalise units that have a higher level of research
2. Workers update => Make workers their own class
- Get units to repair stuff
GuanPlayers:
guanplayer => Some basic code for microing and ability to play out a game
guanplayer2 => Space code
guanplayer3 => Todo: Worker update => Make the workers work like how the soldiers are working
=> Let them store some info that we'll use to make better decisions
Macro update => Build based on what enemy has, Research update => Research based on what units I have,
Run the micro through tests
guanplayer4 => Less memory leakage, improved pathfinding, improved performance
[Update pathfinding to bugging algorithm]
Steps to move forward on:
- Update pathing to bugging algorithm => Read: Lectures
- Give the workers a class of their own
- Use the sniping ability once it's researched to down factories and other buildings