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Improve item collection by AMAI #41
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SMUnlimited committed Feb 10, 2024
1 parent 2edd2c6 commit 92c521d
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Showing 2 changed files with 22 additions and 18 deletions.
1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
- Require more than 1 zepplin before attempting water expansions which should help fix some transporting issues.
- Optimized double expansion detection reducing total unit loops.
- Optimized first expansion calculation (jzy-chitong56)
- AMAI does a better job collecting any items after creeping.
- (DevTools) Optimize.bat script is now called OptimizeAll.bat.

### Fixed
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39 changes: 21 additions & 18 deletions common.eai
Original file line number Diff line number Diff line change
Expand Up @@ -11351,14 +11351,29 @@ function SleepInCombatAM takes nothing returns nothing
local integer count = 0
local real sleep = 0.1
//local integer attack_length_counter = 0
call Trace("SleepInCombat Collect Items")
loop
exitwhen count >= (8.0/sleep) or town_threatened
if (lastcaptainx != 0 and lastcaptainy != 0 and not CaptainIsEmpty() and ((CaptainAtGoal() and not CaptainInCombat(true)) or CaptainRetreating() or CaptainIsHome())) then
call TeleportCaptain(lastcaptainx, lastcaptainy) // Keep units around killed unit/target to help collect any loot
call AttackMoveXY(R2I(lastcaptainx), R2I(lastcaptainy))
endif
//if (lastcaptainx != 0 and lastcaptainy != 0 and not CaptainIsEmpty() and (CaptainAtGoal() and or CaptainIsHome())) and not CaptainInCombat(true) then
// call CreateDebugTagLoc("SleepInCombat", 10, lastcaptainx, lastcaptainy, 1.00, 0.80)
// call AttackMoveXY(R2I(lastcaptainx), R2I(lastcaptainy)) // Keep units around killed unit/target to help collect any loot
//endif
set count = count + 1
call Sleep(sleep)
endloop
call Trace("SleepInCombat")
set count = 0
loop
exitwhen town_threatened
exitwhen break_attack
exitwhen not CaptainInCombat(true) // goal is cleared
exitwhen CaptainIsEmpty()// duh
exitwhen town_threat_break
exitwhen R2I(count) >= 900 // Took longer than 15 mins to attack something is wrong
exitwhen R2I(count) >= 900 // Took longer than 15 mins to stop lingering something is wrong
//loop
//exitwhen captain_flee and CaptainRetreating()
//exitwhen isfleeing and CaptainRetreating()
Expand All @@ -11374,19 +11389,6 @@ function SleepInCombatAM takes nothing returns nothing
set count = count + 1
call Sleep(1)
endloop
set count = 0
loop
exitwhen count >= (8.0/sleep) or town_threatened
if (lastcaptainx != 0 and lastcaptainy != 0 and not CaptainIsEmpty()) then
call TeleportCaptain(lastcaptainx, lastcaptainy)
endif
//if (lastcaptainx != 0 and lastcaptainy != 0 and not CaptainIsEmpty() and (CaptainAtGoal() or CaptainIsHome())) and not CaptainInCombat(true) then
// call CreateDebugTagLoc("SleepInCombat", 10, lastcaptainx, lastcaptainy, 1.00, 0.80)
// call AttackMoveXY(R2I(lastcaptainx), R2I(lastcaptainy)) // Keep units around killed unit/target to help collect any loot
//endif
set count = count + 1
call Sleep(sleep)
endloop
if (not CaptainIsHome()) then
call CaptainGoHome()
endif
Expand Down Expand Up @@ -11485,8 +11487,9 @@ function CommonSleepUntilTargetDeadAM takes unit target, boolean iscreeping, boo
if (c_ally_total > 0 and GetAllianceTarget() != null) then // If alliance target exists this overrides hardcoded attack controls regardless of unit you pass, so reconfigure attack to be aware of this
set target = GetAllianceTarget()
endif
exitwhen target == null // Fail safe
//exitwhen not UnitAlive(target) and CaptainIsHome() // A fail safe mechanism if getlocationnoncreepstrength malfunctions: not needed as issue now fixed
if GetOwningPlayer(target) == ai_player or not UnitAlive(target) or (UnitInvis(target) and not IsUnitDetected(target, ai_player)) then
if IsPlayerAlly(ai_player, GetOwningPlayer(target)) or not UnitAlive(target) or (UnitInvis(target) and not IsUnitDetected(target, ai_player)) then
set g = CreateGroup()
call GroupEnumUnitsInRange(g,GetUnitX(target), GetUnitY(target),battle_radius,null)
set g = SelectByAlive(g,true)
Expand All @@ -11499,8 +11502,8 @@ function CommonSleepUntilTargetDeadAM takes unit target, boolean iscreeping, boo
endif
set target = FirstOfGroup(g)
call DestroyGroup(g)
exitwhen target == null
endif
exitwhen target == null
//if not iscreeping then
// exitwhen GetLocationNonCreepStrength(unitx, unity, battle_radius) <= 0 and not UnitAlive(target) and GetLocationEnemyStrength(unitx, unity, battle_radius, true) <= 0 // enemies are dead and target dead
//else
Expand Down Expand Up @@ -11563,11 +11566,11 @@ function CommonSleepUntilTargetDeadAM takes unit target, boolean iscreeping, boo
endif
if reform and CaptainInCombat(true) and combat_length_counter > attack_reform_length * 3 then
set combat_length_counter = 0
call FormGroupAM(2)
call FormGroupAM(0)
elseif reform and not CaptainInCombat(true) and attack_length_counter > attack_reform_length then
set attack_length_counter = 0
set combat_length_counter = 0
call FormGroupAM(2)
call FormGroupAM(0)
endif
endif
endloop
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