
Problem is now that I have to run for about 10 mins before it crashes, so debugging doesn't go exactly fast.
Moderator: Moderators
Code: Select all
UnitGroup: Added CORFAV - batch has 3 units.
UnitGroup: Added CORFAV - batch has 4 units.
New cell klab
RequestSafeBuildingZone(): heightdif=7.137262
New cell vplant
RequestSafeBuildingZone(): heightdif=10.461583
UnitGroup: Added CORFAV - batch has 4 units.
Code: Select all
1st one:
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New cell mine
RequestMiningZone(): (0,4)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (224,2480)
New cell mine
RequestMiningZone(): (3,3)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (1776,1792)
New cell mine
RequestMiningZone(): (4,2)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (2272,1248)
New cell mine
RequestMiningZone(): (1,5)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (768,3056)
New cell mine
RequestMiningZone(): (3,4)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (1872,2416)
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
airbuilder: Trying to build a support CORSOLAR...
AddBuildOrder: CORSOLAR @ (6400,7040)
SetBatchBuildingTask: BasicForce1
UnitGroup: Added CORFAV - batch has 4 units.
ForceHandler: Batch build completed: (BasicForce1)
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2nd one:
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Add factory order: CORFAV
New cell klab
RequestSafeBuildingZone(): heightdif=7.137262
AddBuildOrder: CORLAB @ (1792,768)
New cell vplant
RequestSafeBuildingZone(): heightdif=10.461583
Add factory order: CORCV
SetBatchBuildingTask: BasicForce1
Add factory order: CORVENG
UnitGroup: Added CORFAV - batch has 4 units.
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
SetBatchBuildingTask: BasicForce1
airbuilder: Trying to build a support CORSOLAR...
AddBuildOrder: CORSOLAR @ (6400,7040)
UnitGroup: Added CORFAV - batch has 4 units.
ForceHandler: Batch build completed: (BasicForce1)
--------------------------------------------------
3rd one:
.
.
New cell mine
RequestMiningZone(): (4,2)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (2272,1248)
New cell mine
RequestMiningZone(): (1,5)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (768,3056)
New cell mine
RequestMiningZone(): (3,4)
mine: Trying to build a mex...
AddBuildOrder: CORMEX @ (1872,2416)
SetBatchBuildingTask: BasicForce1
airbuilder: Trying to build a support CORSOLAR...
AddBuildOrder: CORSOLAR @ (1280,896)
UnitGroup: Added CORFAV - batch has 4 units.
ForceHandler: Batch build completed: (BasicForce1)
It doesn't use any map specific information. (at least none that isn't given by the spring interface) However, because there is no balancing in place could make it very weak or even non-working at some maps.Is it only me, or dont the scripts work if you change the default map to a new one that is packed in the new formats?
Sorry, eventually I will be focusing on that too, but currently other things are way higher on my todo list...Zaphod, can you modify your MEX spot finding routine so it will get the spots correctly on map like Core Prime industrial(metal uniformely distributed) and some others by using new callback->getExtractorRadius function to calculate metal spots so the mex's radiuses cover all metal. In CPIndustrial map mex radius is just the size of mex, so mex spots should be all over, while now your AI finds them like this(tested) : (0;0) (0;512); (0;1024)... (512;0) (512;512) and so on I don't know why.
If you'll fix this could I get a link to the new code? :)
I've read enough C++ and started writing my AI and just lazy to wright my own metal spot finder routine;)
Thanks,
Oleg.
ditto.Kixxe wrote:Okay, i reinstalled the lastest version with only maps and downloaded your updated version of JCAI. Now, when i start it says ''Incoret version of globall AI test.dll'' and the path to it. Then there is either 1 commander (if i started spring.exe and global AI) or nothing (if i played a me vs bot game in spring lobby).
Help?
Oh, and i can only select the test.dll in spring lobby...