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autotrimps's Issues

Golden Upgrade

Is there a way to configure AT for buying Golden upgrade?

Bug in latest updates?

I'm not entirely sure if this is caused by AutoTrimps, but there is an issue when I open the dropdown for autoportal lately. It throws my PC into a loop where it opens and closes the dropdown forcing me to do a force-reboot, and it's consistent. Has anything been changed with regards to the UI or similar the last few days?

Watch challenge bug

When I've been running under the Watch challenge, the challenge mechanics (I believe) will often assign all trimps to workspaces before they can all be filled. When this happens, AutoTrimps constantly builds Traps, but never uses them, and makes no effort to leave a couple of spare Trimps available for breeding - an infinite breed timer results. When the system first goes to a map, the run locks completely.

In case it matters, I'm using Autostance 1 and Better Autofight 1.

til run world, like farming for void %

The farming for void percentage indication is fantastic to estimate how long until voids are ran and judge if void map range and difficulty check are appropriate, would love to see the same thing to estimate how long AT plans to farm maps before attempting the current world zone.

Maybe I need to start daily soon or just earned a new challenge but want to go ahead and finish the next level if it won't take long, but it might farm for hours i have no idea what AT is working toward before starting the world zone.

Map stacks before spire

Why not add a settings button to control getting map stacks before spire, instead of removing the feature entirely? Minutes to farm before spire is imprecise.

AutoTrimpicide kills off Titimp for minimal Anticipation stack gain

I've noticed that the Auto Force-Abandon setting will AutoTrimpicide on maps for minimal Anticipation stack gains while Titimp is active which can end up lowering damage output. In my case, I noticed that it would constantly kill off Titimp for a single stack of Anticipation. I'm not sure what the optimal setting would be for when to AutoTrimpicide, but I would imagine it's not worth it for 1 or 2 stacks. Maybe someone else could chime in with the math on this one.

Enhancement proposal for "Die to use S"

That is a minor point, but the option "Die to use S" would be great if it wasn't firing for a single cell between to corrupted cell (I selected do not use Cell on corrupted) crippling the progress speed.
On the other hand, sometime you pass the last corrupted cell in X stance and kill dozens of cell without having Dark Essence

My proposal would be a third option "Die to use S after the last corrupted cell on the zone". So it cannot happens more than 1 per Zone and would increase the Dark Essence par hour (with a very little cost on the He/Hr)

Consider Gymystic

Another minor optimization suggestion. It might be worth sticking in a special case for levels with a gymystic unlock (maybe traintacular also). It can make a huge difference in surviving the level. Something like a special check to enoughHealth that only goes to the cell the unlock is in instead of the end of the map. After you unlock it, another check could happen.

Missing Buffer Option?

Auto portal tooltip says there is a buffer option in genBTC. I don't see it there, but maybe I'm missing it for some reason.

Breeding Stall

On my last few runs, it seems like autofight is kicking in too early, being too aggressive. I don't think it is just autofight, nor am I sure what exactly is going on. I do think it only started after I got a few level into coordinated though, which is part of why it might be autofight related.

I've got double digit millions, and it is dropping the breed rate into the tens and hundreds. At one point I noticed I had something like 2500+ warnings that it was taking too long to create a new fighting group. I'm not entirely sure this is an AT issue though, as unassigned workers don't seem to be contributing to breeder count and I think they should. So I have like 4 million unassigned workers that don't do anything? It might also not be buying nurseries for some reason, I don't have limits set, but I'm at only 18 on lvl 68. Most of the time if I let the save below run for a bit, it suddenly starts buying up a whole boat load of them.

I haven't dug into the code more, but I saw a couple custom settings for battle cutoff. This seems like it should be something not requiring custom variables though. It seems like there is a check somewhere that isn't working how it should because 300+ seconds breed time is too much no matter what.

A save file is below. Not sure how much use it will be. I turned off autofight for a bit to let it start building up before I thought to grab the save and it is at the end of the string of levels where this happens. It might have to be run over from the start. From the charts, it looks like it is probably starting between 60-70 pretty consistently. My guess is that wormhole buys are kicking it off and it doesn't recover. To be honest, it is just behaving weirdly. Sometimes I can load this and it doesn't stall at all, other times it stalls again on lvl 70, but just briefly and then corrects itself. I don't know. I'll try to catch it earlier on another run I'm starting in parallel now, but I am too busy to babysit it.

http://pastebin.com/raw/ZvArvcAJ

Sorry for the pile of text, trying to be thorough.

Edit: Notice the weird spike between 60-70 (the big one later is my void maps): http://imgur.com/a/P5NYm

Issue looping at map level 199

I have seen this issue 3 times. I refreshed to the latest version of AT on 7/12 im running Trimps 4.0 with AT version 2.1.3.7-genbtc-12-4-2016+Modular.

The Game gets stuck in a loop in maps before the Spire with the following in the status area
autotrimps-looping-maps-199

"Woah, thats a lot of maps. Your certain your scientists will just loose them if you make any more. Better recycle a few of them, its good for the environment anyway."
BUYING a Map, level WG-SpaceCoder#199

this just keeps cycling for hours unless i do a refresh or disable AT and do a manual force back to the world.

Ive attached a pic. It doesnt happen every time .. but every second day or so i see it. Just thought Id report it.

Love AT .. thank you so much for your dedication

Inefficient farming?

Tried this out for a little while today, and I noticed that it tries to always farm on your current world level even when that is not the best way. Even after you hit ten stacks, it continues when it would make more sense to switch to the highest level map with one shots (or overkills). Is there some reason this isn't the case?

Edit: I should probably add that this is still quite early game before even breaking the world.

Quit a void map on last cell to farm, but not really

AT was running a void map, got to the last cell, then decided that it needed to go back and farm exactly one normal map instead of finishing the void map it was on, resetting all progress. It was at 79% void map farming progress when it quit the map, and had started the map at around 62%. While running the normal map, it displayed that I had 3 void maps remaining, as if it was running a void map already. I did not move fast enough to grab any screenshots of this, unfortunately.

Buy Armor on Buy Weapons off bug

With buy armor on and buy weapons off, AT only spends wood for shields and buys nothing with metal

expected behavior would be that it would purchase metal armor also, but not metal weapons

Stuck in abandon loop with Lead + wanting nurseries

If I'm following the code correctly (haven't done any actual testing), when you're in Lead challenge and on an odd world zone such that it would want to grab nurseries:

automaps.js:230 sets both shouldDoMaps and shouldDoWatchMaps when it wants to grab nurseries.

:467 calls mapsClicked() once, setting Abandon trimps state (as normal).

:472 triggers another mapsClicked(), killing trimps and going to the map screen.

:491 triggers a third mapsClicked(), returning to the world and starting the mess all over again.

Maybe add && !shouldDoWatchMaps to the end of :470?

Automaps does not change Repeat for Items/Repeat to 10 to Repeat Forever

If a player turns off Ameans utoMaps/AutoTrimps to farm on his own and does not change the repeat configuration to repeat forever before turning on AutoMaps, AutoTrimps does not correct it. This means that when farming, the player's trimps are taken to the map screen at the end of every map causing them to lose their Titimp bonuses and slowing their farm runs ever so slightly.

This should be a simple fix for a somewhat significant issue since the Titimp bonus doubles the attack.

Very early game (Balance Challenge)

Hello i've been using AT for 2 days now during Balance Challenge runs and i encounter some issues.

1st of all thank u (whoever corresponds) for creating such marvelous scrypt. When the game starts at z1 it does an excellent job. It is incredible.

The issues i found are related to Balance Stacks. While stacks are on, AT says it needs "more health". I checked that problem a few times and realise that going into a very very low level map (like level 6) would solve the issue.
Its like for example the current zone deals 1T damage and with 250 stacks im at 300B Health. But if i do a map and lower those 250 stacks i would be at 2T Health ...

So its like AT doesn't notice about the fact that im doing a Balance Challenge recieving Balance Stacks that lowers my health. IT just does the current zone and then goes to map for pretiges and farming...

Another issue i encountered is that in 30+ Zones going for more than 100% bonus damage in maps is innecesary. More than a few times i've seen that my damage almost equals the health of enemies in current zones. I think thats not what it should do. Cause being able to sustain the damage recieved and being able to hit 30-40% health of enemy is sufficient.

Also about BLK damage. Sometimes it goes for lvl 10-20 Block shield when i realised that buying only 5 levels and buying a new prestige is better.


EDIT: Also when reaching z40 its not necesary to go into farming map mode Cause there is a gymystic and a Traincular upgrade which both gives more than enough BLK damage.

Is there a way to make At not to farm 10 times the maps. Instead making it farm only 5 times?


I tried Selecting Balance option in Core Tab but couldn't notice any significant difference. Maybe im doing something wrong., i really don't know. Most of the "high level" users i asked about AT told me that this scrypt wasn't intended for very very early game and might not be adecuate.. Still wanted to test it.

Overall AT made my game experience way more simplier and fast.

Update on AT layout - Graphs

A recent upgrade made my AT to block the entire screen when pressing on Graphs. Its like some text was added at the bottom of the opened Tab window and now it covers all the AT menu options. So i can't close it to return to the game. So the only way for me to fix this is to resize the screen so i can see the menu options.

Any tips for me to fix this? Because before this didn't happen and now having to resize it kind of bothers a bit..

http://imgur.com/hqw3ocZ

http://imgur.com/mZQTNlI

http://imgur.com/Zi5HtjQ

The resolution i always use to play the game
1

Here with Graphs Tab opened. Can't see Options Menu
2

Have to resize the screen so i can fit the AT menu options bar and being able to close the TABs.
3

automaps damage calculation issues

ourBaseDamage calculation. This variable appears to be intended to hold the average damage per hit after calculating in average critical hit damage. However, the comment and code that have it dividing by 2 are incorrect. The code prior to dividing by 2 correctly calculates the average damage for a critical hit. You can test this fairly easily by putting in simple numbers like assume 25% crit chance, assume 10 base damage, assume 2x multiplier.

The line in question:
ourBaseDamage = (baseDamage * (1-getPlayerCritChance()) + (baseDamage * getPlayerCritChance() * getPlayerCritDamageMult()))/2;

Further explanation: 1-getPlayerCritChance() gives the chance that we won't get a crit on a given attack. multiplying that by the baseDamage gives the portion of average damage that comes from a non-crit.
baseDamage * getPlayerCritChance() * getPlayerCritDamageMult() gives the portion of the average damage that comes from getting a crit. The two added together give the correct total. Dividing by 2 just halves our actual average damage. The comment that indicates we're adding 2 hits together is incorrect.

As a side note, in my local clone I use:
ourBaseDamage = baseDamage + (getPlayerCritChance() * baseDamage * (getPlayerCritDamageMult() - 1));

I find it easier to read this. Explanation: baseDamage is our actual base damage for one hit (I believe it is calculate accurately.) Then multiply the baseDamage by the crit multiplier - 1, which serves to gives only the portion of the damage that is due to the crit (ie, it's the same as (baseDamage * getPlayerCritDamageMulti()) - baseDamage. so if base damage is 10 and crit multi is 2, the full damage is 20 and the portion due to the crit is 10.) Multiply this by the crit chance and we get the average additional damage due to crit.

ourBaseDamage2 is only used in the siphonology calculation, though it could be used in the 'lead' calculation. This is only really an issue because of the following notes:

Currently, because ourBaseDamage is calculated too low, the siphonology calculation will be off a little - but on the other hand it's arguable whether it should use average damage with crit vs using just base damage, since we're trying to compute whether we can one-shot, and we can only guarantee a one-shot using baseDamage. So the incorrect division by 2 may actually help this calculation work better currently. On the other hand, not every enemy has the max health, so an average including crit damage might be ok as it may yield mostly one-shots. I haven't done any extensive testing here to determine what actually works best as I don't have siphonology yet.

<Removed wrong 'lead' notes>

Side note: Once you have the correct average damage (with crit,) it may make sense to re-evaluate some of the cutoffs and other damage calc sections in automaps further, though I've been running with them with the fixed damage calculation for several days, and things seem to be working fine (but I'm still early game, doing runs to about z80.)

Lifetime played.

Is there a way to know how much time i've played the game. Or maybe that AT can register that time? And tell that? I thought about adding up all portals but i only can see the last 16ish run times ..

Auto Maps does not trigger properly.

I have refreshed as of 2016-11-29 at 9:30AM CST, and checked the commits.

The issue is that ever since V4 and Magma the Auto Maps function does not properly trigger when progress is stalled in a zone after Magma shows up.

This happens around Zone 262, then again at 278, 286, etc. AT never switches to maps to get new equipment or farm metal.

Trimp groups are getting insta-gibbed without damaging the enemy at all, so there's no progress. Switching off Auto Maps and generating a new map to run for about 10 cycles lets me continue. Turning Auto Maps back on results in the same stall behavior.

Auto Maps triggers fine in earlier zones, there's something about zone 230+ that causes it to fail. Is there a check for how long the game has been on a particular zone cell that might trigger Auto Maps to jump in?

AutoFight: BAF1 #2, breed <= 0.5s x10

This issue seems to be related to AutoMaps being on or not. If I turn AutoMaps off, it runs smoothly. If I turn it on, the script will basically repeat this starting on cell 70 and then moves to 75 after a few sets of failures and enters a loop.

So far I'm up at zone 155 of a new run, so I don't know if AutoMaps will have conflicts when I start needing to run maps (I have BS1 and Hyperspeed2 through Z154 and BS2 to Z231)

17:18:44 AutoFight: BAF1 #2, breed <= 0.5s x10
17:18:44 Waiting to travel until your soldiers are finished.
17:18:44 Waiting to travel until your soldiers are finished.
17:18:44 Waiting to travel until your soldiers are finished.
17:18:44 Waiting to travel until your soldiers are finished.


I got to 166 as I was typing this up and noticed that the issue has a new debug message
This one popped up
AutoFight: NEW: BAF2 #3, RemainingTime + ArmyAdd.Time < GeneTimer
It's still happening in the same area

edit:
Z177 this popped up quick before moving back to BAF2 #3
AutoFight: NEW: BAF2 #4, NextGroupBreedTimer went over 31 and we arent fighting.

after 181 it seems fine, maybe related to running Lead to finish an achievement? Possible, but seems odd still.

Daily Challenage Automation

Feature: A flag on the custom portal to run dailies when the become available.

Logic:
Pre 4.0 every time I ran a daily i would get a fraction of the helium of a normal run and take much longer.
Post 4.0 daily runs seem to earn about 80 to 90% of a normal run right up until they complete then make 3 to 5x more per hour than a base corruption run.

While I don't mind once a day doing an extra portal to switch to run the daily, it seems like a waste of magma for the first run of a new day just not to be able to auto be a daily.

Buy Equipment When Needed

Concept:

  • Replaces current buy equipment strategy.
  • Buy equipment only when required and when prudent. The damage/HP predictor in automaps works as an indicator.

Conditions:

  • No prestiges of weapon/armour are available. Prestiges are better value than equipment.
  • Automaps determines whether health or damage is required and weapon buy should proceed.
  • Buy strategy has to change. I suspect damage/cost favours the low end, when those are going to be replaced soonest, and thus bad value. We should buy the best value prestige in the current set. I suspect: lowest level, highest prestige as the selector.

If anyone has any insights into where to start, I'd appreciate it. Otherwise, in the next few days I'll go off to my worksite and figure it out.

[Question] Concerning enoughHealth/Damage

Is there a reason that the calculations are different between equipment/automap? Refactoring and trying to clean it up is something I'd like to take a shot at, but I don't want to jump ahead and 'spoil' the game for myself trying to learn the intricacies of game effects. I also don't want to create a nightmare testing issue for you or keep asking a ton of questions.

They have different things concerning spire and corruption and toxicity for example, and even calls to different functions for damage numbers. Is it just a result of gradually increasing complexity from compensating for new game mechanics over time, or is complexity from trying to eek out lots of tiny speedrun optimizations that need individual considerations? It seems like they should both just be looking for the same same thing, namely can you survive 8 hits and can you one shot.

Possible to get stuck during Trapper Challenge

A few times I caught AT stuck during this challenge. Conditions were that it looked like I was full population (but what probably happened was it was almost full), but autofight 1 didn't kick in for whatever reason, and it was full enough to make the script not trap. So the game just sat there not fighting and no population increase since it is turned off during the challenge.

Honestly, this is pretty minor. It's one challenge I can't see a reason to repeat and still goes very quick with AT if you babysit. I only mention it because it is sort of technically a bug, and in my mind it would be cool to one day have AT be able to fully play the game start to finish. But my enthusiasm for that idea is rapidly diminishing, and I understand more and more why lots of things aren't implemented or included.

A weird auto-use of block formation

http://screenshotlink.ru/dd66f7e2c23baa4b705a7091c79adbc4.png
I have seen this bug many times on high zones, and it gets most destructive when you need to reach higher zone than usual (in my case it is bionic 395). In other words, this bug hinders progress on high zones (it seems that it activates when monsters kills trimps faster than trimps breed, i.e. when trimps stay alive for less than 30 seconds my case). While my block is much higher than rivals damage, script still uses block formation, which makes no sense. Block formation reduce incoming damage by 2 times (because opponent's block pierce subsides from 15% to 7,5%), but decreases damage by 8 times, i.e. it makes your progress at least 4 times slower. Apparently, Dominance formation would be the most efficient.

Chrome hangs and crashes

In the past day or so, I've been having 5-10 second pauses which get worse until chrome crashes. This happens on both computers.

Better enoughHealth Check

Currently there is a static check:
enoughHealth = (baseHealth/2 > 8 * (enemyDamage - baseBlock/2 > 0 ? enemyDamage - baseBlock/2 : enemyDamage * pierceMod));

(Which, why is baseBlock divided by 2 by the way? You get full block each time without pierce, right?)

I propose a fix, at least for early game. I don't know how it would work later game. Too tired for specific code and looking up variables, but basically:
enoughHealth = (old stuff) || ( health/2 > enemyDamage - block && 0 < health - (enemyDamage - block) * (repoptime / roundspeed) )

It's late, so I'm not sure that is correct and it doesn't include pierce. The new bit in words is meant to be: make sure we can survive at least one attack, and that the time it takes to repop is less than the time it would take a maxdamage enemy to wipe out our health completely. The current one seems hard coded to require surviving 8 attacks, which seems arbitrary. So the result should be you pass if you have enough to survive 8 attacks, OR you can fully repop before dying.

The reason for this is that at lower levels with extremely fast repop, the health check can still fail when it really shouldn't causing automap to go full bonus despite the fact it is much faster to just keep dying over and over because you can repop the army near instantly and lose no time waiting for respawn. I did a test manually canceling automap from 15 to 25 and saved a bit over an hour (30% time) following that logic.

Nurseries Flexibility

For long run Magma runs, Nurseries are a rare commodity. Setting maximum nurseries or no nurseries until Zone: allows for some control, but I suggest one more feature to complement those two.

Initial Nurseries Purchased: 300, No nurseries until Z235, Max Nurseries 600

This would mean the script would purchase 300 nurseries and no more until Z235 from when it start buying up to 600 every zone. This would allow one to make deep runs using the script without compromising the He/Hr that would be lost from Spire. It is quite difficult to beat spire without nurseries or it may require longer grinding. Without all spire rows, long term helium is lost.

Auto Maps runs "old" maps

With Challenge^2 the auto maps went wrong with some challenges. I'm now running Electricity, I'm at zone 402, when I turn on auto-maps The Prison is being run (all the time, in all 80+ zones). The same happened before with different challenge^2 and Trimple of Doom map.

Golden Upgrades Flexibility

There is a point of diminishing returns with Golden Upgrades after a certain number of purchases since the upgrades are additive. It would be nice if the user had the option to choose a secondary or tertiary upgrade after a certain number of zones or purchases.

For e.x. Golden Helium until (Z210 or 7 upgrades) then Golden Battle or 1 Golden Void at Z150 (5th upgrade), Golden Helium all other zones and Golden Battle from Z210 (7th Upgrade) onwards.

Spend Magmite (Portal -> Always -> OFF)

This should be reordered to (Always -> Portal -> OFF).
When one wants to turn off Spend Magmite (which is primarily used in Portal mode), to save for the one time upgrades, they end up spending all of their current Magmite which is unideal.

Wants Damage Broken?

So in my last couple runs, I noticed wants damage acting in a way that doesn't seem right. For example: I've got 700qa+ damage, enemy has 100qa average hp, and yet automaps has me running 10 maps for bonus claiming it wants 0.2456x damage. I was able to run almost 3 zones before I stopped one shotting. I haven't looked at the code at all, but a guess is that it might be an unintended side effect of messing with enoughHealth.

I wasn't thinking and was too late to grab an export before leveling past it, but I'll try to grab one next run.

Autostance issue

My Trimps get stuck on void maps while doing Nom challenge. Both auto-stances switch to barrier formation on final cell, unable to do more that 5% of max hp. I have to manually switch to D formation to progress.

edit: Forgot to mention it happens on Heinous voidmaps.

AutoPortal

I would like to know if there is a way to configure autoportal in a zone i desire. For example zone 72 or 58 or 69? Instead of selecting challenges portals...

Additional magma options

I only reached magma recently but... it seems the best way to use the generator, initially, is to gain fuel up to some point then switch to magmite farming. EG when the next coord will take too many ticks to achieve. Please could some strategy be added? Even a simple "Farm magmite at zone:" option would be fantastic.

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