[Defconapi] questions about unspecified constants, some code and an alliance offer
spooq
spoooq at gmail.com
Thu Jul 30 09:40:54 CDT 2009
I read the PDF documentation ;)
You can get the state change timings straight from playing the game,
and there is nothing here that could not be found by some careful
logging via a bot anyway. You could just turn debugging on and check
the coords for most of the stuff, I'll do that for the missing radar
ranges.
2009/7/30 Jakub Gemrot <jakub.gemrot at gmail.com>:
> Hi, these values are really interesting!
>
> How do you obtain them?
>
> I would like to join your efforts, but unfortunately I had to postpone
> my DefCon project.
> I hope to join you in the mid of September.
>
> Cheers!
>
> Jakub
>
> On Thu, Jul 30, 2009 at 1:12 AM, spooq<spoooq at gmail.com> wrote:
>> Hi,
>>
>> does anyone have the values for the following?
>>
>> Radar range of silo, radar station and surfaced sub
>> Bullet range for any unit
>> Missile ranges
>>
>> I've put most of the constants I know into a header file, might save
>> someone some typing.
>>
>> Is anyone using the images from the data directory to help their AI?
>> Looking map info up that way is going to be quicker and friendlier
>> than bashing on the connection, and you can reuse the AI-helper
>> dot-maps. I've got a basic bmp loader working, I haven't got around to
>> extracting the data yet though. Anyone further ahead than me?
>>
>> Would anyone like to collaborate with me? At the moment I am pretty
>> much writing helper functions, slowing building up enough code to get
>> to the interesting parts. I plan to publish the helper stuff as a
>> separate class people can inherit from, then I have some ideas
>> involving writing an alternative GUI, maybe for multiple users to
>> collaborate in driving the bot.
>>
>> Cheers,
>> Luke
>>
>>
>> // Timings
>> #define TIME_SILO_TO_LAUNCH 120
>> #define TIME_SILO_TO_AIR_DEFENSE 340
>>
>> #define TIME_AIRBASE_TO_FIGHTER 120
>> #define TIME_AIRBASE_TO_BOMBER 120
>>
>> #define TIME_CARRIER_TO_FIGHTER 120
>> #define TIME_CARRIER_TO_BOMBER 120
>> #define TIME_CARRIER_TO_ANTISUB 240
>>
>> #define TIME_BOMBER_TO_LAUNCH 120
>> #define TIME_BOMBER_TO_NAVAL 120
>>
>> // TODO need sub timings
>>
>> // Speeds
>> #define SPEED_MISSLE 0.2f
>> #define SPEED_SUB 0.2f
>> #define SPEED_BATTLESHIP 0.03f
>> #define SPEED_FIGHTER 0.1f
>> #define SPEED_BOMBER 0.05f
>> #define SPEED_CARRIER 0.03f
>> #define SPEED_BULLET 0.5f
>>
>> // Fuel ranges
>> #define FUEL_FIGHTER 45.0f
>> #define FUEL_BOMBER 140.0f
>>
>> // Radar ranges
>> #define RADAR_BATTLESHIP 10.0f
>> #define RADAR_FIGHTER 0.5f
>> #define RADAR_BOMBER 0.5f
>> #define RADAR_CARRIER 15.0f
>>
>> // Hitpoints
>> #define HP_SILO 3
>> #define HP_AIRBASE 2
>>
>> #define BULLET_CHANCE_VERY_HIGH 0.3
>> #define BULLET_CHANCE_HIGH 0.25
>> #define BULLET_CHANCE_MEDIUM 0.2
>> #define BULLET_CHANCE_LOW 0.1
>> #define BULLET_CHANCE_NONE 0.0
>>
>> double BulletChance[] = {
>> /* Fighter Bomber Battleship Carrier
>> SurfSub SubSub Missile */
>> /*Fighter*/ BULLET_CHANCE_MEDIUM, BULLET_CHANCE_VERY_HIGH,
>> BULLET_CHANCE_MEDIUM, BULLET_CHANCE_MEDIUM, BULLET_CHANCE_HIGH,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> /*Bomber */ BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_HIGH, BULLET_CHANCE_HIGH,
>> BULLET_CHANCE_VERY_HIGH, BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> /*BShip */ BULLET_CHANCE_VERY_HIGH, BULLET_CHANCE_HIGH,
>> BULLET_CHANCE_MEDIUM, BULLET_CHANCE_HIGH,
>> BULLET_CHANCE_VERY_HIGH, BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> /*Carrier*/ BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_VERY_HIGH, BULLET_CHANCE_VERY_HIGH, BULLET_CHANCE_NONE,
>> /*SurfSub*/ BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> /*Subsub */ BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_HIGH, BULLET_CHANCE_HIGH, BULLET_CHANCE_HIGH,
>> BULLET_CHANCE_HIGH, BULLET_CHANCE_NONE,
>> /*Silo */ BULLET_CHANCE_LOW, BULLET_CHANCE_MEDIUM,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_NONE, BULLET_CHANCE_NONE,
>> BULLET_CHANCE_NONE, BULLET_CHANCE_VERY_HIGH,
>> };
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>>
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