AutoKill: Crystal mode #3
Labels
No labels
Bug
Core
Improvement/Polish
New feature
On hold
No milestone
No project
No assignees
2 participants
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference: BaseBand/BaseBandRewrite#3
Loading…
Add table
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
AutoCrystal. Stub is also written but nothing else.
@UnixSystemV can you write below what kinds of settings it must have? I don't have much experience with that stuff.
Rotations
RotStep, splits and steps rotations tick by tick, example, 50 degree rotation with a set of 2 steps is 25 degrees per step,
RotStepLimit, if angle to step is less than this then just rotate normally,
Damage
MinPlaceDMG, minimum place damage for crystal to deal to target player
MaxPlaceSelfDMG, maximum place damage that the crystal can deal to us
MinBreakDMG, same as place, but for break
MaxBreakDMG, same as the above.
DmgBalance, Number, for ratio of damage to enemy vs to us
Raytracing
Semi-Strict, unsure, perhaps the same as the below but "lenient."
Strict, super strict, we must be able to see the face of the block we want to place on, or directly see the boundingbox of the crystal we want to attack.
BlockDestruction, Disregard/Calculate whether or not a broken crystal will break blocks and damage the enemy.
Ranges
Separate Place/Break ranges,
and separate ranges for the same when placed/broken through walls.
Delay
TicksExisted, ideally a Map<EntityEnderCrystal, Integer> that we track ourselves. (use case, 0b requires a minimum of a 40ms life-time on crystals, which iirc is about 1 tick.)
Tick Based Place/Break Delays, but we do not allow multi-placing as it wastes crystals
Inhibit, Once we hit a crystal we don't hit it again for a settable amount of ticks.
Swap
I don't know, we want to change the hotbar slot though, not swap items through the inventory
This is going in a rotationmanager, this would massively clutter the code otherwise.
On hold waiting for #6.
Do we only place if this is exceeded (if other options also allow placing) or do we always place if this is exceeded (even if other options would normally block it)? Basically is this an override?
@UnixSystemV a tick is 50ms, yes, but wouldn't it be smarter to make this ms-based instead of tick-based in this case?