AutoKill: Crystal mode #3

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opened 2024-05-30 19:23:20 +02:00 by TudbuT · 5 comments
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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.

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.
TudbuT added this to the Standalone milestone 2024-05-30 19:23:20 +02:00
TudbuT added this to the Features project 2024-05-30 19:23:20 +02:00
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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

# 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
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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,

This is going in a rotationmanager, this would massively clutter the code otherwise.

> # 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, This is going in a rotationmanager, this would massively clutter the code otherwise.
TudbuT added the
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TudbuT added the
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On hold waiting for #6.

On hold waiting for #6.
TudbuT added a new dependency 2024-05-30 22:49:17 +02:00
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DmgBalance, Number, for ratio of damage to enemy vs to us

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?

> DmgBalance, Number, for ratio of damage to enemy vs to us 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?
TudbuT removed a dependency 2024-05-31 08:48:50 +02:00
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use case, 0b requires a minimum of a 40ms life-time on crystals, which iirc is about 1 tick.

@UnixSystemV a tick is 50ms, yes, but wouldn't it be smarter to make this ms-based instead of tick-based in this case?

> use case, 0b requires a minimum of a 40ms life-time on crystals, which iirc is about 1 tick. @UnixSystemV a tick is 50ms, yes, but wouldn't it be smarter to make this ms-based instead of tick-based in this case?
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