JaxonShao
Recruit
Improving the impact logic of the battlefield morale, make big battlefield smoothly
Original morale logic:Running minus others;Not running, adding running.
Original code structure: (Number of operations :agent_num^2)
Original morale impact logic:
not run agent_b--run agent_a : agent_a +1 courage(agent_b)
not run agent_b--not run agent_a : No effect
run agent_b--run agent_a :agent_a -1 courage(agent_b)
run agent_b--not run agent_a :agent_a -2 courage(agent_b)
disadvantage:Insufficient condition of restrictions,excessive circulation,big battlefield not smoothly
Conversely,
To be precise,the script name"running_soldiers_morale_effect" more appropriate.
loop running agent:
run agent_a--run agent_b : agent_b -1 courage(agent_a)
run agent_a--not run agent_b :agent_b -2 courage(agent_a), agent_a +1 courage(agent_b)
structure unchanged,but inncrease deserter limit in the previous cycle;
make the calculation of the morale effect value be a single script,add soldiers lv/type factor;
Replace the original script with the following two scripts,make big battlefield smoothly now.
May be used when playing non open source modules,
txt modify:open script.txt,find "apply_effect_of_other_people_on_courage_scores",just replace the entire paragraph txt code below:
Original morale logic:Running minus others;Not running, adding running.
Original code structure: (Number of operations :agent_num^2)
Code:
# script_apply_effect_of_other_people_on_courage_scores
(try_for_agents, ":centered_agent_no"),
(try_for_agents, ":agent_no"),
(try_end),
(try_end),
Original morale impact logic:
not run agent_b--run agent_a : agent_a +1 courage(agent_b)
not run agent_b--not run agent_a : No effect
run agent_b--run agent_a :agent_a -1 courage(agent_b)
run agent_b--not run agent_a :agent_a -2 courage(agent_b)
disadvantage:Insufficient condition of restrictions,excessive circulation,big battlefield not smoothly
Conversely,
To be precise,the script name"running_soldiers_morale_effect" more appropriate.
loop running agent:
run agent_a--run agent_b : agent_b -1 courage(agent_a)
run agent_a--not run agent_b :agent_b -2 courage(agent_a), agent_a +1 courage(agent_b)
Code:
(try_for_agents, ":run_agent_no"),(Number of operations :run_agent_num*battle_size)
(try_for_agents, ":ally_agent_no"),
(try_end),
(try_end),
structure unchanged,but inncrease deserter limit in the previous cycle;
make the calculation of the morale effect value be a single script,add soldiers lv/type factor;
Replace the original script with the following two scripts,make big battlefield smoothly now.
Code:
###DDD new get_agent_courage_value ####
#impact_value factor: HP ,distance ,soldiers lv/type
# script_get_agent_courage_value #call by script_apply_effect_of_other_people_on_courage_scores
# in:param_1:":agent_no"
# param_2 : ":dist" #Positive is a positive impact,Negative is a negative impact,When called,Negative morale affects attention distance multiplied by -1 as a parameter
#out:agent_courage_impact_value
("get_agent_courage_value",
[
(store_script_param_1, ":agent_no"),
(store_script_param_2, ":dist"), #Positive is a positive impact,Negative is a negative impact
#HP effect
(get_player_agent_no, ":player_agent"),
(try_begin),
(eq, ":agent_no", ":player_agent"),
(assign, ":agent_delta_courage_score", 6),
(else_try),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(troop_is_hero, ":troop_id"),
#Hero Agent : if near agent (hero, agent_no) is not running away his positive effect on centered agent (centered_agent_no) fighting at his side is effected by his hit points.
(try_begin),
# (neq, ":agent_is_running_away_or_not", 1), #if agent is not running away
(agent_slot_eq, ":agent_no", slot_agent_is_running_away,0),
(store_agent_hit_points, ":agent_hit_points", ":agent_no"),
(try_begin),
(eq, ":agent_hit_points", 100),
(assign, ":agent_delta_courage_score", 6),
(else_try),
(ge, ":agent_hit_points", 75),
(assign, ":agent_delta_courage_score", 5),
(else_try),
(ge, ":agent_hit_points", 60),
(assign, ":agent_delta_courage_score", 4),
(else_try),
(ge, ":agent_hit_points", 45),
(assign, ":agent_delta_courage_score", 3),
(else_try),
(ge, ":agent_hit_points", 30),
(assign, ":agent_delta_courage_score", 2),
(else_try),
(ge, ":agent_hit_points", 15),
(assign, ":agent_delta_courage_score", 1),
(end_try),
(else_try),
(assign, ":agent_delta_courage_score", 4),
(end_try),
(else_try),
#Normal Agent : if near agent (agent_no) is not running away his positive effect on centered agent (centered_agent_no) fighting at his side is effected by his hit points.
(try_begin),
# (neq, ":agent_is_running_away_or_not", 1), # if agent is not running away
(agent_slot_eq, ":agent_no", slot_agent_is_running_away,0),
(store_agent_hit_points, ":agent_hit_points", ":agent_no"),
(try_begin),
(eq, ":agent_hit_points", 100),
(assign, ":agent_delta_courage_score", 4),
(else_try),
(ge, ":agent_hit_points", 75),
(assign, ":agent_delta_courage_score", 3),
(else_try),
(ge, ":agent_hit_points", 50),
(assign, ":agent_delta_courage_score", 2),
(else_try),
(ge, ":agent_hit_points", 25),
(assign, ":agent_delta_courage_score", 1),
(try_end),
(try_begin), # to make our warrior run away easier we decrease one, because they have player_agent (+6) advantage.
(agent_is_ally, ":agent_no"),
(val_sub, ":agent_delta_courage_score", 1),
(try_end),
(else_try),
(assign, ":agent_delta_courage_score", 2),
(end_try),
(try_end),
#distance effect
(assign, ":dist_val", ":dist"),
(val_abs, ":dist"),
(try_begin),
(ge, ":dist_val", 0), #positive effect
(try_begin),
(lt, ":dist", 2000), #0-20 meter
(val_mul, ":agent_delta_courage_score", 50),
(else_try),
(lt, ":dist", 4000), #21-40 meter
(val_mul, ":agent_delta_courage_score", 40),
(else_try),
(lt, ":dist", 7000), #41-70 meter
(val_mul, ":agent_delta_courage_score", 30),
(else_try),
(lt, ":dist", 11000), #71-110 meter
(val_mul, ":agent_delta_courage_score", 20),
(else_try),
(lt, ":dist", 16000), # 111-160 meter, assumed that eye can see agents friendly at most 160 meters far while fighting.
# this is more than below limit (108 meters) because we hear that allies come from further.
(val_mul, ":agent_delta_courage_score", 10),
(try_end),
(else_try), #Negative is a negative impact # negative effect of running agent on other ally agents are lower then positive effects above, to avoid starting
(try_begin), # run away of all agents at a moment. I want to see agents running away one by one during battle, not all together.
(lt, ":dist", 200), #1-2 meter, # this would create better game play.
(val_mul, ":agent_delta_courage_score", 15),
(else_try),
(lt, ":dist", 400), #3-4 meter,
(val_mul, ":agent_delta_courage_score", 13),
(else_try),
(lt, ":dist", 600), #5-6 meter
(val_mul, ":agent_delta_courage_score", 11),
(else_try),
(lt, ":dist", 800), #7-8 meter
(val_mul, ":agent_delta_courage_score", 9),
(else_try),
(lt, ":dist", 1200), #9-12 meters
(val_mul, ":agent_delta_courage_score", 7),
(else_try),
(lt, ":dist", 2400), #13-24 meters
(val_mul, ":agent_delta_courage_score", 5),
(else_try),
(lt, ":dist", 4800), #25-48 meters
(val_mul, ":agent_delta_courage_score", 3),
(else_try),
(lt, ":dist", 9600), #49-98 meters, assumed that eye can see agents running away at most 98 meters far while fighting.
(val_mul, ":agent_delta_courage_score", 1),
(try_end),
(try_end),
##soldiers lv/type effect horseman add 20% 30lv add 10%
(try_begin),
(agent_get_horse, ":agent_horse_id", ":agent_no"),
(neq, ":agent_horse_id", -1),
(assign, ":agent_power", 20), # horseman
(else_try),
(assign, ":agent_power", 0), # walker
(try_end),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(store_character_level, ":troop_level", ":troop_id"),
(store_sub, ":agent_power2",":troop_level", 20),
(val_add, ":agent_power", ":agent_power2"),
(val_add, ":agent_power", 100),
(val_mul, ":agent_delta_courage_score",":agent_power"),
(try_begin),
(neq, ":agent_delta_courage_score",0),
(val_div, ":agent_delta_courage_score",100),
(try_end),
(assign, reg0,":agent_delta_courage_score"),
]),
###DDD new get_agent_courage_value ####
###DDD new apply_effect0 ####
# script_apply_effect_of_other_people_on_courage_scores
# Input: none
# Output: none
("apply_effect_of_other_people_on_courage_scores",
[
(get_player_agent_no, ":player_agent"),
(try_for_agents, ":run_agent_no"),#loop run agent
(agent_is_human, ":run_agent_no"),
(agent_is_alive, ":run_agent_no"),
(neq, ":run_agent_no", ":player_agent"),
(agent_slot_eq, ":run_agent_no", slot_agent_is_running_away,1),#running
(agent_get_position, pos1, ":run_agent_no"),
(agent_get_team, ":run_agent_team", ":run_agent_no"),
(try_for_agents, ":agent_no",pos1,16000),
(agent_is_human, ":agent_no"),
(agent_is_alive, ":agent_no"),
(neq, ":run_agent_no", ":agent_no"),
(agent_get_team, ":agent_team", ":agent_no"),
(neg|teams_are_enemies, ":run_agent_team", ":agent_team"),
(agent_get_position, pos2, ":agent_no"),
(get_distance_between_positions, ":dist", pos1, pos2),
(try_begin),#run agent_a--run agent_b : agent_b -1 courage(agent_a)
(agent_slot_eq, ":agent_no", slot_agent_is_running_away,1),#running
(agent_get_slot, ":agent_courage_score", ":agent_no", slot_agent_courage_score),
(store_mul, ":dist_val", ":dist", -1),#Negative is a negative impact
(call_script, "script_get_agent_courage_value", ":run_agent_no",":dist_val"),
(assign, ":agent_delta_courage_score",reg0),
(val_mul, ":agent_delta_courage_score",-1),
(val_add, ":agent_courage_score", ":agent_delta_courage_score"),
(agent_set_slot, ":agent_no", slot_agent_courage_score, ":agent_courage_score"),
(else_try),#run agent_a--not run agent_b :agent_b -2 courage(agent_a),at the same time,agent_a +1 courage(agent_b)
(agent_get_slot, ":agent_courage_score", ":agent_no", slot_agent_courage_score),
(store_mul, ":dist_val", ":dist", -1),#Negative is a negative impact
(call_script, "script_get_agent_courage_value", ":run_agent_no",":dist_val"),
(assign, ":agent_delta_courage_score",reg0),
(val_mul, ":agent_delta_courage_score",-2),
(val_add, ":agent_courage_score", ":agent_delta_courage_score"),
(agent_set_slot, ":agent_no", slot_agent_courage_score, ":agent_courage_score"),
(agent_get_slot, ":agent_courage_score", ":run_agent_no", slot_agent_courage_score),
(call_script, "script_get_agent_courage_value", ":agent_no",":dist"),#positive effect
(assign, ":agent_delta_courage_score",reg0),
(val_mul, ":agent_delta_courage_score",1),
(val_add, ":agent_courage_score", ":agent_delta_courage_score"),
(agent_set_slot, ":run_agent_no", slot_agent_courage_score, ":agent_courage_score"),#run agent_a,+1 courage(agent_b)
(try_end),
(try_end),
(try_end),
]),
###DDD new apply_effect0 ####
txt modify:open script.txt,find "apply_effect_of_other_people_on_courage_scores",just replace the entire paragraph txt code below:
apply_effect_of_other_people_on_courage_scores -1
413 1700 1 1224979098644774912 12 1 1224979098644774913 1704 1 1224979098644774913 1702 1 1224979098644774913 2147483679 2 1224979098644774913 1224979098644774912 545 3 1224979098644774913 15 1 1710 2 0 1224979098644774913 4 0 1706 1 1224979098644774913 2133 2 1224979098644774914 1 5 0 2133 2 1224979098644774914 0 3 0 12 1 1224979098644774915 1704 1 1224979098644774915 1702 1 1224979098644774915 2147483679 2 1224979098644774913 1224979098644774915 4 0 1706 1 1224979098644774915 2133 2 1224979098644774916 1 5 0 2133 2 1224979098644774916 0 3 0 31 2 1224979098644774914 1224979098644774916 1710 2 1 1224979098644774915 710 3 1224979098644774917 0 1 4 0 545 3 1224979098644774915 15 1 525 3 1224979098644774918 1224979098644774915 16 2122 3 1224979098644774919 1224979098644774917 -1 2133 2 1224979098644774920 1224979098644774913 1700 1 1224979098644774912 4 0 31 2 1224979098644774920 1224979098644774912 2133 2 1224979098644774921 6 5 0 1718 2 1224979098644774922 1224979098644774920 1507 1 1224979098644774922 4 0 545 3 1224979098644774920 15 0 1720 2 1224979098644774923 1224979098644774920 4 0 31 2 1224979098644774923 100 2133 2 1224979098644774921 6 5 0 30 2 1224979098644774923 75 2133 2 1224979098644774921 5 5 0 30 2 1224979098644774923 60 2133 2 1224979098644774921 4 5 0 30 2 1224979098644774923 45 2133 2 1224979098644774921 3 5 0 30 2 1224979098644774923 30 2133 2 1224979098644774921 2 5 0 30 2 1224979098644774923 15 2133 2 1224979098644774921 1 3 0 5 0 2133 2 1224979098644774921 4 3 0 5 0 4 0 545 3 1224979098644774920 15 0 1720 2 1224979098644774923 1224979098644774920 4 0 31 2 1224979098644774923 100 2133 2 1224979098644774921 4 5 0 30 2 1224979098644774923 75 2133 2 1224979098644774921 3 5 0 30 2 1224979098644774923 50 2133 2 1224979098644774921 2 5 0 30 2 1224979098644774923 25 2133 2 1224979098644774921 1 3 0 4 0 1706 1 1224979098644774920 2106 2 1224979098644774921 1 3 0 5 0 2133 2 1224979098644774921 2 3 0 3 0 2133 2 1224979098644774917 1224979098644774919 2113 1 1224979098644774917 4 0 30 2 1224979098644774919 0 4 0 2147483678 2 1224979098644774917 2000 2107 2 1224979098644774921 50 5 0 2147483678 2 1224979098644774917 4000 2107 2 1224979098644774921 40 5 0 2147483678 2 1224979098644774917 7000 2107 2 1224979098644774921 30 5 0 2147483678 2 1224979098644774917 11000 2107 2 1224979098644774921 20 5 0 2147483678 2 1224979098644774917 16000 2107 2 1224979098644774921 10 3 0 5 0 4 0 2147483678 2 1224979098644774917 200 2107 2 1224979098644774921 15 5 0 2147483678 2 1224979098644774917 400 2107 2 1224979098644774921 13 5 0 2147483678 2 1224979098644774917 600 2107 2 1224979098644774921 11 5 0 2147483678 2 1224979098644774917 800 2107 2 1224979098644774921 9 5 0 2147483678 2 1224979098644774917 1200 2107 2 1224979098644774921 7 5 0 2147483678 2 1224979098644774917 2400 2107 2 1224979098644774921 5 5 0 2147483678 2 1224979098644774917 4800 2107 2 1224979098644774921 3 5 0 2147483678 2 1224979098644774917 9600 2107 2 1224979098644774921 1 3 0 3 0 4 0 1714 2 1224979098644774924 1224979098644774920 2147483679 2 1224979098644774924 -1 2133 2 1224979098644774925 20 5 0 2133 2 1224979098644774925 0 3 0 1718 2 1224979098644774922 1224979098644774920 2171 2 1224979098644774926 1224979098644774922 2121 3 1224979098644774927 1224979098644774926 20 2105 2 1224979098644774925 1224979098644774927 2105 2 1224979098644774925 100 2107 2 1224979098644774921 1224979098644774925 4 0 2147483679 2 1224979098644774921 0 2108 2 1224979098644774921 100 3 0 2107 2 1224979098644774921 -1 2105 2 1224979098644774918 1224979098644774921 505 3 1224979098644774915 16 1224979098644774918 5 0 525 3 1224979098644774918 1224979098644774915 16 2122 3 1224979098644774919 1224979098644774917 -1 2133 2 1224979098644774920 1224979098644774913 1700 1 1224979098644774912 4 0 31 2 1224979098644774920 1224979098644774912 2133 2 1224979098644774921 6 5 0 1718 2 1224979098644774922 1224979098644774920 1507 1 1224979098644774922 4 0 545 3 1224979098644774920 15 0 1720 2 1224979098644774923 1224979098644774920 4 0 31 2 1224979098644774923 100 2133 2 1224979098644774921 6 5 0 30 2 1224979098644774923 75 2133 2 1224979098644774921 5 5 0 30 2 1224979098644774923 60 2133 2 1224979098644774921 4 5 0 30 2 1224979098644774923 45 2133 2 1224979098644774921 3 5 0 30 2 1224979098644774923 30 2133 2 1224979098644774921 2 5 0 30 2 1224979098644774923 15 2133 2 1224979098644774921 1 3 0 5 0 2133 2 1224979098644774921 4 3 0 5 0 4 0 545 3 1224979098644774920 15 0 1720 2 1224979098644774923 1224979098644774920 4 0 31 2 1224979098644774923 100 2133 2 1224979098644774921 4 5 0 30 2 1224979098644774923 75 2133 2 1224979098644774921 3 5 0 30 2 1224979098644774923 50 2133 2 1224979098644774921 2 5 0 30 2 1224979098644774923 25 2133 2 1224979098644774921 1 3 0 4 0 1706 1 1224979098644774920 2106 2 1224979098644774921 1 3 0 5 0 2133 2 1224979098644774921 2 3 0 3 0 2133 2 1224979098644774917 1224979098644774919 2113 1 1224979098644774917 4 0 30 2 1224979098644774919 0 4 0 2147483678 2 1224979098644774917 2000 2107 2 1224979098644774921 50 5 0 2147483678 2 1224979098644774917 4000 2107 2 1224979098644774921 40 5 0 2147483678 2 1224979098644774917 7000 2107 2 1224979098644774921 30 5 0 2147483678 2 1224979098644774917 11000 2107 2 1224979098644774921 20 5 0 2147483678 2 1224979098644774917 16000 2107 2 1224979098644774921 10 3 0 5 0 4 0 2147483678 2 1224979098644774917 200 2107 2 1224979098644774921 15 5 0 2147483678 2 1224979098644774917 400 2107 2 1224979098644774921 13 5 0 2147483678 2 1224979098644774917 600 2107 2 1224979098644774921 11 5 0 2147483678 2 1224979098644774917 800 2107 2 1224979098644774921 9 5 0 2147483678 2 1224979098644774917 1200 2107 2 1224979098644774921 7 5 0 2147483678 2 1224979098644774917 2400 2107 2 1224979098644774921 5 5 0 2147483678 2 1224979098644774917 4800 2107 2 1224979098644774921 3 5 0 2147483678 2 1224979098644774917 9600 2107 2 1224979098644774921 1 3 0 3 0 4 0 1714 2 1224979098644774924 1224979098644774920 2147483679 2 1224979098644774924 -1 2133 2 1224979098644774925 20 5 0 2133 2 1224979098644774925 0 3 0 1718 2 1224979098644774922 1224979098644774920 2171 2 1224979098644774926 1224979098644774922 2121 3 1224979098644774927 1224979098644774926 20 2105 2 1224979098644774925 1224979098644774927 2105 2 1224979098644774925 100 2107 2 1224979098644774921 1224979098644774925 4 0 2147483679 2 1224979098644774921 0 2108 2 1224979098644774921 100 3 0 2107 2 1224979098644774921 -2 2105 2 1224979098644774918 1224979098644774921 505 3 1224979098644774915 16 1224979098644774918 525 3 1224979098644774918 1224979098644774913 16 2133 2 1224979098644774919 1224979098644774917 2133 2 1224979098644774920 1224979098644774915 1700 1 1224979098644774912 4 0 31 2 1224979098644774920 1224979098644774912 2133 2 1224979098644774921 6 5 0 1718 2 1224979098644774922 1224979098644774920 1507 1 1224979098644774922 4 0 545 3 1224979098644774920 15 0 1720 2 1224979098644774923 1224979098644774920 4 0 31 2 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