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Automation for the idle incremental game 'Trimps'
This project forked from genbtc/autotrimps
Automation for the idle incremental game 'Trimps'
Sometimes at around Z300 and 200-ish Qa total trimps workers start to fluctuate between zero and what I suppose is a minimal increment (32 for 200Qa, have seen 512 way later). Investigate this and make sure they enter a steady state. Having a minimal increment of trimps doing nothing is fine.
Long strings of numbers are not humanly readable on graph popups; they should be prettified to smth along the lines of "123.45 Qa" (get notation settings from the underlying game and use it; probably just hook up its prettifying method).
at the moment overkill logic doesn't know that you can overkill 4-6 cells. it should be aware of this to correctly estimate full overkill times and, consequently, correctly start buying more equips when overkill starts to fail.
And/or make it aware of critical damage use average damage output, not baseline.
At the moment it is perfectly possible (easiest way to repro would be Trimps or Coordinated challenge2) to get to a point an enemy is one-shotting you, but automaps considers you to be fine with h/d ration under threshold.
Have to see if there's a one-shot check and either impement it or switch to two-shot check.
At the moment it goes without any knowledge of MegaCrits. Should use getMegaCritDamageMult(critTier).
Title says it all
At 170-ish zones AT finds itself increasingly often in the position of having 20+ or even 40+ h/d ratio in the beginning of an even zone.
This obviously leads to increased zone times.
As per 4.10 domination challenge was added. Should make it available for autoportaling.
At the moment Lead challenge h/d ratio uses 250 momentum stacks for calculations. Make it a configurable setting with 250 as a default.
Check map generation algo. Make it aware of perfect sliders and caches.
Taking fragment income into account, should be willing to create better map if it is affordable for this and next zone.
When Prefer Metal Maps is set, also prefer metal caches to next larger generic caches.
When not enough health and damage (being in farming state) doesn't try to unlock prestiges that are still in maps. Just dies silently over and over.
Might be an issue with siphonology logic.
Might be an issue with dynamic prestige logic - noticed it after dynamic prestige target.
Force prestige at seems to be a good enough workaround for the time being.
At high levels of Ice autostance2 still tries to hide in H, even if enemy damage is about 10^30 lower than displayed due to ice stacking. Should take Ice into account in calculations.
in FF fps drops to 8-12 from time to time
a profile calculated seems to indicate that 'setInterval' at AutoTrimps2.js:174 is the culprit (90~ish ms long)
a quick look at the call stack before the profiler shat itself seemed to indicate that log dump is the culprit; turning off equipment log dump seemed to help.
4.11 update introduced a new heirloom type which broke heirloom evaluation altogether.
Please make it not break with the new heirloom type; it's fine if it gets recycled.
Should get all the geneticists it can because breed times are nonexistent anyway
Amalgamators seem to screw up breed timer calculations.
getBreedTime()
is off by a factor of 1000 with a single amalgamator.
Add a late-game ratio to auto-workers (at, say, 5k Tributes) shifting most of the trimps to Miners (like 1:1:100 or something like that). We have enough block anyway and in terms of nurseries it will be just a few less, so nothing to worry about.
After 4.10 update max bonus void map chance from gold maps is 72%. Check if autogold logic needs change.
Have a sub-setting for "don't buy coords" - "keep X amalgamators". It should refrain from buying a coordination if doing so would scare away an amalgamator and there will remain less than X ones.
Consider a variation of this setting "target X amalgamators" which also doesn't buy coordinations if you have less than X amalgamators. This might be tricky to unifomly support through the entirety of the run.
At least in the corrupted challenge corrupted cells are not taken into account, resulting in quite a high fatality rate.
Enemy health/damage should be calculated on a worst-case basis, as in Lead.
Auto breed timer should be able to correctly process "Enemies stack a debuff with each attack, damaging Trimps for 9% of total health per turn per stack, resets on Trimp death" daily property and select timer similar to Electricity challenge timer.
Add obliteration/coordination clause to equipment checks
Should be a use if overkill switch. If set in "use in oneshot" mode, will turn on whenever S oneshots the enemy, but D can't overkill it yet.
Also should try to keep S on for an entire map for that sweet cache x2 bonus.
Have a clause for Obliterated challenge in h/d ratio calculations
at the moment min zone overrides force S and user is missing on scryhard II
Use scryer stance: should back off when remaining enemies in zone holding counter receives 0.
Use when overkill: if set, should be a primary backoff for scryer stance. When not overkill, backs off to auto stance.
Maybe use in maps: should calculate mean hits per map and calculate profits of D vs S accordingly.
Spire zone timer 150, regular timer 30
During pre-spire farming genetecists cycle fire fluctuating +/- 5 pcs
Not sure if this repros
after 4.11.2 update and moving to chrome instead of FF, autoperks failed to use Looting.
Looting II is upgraded fine.
At the moment 1:12:12 is the last auto job ratio at 3k Tributes. Please add new ratios:
1:1:24 at 4.5k Tributes
1:1:100 at 6k Tributes
Add combat spec preset(s)
Should have:
Implement a max nursery derivation from target zone and perks/heirlooms on hand.
Given "no nurseries before Z", "max nurseries before Spire" and "target zone" settings derive max nurseries setting. This setting should be recalculated once per portal.
Optional; implement some growth rate (once max nurseries grows this much, add a little bit to target zone).
Have settings for "capacity then map for a tick", "capacity then map until empty" and "min tick then map". Should probably be under magmite stance setting as a switch (or have a setting for behaviour when fuel limit reached - either mi or map).
Add a strength rating metric for multipliers of trimps attack over the base attack (qty and equipment)
Including, but not restricted to C2, achievements, amalgamator, fluffy, strength towers, perks, nature et cetera.
At around z250 found that h/d ratio fluctuates a little bit (+/- 2% I suppose). That seems to be highly unsettling.
Daily challenge should have a separate void map target zone setting.
At max nurseries 319 and max nurseries pre spire 319 AT gets 320 nurseries. Bad bot!
After all magma cells don't get the bonus corrupted cells do
When you exit S at the end of the zone and arrive to the next one in low HP you are switched to H and stuck there and don't actually die to switch to S. That hurts DE income (and by that point your times are outrageously long anyway).
Leaves all the equip at 1, even after farming when going in for the kill.
While that's alright during farming, equipment should be leveled up to its cap when moving to beat actual spire.
At the moment aggressive fallback to H on corrupted sharpness leads to a situation where, while to not being forced in S, autostance falls back to H and then back to S due to overkill which kills it. Should be more conservative in falling back to H.
Pull the feature from Zek's or plan and implement anew:
gotta be able to farm +zones maps or further BW for equipment prestiges.
Gotta have settings for that (raiding distance 0-10/BW0-X, raiding decision criteria).
It is advertised that first gigastation setting is able to parse -1 as infinity. It implies that no gigastations are bought at all; however, it starts buying gigastations from the get go.
Double build is utilized, but Deca build is not
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