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autotrimps's Issues

Workers fluctuation

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.

Graphs should display prettified numbers

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).

make overkill logic aware of overkill bonuses

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.

ShouldFarm logic should check for one-shot

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.

Lead h/d ratio seems to struggle near the end

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.

Map generator should try perfect maps

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.

Automaps doesn't try to prestige

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.

Autostance2 doesn't know about Ice

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.

investigate periodic freezes

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 broke heirlooms

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.

Auto-workers post-magma

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.

Don't buy coords should have amalgamator sub-setting

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.

Corrupted cells are underfarmed for

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.

Autotimer for dailies

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 a scryer setting for "use if oneshot"

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.

Scrying stance should take heed of remaining enemies

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.

Geneticists cycle fire

Spire zone timer 150, regular timer 30
During pre-spire farming genetecists cycle fire fluctuating +/- 5 pcs

Not sure if this repros

autoperks ignore looting

after 4.11.2 update and moving to chrome instead of FF, autoperks failed to use Looting.
Looting II is upgraded fine.

Add late-game auto ratios

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

Add combat spec preset(s)
Should have:

  • perky spire
  • perky coordinated
  • perky trimp
  • perky other c2
  • my obliterated

Nurseries settings

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).

Magma settings early game tuning

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).

Die to use S doesn't work as advertised

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).

Pre-spire farming ignores equip caps

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.

AutoStance should fall back to H more conservatively

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.

Raiding

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).

First gigastation setting ignores infinity

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.

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