Author Topic: Experimental Lab  (Read 145511 times)

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Tomfloria

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Re: Experimental Lab
« Reply #30 on: May 18, 2012, 01:51:38 AM »
Found this for you.

Code: [Select]
function WaitReal(t)
t = t + GetRealTime()
while GetRealTime() < t do
CheckConditions()
coroutine.yield()
end
end


function WaitGame(t)
t = t + GetGameTime()
while GetGameTime() < t do
CheckConditions()
coroutine.yield()
end
end

Tomfloria

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Re: Experimental Lab
« Reply #31 on: May 18, 2012, 02:56:04 AM »
You might like this :D The only is now everything with iOS() related doesn't work haha, But thats what you wanted, right?




Tomfloria

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Re: Experimental Lab
« Reply #32 on: May 18, 2012, 03:05:30 AM »
Just thought i'd give you a little update on what you're code actually did.

It seems that the code

Code: [Select]
function IsiOS()

return false

end

Actually saved the IsiOS() state throughout the whole game(THE WHOLE GAME, EVERY LEVEL). I deleted all your code from my level, then put it onto my iPad, but nothing worked still, after just having a 20 second "Uh-Oh" i decided to put

Code: [Select]
function IsiOS()

return true

end

Into my level, which made everything worked again, I took out the code again and it saved it, so it seems that the game checks if IsiOS() is true, then if it is, every IsiOS() function will work, but if not, bye bye IsiOS()

annikk.exe

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Re: Experimental Lab
« Reply #33 on: May 18, 2012, 03:26:06 AM »
Sometimes the game saves values between levels - to fix, close Eufloria then reopen it.

Tomfloria

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Re: Experimental Lab
« Reply #34 on: May 18, 2012, 05:39:51 AM »
to cross platform a level,  I guess you could do this for the globals

Code: [Select]
if IsiOS() then

Globals():Get("Game"):Set("EnemyFactionsMin",0)
Globals():Get("Game"):Set("EnemyFactionsMax",1)

else

Globals.G.EnemyFactionsMin=(1)
Globals.G.EnemyFactionsMax=(1)

end

That would work right?

annikk.exe

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Re: Experimental Lab
« Reply #35 on: May 18, 2012, 06:32:49 AM »
Herein lies the crux of the problem.  If you run this command on a PC:

Code: [Select]
if IsiOS() then
Then the level will crash!


We need to find a way to figure out if we're on PC or iOS, other than using this command...

annikk.exe

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Re: Experimental Lab
« Reply #36 on: May 18, 2012, 06:34:42 AM »
Or wait... does it ?

annikk.exe

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Re: Experimental Lab
« Reply #37 on: May 18, 2012, 06:36:00 AM »
Actually.....  maybe it does work...


Hold on a second. :>  Let me do a proper test.

Tomfloria

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Re: Experimental Lab
« Reply #38 on: May 18, 2012, 06:42:24 AM »
I don't know why it would crash?

I can put something like asdifjsuas() in my level, and it won't crash, even if I havn't defined it.

annikk.exe

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Re: Experimental Lab
« Reply #39 on: May 18, 2012, 06:44:08 AM »
Code: [Select]
function LevelSetup()

-- Set Global Values
if IsiOS() then

Globals():Get("Game"):Set("Asteroids",0)
Globals():Get("Asteroids"):Set("MinSendDistance",0.5)
Globals():Get("Asteroids"):Set("MaxSendDistance",0.5)
Globals():Get("Game"):Set("EnemyFactionsMin",1)
Globals():Get("Game"):Set("EnemyFactionsMax",1)
Globals():Get("Game"):Set("GreysProbability",0)
Globals():Get("AI"):Set("GraceTimer",99999)
Globals():Get("Structures"):Set("FlowerProbability",0.015)
Globals():Get("Asteroids"):Set("MinCoreHealth",150)
Globals():Get("Asteroids"):Set("MaxCoreHealth",300)
Globals():Get("Asteroids"):Set("SpawnCap",100)
Globals():Get("Asteroids"):Set("SeedlingCap",5000)

else

Globals.G.Asteroids=(0)
Globals.Asteroids.MinSendDistance=0.5
Globals.Asteroids.MaxSendDistance=0.5
Globals.G.EnemyFactionsMin=(1)
Globals.G.EnemyFactionsMax=(1)
Globals.G.GreysProbability=0
Globals.AI.GraceTimer=(99999)
Globals.Structures.FlowerProbability=(0.015)
Globals.Asteroids.MinCoreHealth=150
Globals.Asteroids.MaxCoreHealth=300
Globals.Asteroids.SpawnCap=100
Globals.Asteroids.SeedlingCap=5000

end


t = 1600

coordx = {}
coordy = {}
roidradius = {}

roidnumber = 31


for i=0,roidnumber do

x = math.cos(t) * t
y = math.sin(t) * t

s = math.random(3,10) / 10
e = math.random(4,10) / 10
sp = math.random(5,10) / 10

roidradius[i] = 175 + ((i / 21) * (500 * ((s + e + sp) / 3)))

a = AddAsteroidWithAttribs(x,y,e,s,sp)
a.Owner = 2
a.TreeCap = 4
a:SetRadius(roidradius[i])
a:Reveal(2)
a:Reveal(1)




a.Moveable = False



coordx[i] = x
coordy[i] = y



t = t + 294.5

a.SendDistance = (roidradius[i] * 7) + 1500


end

a = GetAsteroid(roidnumber - 16)
a:AddSeedlings(150)




a = GetAsteroid(0)
a.Owner = 1

a.Moveable = False


a = GetAsteroid(27)
a.Owner = 1

a.Moveable = False
s = a:AddDefenseTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()

s = a:AddDysonTree()
s:LevelUp()
s:LevelUp()
s:LevelUp()
--f = s:AddFlower()
a:AddSeedlings(75)

SetCameraZoomNow(0.01)

rcolour = 0
SetBackdropColour(0,0,0)

endfinal = false

finality = false

dangertimer = {}




for dset = 0,roidnumber do
dangertimer[dset] = GetGameTime() - 90
end

danger = {}

torchlit = {}

constructionmetric = {}


gathermetric = {}

gatherexists = 0


gatherpoint = GetAsteroid(0)

end






function LevelLogic()

SetCameraPosition(((coordx[27] * -1) + 500),((coordy[27] * -1) + 500))
SetCameraZoom(4.8)

GetAsteroid(0):ChangeOwner(2)

purgetimer = GetGameTime()

while GameRunning() do


if rcolour > 0 then
rcolour = rcolour - 1
end

SetBackdropColour(rcolour,0,0)

if GetEmpire(1):GetNumOwnedAsteroids() == 0 then


Quit(false)

end

if GetEmpire(2):GetNumOwnedAsteroids() == 0 then

Pause()
MessageBox("you have won.")
WaitDialog()
Unpause()
Quit(true)
end

--AI

checkedroid = GetAI(2):GetRandomAsteroid()


if GetGameTime() > purgetimer + 35 then
purgetimer = 0
end



-- First, find out which asteroids are close enough to travel in 1 jump, and

traversable = {}
pathsavailable = 0

attackable = {}
attackpaths = 0

actiontaken = 0

increasemetricvote = 1
increasegathermetricvote = 1
confirmedzero = 0
confirmedgatherpoint = 0



if GetEmpire(2):OwnsAsteroidID(checkedroid.ID) then

if checkedroid:GetNumSeedlings(1) == 0 and checkedroid:GetNumSeedlings(2) > 5 then
for minecheck = 0,roidnumber do

if GetEmpire(2):OwnsAsteroidID(minecheck) == true and GetAsteroid(minecheck):GetNumMines(1) > 0 and checkedroid:GetNumMines(1) == 0 then
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),GetAsteroid(minecheck))
end

end

end

for u = 0,roidnumber do

if GetAsteroid(u) ~= checkedroid then
-- only learn about this asteroid if it's not the one being checked
-- can we send seeds to this roid from the checked one?
if (GetAsteroid(checkedroid.ID):GetSendDistance() + roidradius[u]) > math.sqrt(((coordx[u] - coordx[checkedroid.ID])^2) + ((coordy[u] - coordy[checkedroid.ID])^2)) then
-- we can !  Now is this a friendly path or an attackable path?
if GetEmpire(1):OwnsAsteroidID(u) == true or GetAsteroid(u):GetNumSeedlings(1) > 10 and GetAsteroid(u):GetNumTrees() == 0 then
attackable[attackpaths] = GetAsteroid(u)
attackpaths = attackpaths + 1

-- moar aggression ! advantage pressing, etc
if checkedroid:GetNumSeedlings(2) > 120 and GetAsteroid(u):GetNumSeedlings(1) < (checkedroid:GetNumSeedlings(2) / 2) then
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),GetAsteroid(u))
if rcolour < 105 then
rcolour = rcolour + 150
end
end
end

if GetAI(2):OwnsAsteroidID(u) == true then

traversable[pathsavailable] = GetAsteroid(u)
pathsavailable = pathsavailable + 1
end

end

-- ok, this roid is not in range for us.






end
-- ok, we were trying to check ourselves.





end
-- end of neighbour-checking sequence









-- end of metric checking sequence

else

torchlit[checkedroid.ID] = nil
constructionmetric[checkedroid.ID] = nil
gathermetric[checkedroid.ID] = nil

end













-- we have selected "checkedroid" for checking.  We must find out all we can about the asteroid and it's surroundings, and act appropriately.
if GetAI(2):OwnsAsteroidID(checkedroid.ID) == true and checkedroid:GetNumMines(1) > 0 then

-- do buggerysquat.


elseif GetAI(2):OwnsAsteroidID(checkedroid.ID) == true then
-- this roid is ours ! :>


if pathsavailable == 0 then
-- Orphan Control
boltfriendly = GetEmpire(2):GetRandomAsteroid()
letsgo = 0

for iii = 0,attackpaths do

if attackable[iii] ~= nil then
letsgo = letsgo + (attackable[iii]:GetNumSeedlings(1))
end

end

if letsgo > checkedroid:GetNumSeedlings(2) and checkedroid:GetNumSeedlings(2) > 10 and checkedroid:GetNumSeedlings(2) < 39 then

checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),boltfriendly)


elseif letsgo < checkedroid:GetNumSeedlings(2) and checkedroid:GetNumSeedlings(2) > (39 + (attackable[0]:GetNumDysonTrees() * 5) + (attackable[0]:GetNumDefenseTrees() * 15)) then

checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),attackable[0])
if rcolour < 105 then
rcolour = rcolour + 150
end


elseif attackable[0]:GetNumSeedlings(2) > 5 then

checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),attackable[0])


end


end
-- how many player seedlings are here?

-- more than what we have, and enough to be dangerous.  Also, we do have at least 1 tree here, right?
if checkedroid:GetNumSeedlings(2) < checkedroid:GetNumSeedlings(1) and checkedroid:GetNumSeedlings(1) > 10 and checkedroid:GetNumTrees() > 0 then
-- *** WE OWN THIS ASTEROID, THE ENEMY OUTNUMBER US.  WE HAVE AT LEAST ONE TREE HERE.  We are under attack.  torchmetric 0! ***
torchlit[checkedroid.ID] = 0
-- ***

-- elseif checkedroid:GetNumSeedlings(2) < checkedroid:GetNumSeedlings(1) and checkedroid:GetNumSeedlings(1) > 10 and checkedroid:GetNumTrees() == 0 then
-- *** ITS A FALSE ALARM....but dont try to build here unless the player leaves. ***
--torchlit[checkedroid.ID] = nil
--constructionmetric[checkedroid.ID] = nil
-- but once we get a bit more powerful, we can have a crack at it :>


-- if purgetimer == 0 then
-- purgetimer = GetGameTime() + 30
-- end

-- if GetGameTime() > purgetimer then


-- torchlit[checkedroid.ID] = 0

--for purge = 0,roidnumber do
-- if GetEmpire(2):OwnsAsteroidID(purge) == true and torchlit[purge] == nil and GetGameTime() > purgetimer + 45 then

--GetAsteroid(purge):SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(1),checkedroid)


-- if rcolour < 105 then
-- rcolour = rcolour + 150
-- end
-- end

-- end

-- purgetimer = 0

-- end

-- ***
end


--  more than zero but less than what we have
if checkedroid:GetNumSeedlings(1) > 0 and checkedroid:GetNumSeedlings(2) > checkedroid:GetNumSeedlings(1) then
-- *** WE OWN THIS ASTEROID, THERE ARE ENEMIES BUT WE OUTNUMBER THEM.  Not elligible for sending reinforcements to other asteroids, but not in serious danger either. ***
-- ***
end

-- No enemies here at all.
if checkedroid:GetNumSeedlings(1) < 1 then

-- how many of our seedlings are here?
if checkedroid:GetNumSeedlings(2) > 1 then
-- 1 or more


--how many trees are here?
if checkedroid:GetNumTrees() < 4 and checkedroid:GetNumSeedlings(2) > 9 then
-- less than four trees
-- *** WE OWN THIS ASTEROID, THERE ARE NO ENEMIES HERE.  WE HAVE AT LEAST 10 SEEDLINGS AND LESS THAN 4 TREES.  Plant a tree. ***


-- but... is the enemy building up a force nearby, ready to take our freshly built trees..?

danger[checkedroid.ID] = false

for ooo = 0,roidnumber do
if GetEmpire(1):OwnsAsteroidID(ooo) and GetAsteroid(ooo):GetSendDistance() > math.sqrt(((coordx[ooo] - coordx[checkedroid.ID])^2) + ((coordy[ooo] - coordy[checkedroid.ID])^2)) then

if GetAsteroid(ooo):GetNumSeedlings(1) > 35 then

danger[checkedroid.ID] = true
dangertimer[checkedroid.ID] = GetGameTime()

end

end
end

if danger[checkedroid.ID] == true and checkedroid:GetNumSeedlings(2) > 15 then

checkedroid:PlantDysonTree(2)

elseif danger[checkedroid.ID] == false and GetGameTime() > dangertimer[checkedroid.ID] + 30 then

checkedroid:PlantDysonTree(2)

end
-- ***



elseif checkedroid:GetNumTrees() == 4 then
-- four trees.  ELLIGIBLE FOR SENDING REINFORCEMENTS!

if constructionmetric[checkedroid.ID] == 0 then
-- we just built the last tree.  now we should stop advertising to neighbours that we need more seedlings for construction.
constructionmetric[checkedroid.ID] = nil
end


-- is my torch metric nil?

if torchlit[checkedroid.ID] ~= nil then
-- no, my torch metric is not Nil.

-- is my torch metric 0?  Cause, like, I don't have any enemies orbiting me dudez...
if torchlit[checkedroid.ID] == 0 then
-- *** ok, so my torch metric is 0 but there are no enemies here.  Switch all torches off....if other roids are under attack they will just switch theirs on again straight away. ***
-- *** this step is needed to prevent the rest of the torch metrics from spiralling upward out of control.  ***
for g = 0,roidnumber do
torchlit[g] = nil
end
-- ***
else

-- so my torch IS lit, but it's value is NOT zero.  checkedroid is not nil and not 0.

totm = true

for ooo = 0,pathsavailable do

if traversable[ooo] ~= nil then

trav = traversable[ooo]

hopIDint = trav.ID

if torchlit[hopIDint] == 0 and GetGameTime() < 180 then

for emerg = 0,roidnumber do
if GetEmpire(2):OwnsAsteroidID(emerg) == true then
GetAsteroid(emerg):SendSeedlingsToTarget(2,GetAsteroid(emerg):GetNumSeedlings(2),traversable[ooo])
end
end

totm = false


elseif torchlit[hopIDint] == 0 then
-- *** WE HAVE FOUND A NEIGHBOUR THAT HAS A ROUTE TO AN ASTEROID IN NEED OF DEFENCE.  Send seedlings ***

if GetAsteroid(hopIDint):GetNumSeedlings(1) < 10 then
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),traversable[ooo])

elseif GetAsteroid(hopIDint):GetNumSeedlings(2) > GetAsteroid(hopIDint):GetNumSeedlings(1) * 0.6 then
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),traversable[ooo])


elseif checkedroid:GetNumSeedlings(2) > (GetEmpire(2).NumSeedlings / 20) then
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),traversable[ooo])
end

totm = false
torchlit[checkedroid.ID] = 1

-- elseif torchlit[checkedroid.ID] == nil then

-- totm = false
-- torchlit[checkedroid.ID] = torchlit[hopIDint] + 1
-- shortestpath = hopIDint


elseif torchlit[hopIDint] == nil then

-- do nothing, maybe there's no more attack and the metric should be turned off.



-- my torch metric is already non-nil, so set mine to be his + 1 if he has a shorter path than me.
elseif torchlit[hopIDint] < torchlit[checkedroid.ID] - 1 then
totm = false
torchlit[checkedroid.ID] = torchlit[hopIDint] + 1
shortestpath = hopIDint
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),traversable[ooo])


elseif torchlit[hopIDint] == torchlit[checkedroid.ID] - 1 then

totm = false
torchlit[checkedroid.ID] = torchlit[hopIDint] + 1
shortestpath = hopIDint
checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),traversable[ooo])



end

end
end







-- *** WE OWN THIS ASTEROID.  THERE ARE NO ENEMIES HERE.  WE HAVE AT LEAST 10 SEEDLINGS AND MAXIMUM TREES.  OUR TORCH METRIC INDICATES ***
-- *** THAT A NEARBY ASTEROID REQUIRES SEEDLINGS FOR DEFENSE.  Find a neighbour with the lower metric and send 10 seedlings there.  ***



end



elseif torchlit[checkedroid.ID] == nil then

-- yes my torch metric is nil, now lets see if any neighbours have a torch metric of 0..

totm = true



for ooo = 0,pathsavailable do

if traversable[ooo] ~= nil then

trav = traversable[ooo]

hopIDint = trav.ID



if torchlit[hopIDint] == 0 then
-- *** WE HAVE FOUND A NEIGHBOUR THAT NEEDS MORE SEEDS TO DEFEND WITH.  Send 10 seedlings, or more if we have them available. ***
checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),traversable[ooo])
totm = false
torchlit[checkedroid.ID] = 1



elseif torchlit[hopIDint] ~= nil then
if torchlit[hopIDint] > 0 then
-- seedlings needed in this direction!

-- my torch metric is nil at the moment, so set it to his + 1.
if torchlit[checkedroid.ID] == nil then
totm = false
torchlit[checkedroid.ID] = torchlit[hopIDint] + 1
shortestpath = hopIDint
end

-- my torch metric is already non-nil, so set mine to be his + 1 if he has a shorter path than me.
if torchlit[hopIDint] < torchlit[checkedroid.ID] - 1 then
totm = false
torchlit[checkedroid.ID] = torchlit[hopIDint] + 1
shortestpath = hopIDint
end



end



end

end
end

-- send seeds along the shortest torch path
if torchlit[checkedroid.ID] ~= nil then
if torchlit[checkedroid.ID] > 1 then

checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),GetAsteroid(shortestpath))
end
end

if totm == true and torchlit[checkedroid.ID] ~= nil then
torchlit[checkedroid.ID] = nil
end


-- check if we are still under attack on any asteroids
stillattacked = false

for o = 0,roidnumber do
if GetAsteroid(o):GetNumTrees() > 0 and GetAI(2):OwnsAsteroidID(o) and GetAsteroid(o):GetNumSeedlings(1) > 1 then
stillattacked = true
end
end

if stillattacked == false then
for l = 0,roidnumber do
torchlit[l] = nil
end
end



-- yes, my torch metric is Nil and so is all my neighbours' - check my construction metric next.

-- turn off construction metric
tocm = true

for cc = 0,pathsavailable do

if traversable[cc] ~= nil then

trav = traversable[cc]

hopIDint = trav.ID

if constructionmetric[hopIDint] == 0 and danger[checkedroid.ID] == false and GetGameTime() > (dangertimer[checkedroid.ID] + 90) and GetAsteroid(hopIDint):GetNumSeedlings(1) < 8 then
-- *** WE HAVE FOUND A NEIGHBOUR THAT NEEDS MORE SEEDS TO BUILD WITH.  Send 10 seedlings, or more if we have them available. ***
checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),traversable[cc])
tocm = false
constructionmetric[checkedroid.ID] = 1


elseif danger[checkedroid.ID] == true or GetGameTime() < (dangertimer[checkedroid.ID] + 90) then

-- *** WAIT A BIT... THERE'S STILL A BIG FORCE NEARBY ***

tocm = false
constructionmetric[checkedroid.ID] = 1




elseif constructionmetric[hopIDint] ~= nil then
if constructionmetric[hopIDint] > 0 then
-- seedlings needed in this direction!

-- my construction metric is nil at the moment, so set it to his + 1.
if constructionmetric[checkedroid.ID] == nil then
tocm = false
constructionmetric[checkedroid.ID] = constructionmetric[hopIDint] + 1
shortestpath = hopIDint
end

-- my construction metric is already non-nil, so set mine to be his + 1 if he has a shorter path than me.
if constructionmetric[hopIDint] < constructionmetric[checkedroid.ID] - 1 then
tocm = false
constructionmetric[checkedroid.ID] = constructionmetric[hopIDint] + 1
shortestpath = hopIDint
end



end



end

end
end

-- send seeds along the shortest construction path
if constructionmetric[checkedroid.ID] ~= nil then
if constructionmetric[checkedroid.ID] > 1 then

checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),GetAsteroid(shortestpath))
end
end

if tocm == true and constructionmetric[checkedroid.ID] ~= nil then
constructionmetric[checkedroid.ID] = nil
end


-- check if we are finished building trees on all asteroids
stillbuilding = false

for o = 0,roidnumber do
if GetAsteroid(o):GetNumTrees() < 4 and GetAI(2):OwnsAsteroidID(o) then
stillbuilding = true
end
end

if stillbuilding == false then
for l = 0,roidnumber do
constructionmetric[l] = nil
end
end


end

-- ok, we didn't hit on torch metric or construction metric.  So lets do some gathering instead.

if torchlit[checkedroid.ID] == nil and constructionmetric[checkedroid.ID] == nil and GetGameTime() > 60 then
-- is there already a gather point?
-- gatherexists = 0
gathertrue = false
for h = 0,roidnumber do
if gathermetric[h] == 0 then
gatherexists = 1
gathertrue = true
end
end

if gathertrue == false then
gatherexists = 0
end


-- there's no gather point at the moment.
if gatherexists == 0 then


-- ok, is there at least one player-owned asteroid and one traversable asteroid within my send distance?
if pathsavailable > 0 and attackpaths > 0 then
-- yep.
-- *** THEN I'M THE NEW GATHER POINT!! Bringin all the seedlings to the yard, y0. ***
gathermetric[checkedroid.ID] = 0
gatherexists = 1

-- MessageBox("new gather point")
--MessageBox(checkedroid.ID)


else
-- nope.



-- *** I CAN'T BE THE GATHER POINT because I am totally surrounded by either all friendly neighbours or all enemy asteroids. ***

end




-- a gather point already exists.
elseif gatherexists == 1 then

-- Am I the gather point?

if gathermetric[checkedroid.ID] == 0 then
-- I AM the gather point! :>

-- is there still at least 1 player asteroid and 1 friendly asteroid nearby?
--validpath = 0
--validattack = 0
--for i = 0,pathsavailable do
-- if traversable[i] ~= nil then
-- travv = traversable[i]
-- travvy = travv.ID

-- if GetAI(2):OwnsAsteroidID(travvy) == true then
-- there's at least one friendly asteroid nearby.
-- validpath = 1
-- end

-- if GetAI(2):OwnsAsteroidID(travvy) == false then
-- there's at least one player asteroid nearby.
-- validattack = 1
-- end
-- end
--end

if attackpaths > 0 and pathsavailable > 0 then
-- yes, there's at least 1 friendly and 1 enemy asteroid nearby.


-- add up all the player seedlings in the nearby enemy systems.  Do I have at least that, plus 50?

totalseeds = 50
currentlowest = 9000
attackpaths = attackpaths - 1
for j = 0,attackpaths do

totalseeds = totalseeds + attackable[j]:GetNumSeedlings(1)

-- this bit checks which of the asteroids has the lowest number of seedlings.
if attackable[j]:GetNumSeedlings(1) < currentlowest then
currentlowest = attackable[j]:GetNumSeedlings(1)
RAPETARGET = attackable[j]
end



end



-- "if i have more seeds than the enemy does, then..."
if checkedroid:GetNumSeedlings(2) > totalseeds + (RAPETARGET:GetNumDysonTrees() * 5) + (RAPETARGET:GetNumDefenseTrees() * 23) then

checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),RAPETARGET)

if rcolour < 105 then
rcolour = rcolour + 150
end

--MessageBox("Rape time!")
-- *** RAEP TIEM!!!"!"

elseif checkedroid:GetNumSeedlings(2) > 400 then
-- if i have silly numbers of seeds, just gogo anyway.

checkedroid:SendSeedlingsToTarget(2,checkedroid:GetNumSeedlings(2),RAPETARGET)

if rcolour < 105 then
rcolour = rcolour + 150
end


else
-- *** Hold, precious... we have not enough seeds yet to launch an attack... ***






-- ***
end

-- this bit checks if we have a "Cold War" situation on our hands - if so, we'd be better off moving to a different gather point with less player defenses nearby.
-- if totalseeds > 300 and totalseeds > checkedroid:GetNumSeedlings(2) and GetEmpire(1):GetNumOwnedAsteroids() > attackpaths + 1 then
-- MessageBox("ColdWar Detected - reset gather point")
-- for gathreset = 0,roidnumber do
-- gathermetric[gathreset] = nil
-- end
-- gatherexists = 0
-- end

else
-- *** I AM NO LONGER A SUITABLE GATHER POINT.  RESET ALL GATHER POINTS
for r = 0,roidnumber do
gathermetric[r] = nil

end
gatherexists = 0
-- ***

end

else
-- I am not the gather point. :<
-- so send some seedlings to whichever traversable asteroid has the lowest gather metric.

-- ADD SOEM CODE HERE DRUIDS

if gathermetric[checkedroid.ID] ~= nil then
-- no, my gather metric is not Nil.
-- so my torch IS lit, but it's value is NOT zero.

for ddd = 0,pathsavailable do

if traversable[ddd] ~= nil then

trav = traversable[ddd]

hopIDint = trav.ID

if gathermetric[hopIDint] == 0 then
-- *** WE HAVE FOUND A NEIGHBOUR THAT HAS A ROUTE TO AN ASTEROID IN NEED OF SEEDS.  Send 10 seedlings, or more if we have them available. ***
checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),traversable[ddd])

gathermetric[checkedroid.ID] = 1

electiontimer = GetGameTime()



elseif gathermetric[hopIDint] ~= nil then
if gathermetric[hopIDint] > 0 then
-- both checkedroid and the neighbour we are looking at have a gather metric set.  Also, the neighbour has a metric of at least 1.
-- seedlings needed in this direction!


-- my gather metric is already non-nil, so set mine to be his + 1 if he has a shorter path than me.
if gathermetric[hopIDint] < gathermetric[checkedroid.ID] - 1 then

gathermetric[checkedroid.ID] = gathermetric[hopIDint] + 1
shortestpath = hopIDint


elseif gathermetric[hopIDint] == gathermetric[checkedroid.ID] - 1 then

if shortestpath == nil then
shortestpath = hopIDint
end

if gathermetric[shortestpath] ~= nil then
if gathermetric[hopIDint] < gathermetric[shortestpath] then
shortestpath = hopIDint
end
end

end






end



end

end


end

checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),GetAsteroid(shortestpath))


-- *** WE OWN THIS ASTEROID.  THERE ARE NO ENEMIES HERE.  WE HAVE AT LEAST 10 SEEDLINGS AND MAXIMUM TREES.  OUR TORCH METRIC INDICATES ***
-- *** THAT A NEARBY ASTEROID REQUIRES SEEDLINGS FOR DEFENSE.  Find a neighbour with the lower metric and send 10 seedlings there.  ***

elseif gathermetric[checkedroid.ID] == nil then

-- yes my gather metric is nil, now lets see if any neighbours have a gather metric of 0..



for ddd = 0,pathsavailable do

if traversable[ddd] ~= nil then

trav = traversable[ddd]

hopIDint = trav.ID

if gathermetric[hopIDint] == 0 then
-- *** WE HAVE FOUND A NEIGHBOUR THAT IS A GATHER POINT.  Send 10 seedlings, or more if we have them available. ***
checkedroid:SendSeedlingsToTarget(2,((checkedroid:GetNumSeedlings(2)/pathsavailable) + 10),traversable[ddd])

gathermetric[checkedroid.ID] = 1

elseif gathermetric[hopIDint] ~= nil then
if gathermetric[hopIDint] > 0 then
-- seedlings needed in this direction!

-- my gather metric is nil at the moment, so set it to his + 1.

if shortestpath == nil then
shortestpath = hopIDint
end

gathermetric[checkedroid.ID] = gathermetric[hopIDint] + 1


end



end

end
end



end




end

end


end

end

end





-- how many of our seedlings are here?
if checkedroid:GetNumSeedlings(2) < 10 then
-- 9 or less

-- how many trees are here?
if checkedroid:GetNumTrees() < 4 then
-- less than four trees

-- *** WE OWN THIS ASTEROID, THERE ARE NO ENEMIES HERE.  WE HAVE LESS THAN 10 SEEDLINGS AND LESS THAN 4 TREES.  We need seedlings for more trees!  Advertise to neighbours that we need some.
constructionmetric[checkedroid.ID] = 0

-- ***
end


if checkedroid:GetNumTrees() == 4 then
-- four trees
-- constructionmetric[checkedroid.ID] = nil
-- *** WE OWN THIS ASTEROID, THERE ARE NO ENEMIES HERE.  WE HAVE LESS THAN 10 SEEDLINGS AND MAXIMUM TREES.  Wait until we have more seedlings before we can reinforce.


end

end






end







else
-- *** THIS ROID IS NOT OURS, it's a PLAYER asteroid!!  Do nothing with it.  :> ***

-- ***
end

if GetEmpire(1):GetNumOwnedAsteroids() < 4 and GetEmpire(2).NumSeedlings > 800 and finality == false then
finality = true
for doom = 0,roidnumber do
if GetEmpire(2):OwnsAsteroidID(doom) then
GetAsteroid(doom):SendSeedlingsToTarget(2,GetAsteroid(doom):GetNumSeedlings(2),GetEmpire(1):GetRandomAsteroid())
end
end
end



if electiontimer ~= nil then
if GetGameTime() > electiontimer + 45 then
-- we haven't managed to send any seedlings to a gather point for 45 seconds now.  Lets try resetting all the gather metrics to trigger a new gather point election.
for greset = 0,roidnumber do
gathermetric[greset] = nil

end
--MessageBox("Due to low activity a new gather point election was held")
-- lets see if this helps, and seeds now start moving towards the gather point.  if it doesn't, hold a new gather point election in 15 seconds.
electiontimer = electiontimer + 45
gatherexists = 0

end

end


gatherzero = false

for gatherzerocheck = 0,roidnumber do
if gathermetric[gatherzerocheck] == 0 then
gatherzero = true
end
end


if gatherzero == false then
gatherexists = 0
end



if GetEmpire(2).NumSeedlings > 1200 and GetEmpire(2):GetNumOwnedAsteroids() > roidnumber / 2 and endfinal == false then
endfinal = true
for final = 0,roidnumber do

if GetEmpire(2):OwnsAsteroidID(final) then

GetAsteroid(final):SendSeedlingsToTarget(2,GetAsteroid(final):GetNumSeedlings(2),GetEmpire(1):GetRandomAsteroid())

end
end
end


coroutine.yield()

end







end


function OnAsteroidTaken(id,owner)

if owner == 1 then
for reset = 0,roidnumber do
gathermetric[reset] = nil
end
gatherexists = 0
return
end

if owner == 2 then
for reset = 0,roidnumber do
gathermetric[reset] = nil
end
gatherexists = 0
return
end

end


Does this level load on ipad? :>

Pilchard123

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Re: Experimental Lab
« Reply #40 on: May 18, 2012, 06:46:21 AM »
Lua has a function pcall(X), for protected call. Try something like

Code: [Select]
var OnIPad = false

if pcall(IsiOS) then
 OnIPad = true
else
 OnIPad = false
end

That will set OnIPad to true if there are no problems in running the function IsiOS. If there are problems (such as it not being defined) it will set the value to false.

http://www.lua.org/pil/8.4.html

Tomfloria

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Re: Experimental Lab
« Reply #41 on: May 18, 2012, 06:52:04 AM »
This is what the level looks like that you just gave me Annikk.

annikk.exe

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Re: Experimental Lab
« Reply #42 on: May 18, 2012, 08:53:19 AM »
Can you scroll around?

Tomfloria

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Re: Experimental Lab
« Reply #43 on: May 18, 2012, 06:12:43 PM »
Yeah I can do everything :)

annikk.exe

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Re: Experimental Lab
« Reply #44 on: May 18, 2012, 06:34:22 PM »
Does the enemy colonise asteroids, build an empire, and ultimately attack you?