- changed desire for flag locks to increase at wr3 instead of wr4
- adjusted AA ub build so that it will never choose mana items (unbreakable is still acceptable, though)
- implemented the "siesta." At warrank 4, any ai (not the high gold AI), will return to base to shop as long as they have 1500 gold. Then, towards the end of wr4, the AI that is the highgold AI will shop alone.
Please provide feedback (after playing) on the "siesta"
pacov notes - I'm thinking of changing the way all AI's choose their item builds. Right now, its pretty convoluted. The code checks AIGlobals first for item priorities. Then it compares that info to what is located in the AI blueprints for each build. This is well and good (and workable), but you pretty much MUST have a tracking worksheet of some sort to follow all of the build priorities to ensure that what you want is bought when money is available. That said, I'm thinking of changing how things work today at bit organizationally. I'm thinking that I will ZERO out all of the priorities in AIGlobals - with the exception of conditional logic (eg set priority high for sigils at WR X and if HP > X). Anything with conditional logic will still be housed in AI globals. But everything else in a dg's item build will be housed in the individual dg's blueprint (and I'll add comments to indicate the conditional statements that are housed in aiglobals to the dg's blueprint). If I go this way, then the item builds become crystal clear and should make modding VERY SIMPLE going forward to tweak builds. The downside is that I will have to take the time to code EVERY dg's item kit before I could implement this.
Other thoughts... I'm pretty sure what I just suggested would make for TERRIBLE AI if a human drops and the AI takes over. It would have no build name to reference (unless its possible to create a catchall in the blueprint - not sure)... which could result in the AI not purchasing any items as AI globals would be zeroed. I should create a quick test build for like 1 dg and get one other person to test with me (and then quit the game to see how the ai responds).
Ways around the possible dropped human scenario. Start by zeroing out AI globals. Then use oh so very small priority increments to establish generic ai builds. So, a 1 priority for scalemail, a 2 for banded/scaled helm, a 3... and so on. Then just make sure all of the values in the blueprint are higher than that. That would cover all of the bases I think. Still, a bit of work, but it would make it very easy to see what is going on.
MIRI - I spent some time poking around in the flag lock code and did a wee bit of testing (no success though... but I only putzed around for like 10 min). The code is in catpureactions. Anyway, there are 2 bits here - peppe's emergency TP and lock or just run and lock code for portals/valor >= wr8. And logic that sets those 2 flags as a priority. My end goal is to write code that supports the siesta I've created (see somewhere in the 1000's in herogoap in the latest version - just search 0.26.49) so that the AI's will lock the flags before they head back to base. And I'm also looking to SUBSTANTIALLY increase how often the AI will lock flags if its down in WS. Honestly, I do not care if they just stand on the flag after locking (though that is crap). If the AI is down by 400 and > in ws, I want them locking any of the middle row of flags on cata with a passion. Anyway, I'm going to dig into this code sometime soon, but I have no complaints at all if you can take a look and assist. I actually don't have a problem with mirroring some of peppe's code to TP in and lock if they are down in ws as well.
And last... random thing I was looking into. The interrupt code seems like it was designed to stop someone with an int if they used a skill that could be int. That said, it actually seems like the AI will WAIT until after an action is finished before trying to interrupt. I've seen this numerous times tonight. I could be up against an oak or an erb that has their stun/int ready. I start a hammerslam and then almost immediately after (w/ re: to a pent), the AI will hit me then. I think something might be jacked with the int code. Something to look into.
Also - need to DRASTICALLY tweak ub's desire to grab. I can cover that easily enough... just need to get around to doing it.