Shadows of Forbidden Gods

Shadows of Forbidden Gods

Community Library
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更新于:2023 年 7 月 17 日 下午 12:55

- Fixed broken `onSettlementFallIntoRuin_` set of hooks.
- Agents using the Universal Agent AI now display the target location for rituals on the button in the Unit UI, instead of their current location.
- For an agent using the Universal Agent AI, clicking on the button in the Unit UI for a ritual set to take place at another location, now zooms to that location instead of to the unit.

更新于:2023 年 7 月 15 日 上午 9:59

- Fixed Null error in Agent AI.
- Fixed Agent AI Hooks.
- Updated Documentation.

更新于:2023 年 7 月 15 日 上午 8:58

- Renamed `onIsElderTomb` hook to `onEvent_IsLocationElderTomb`
- Broadened the use case for the randStore from UA (agents) to Unit.
- Updated documentation on the wiki.

更新于:2023 年 7 月 13 日 上午 12:44

- Player Agents will now pathfind through the "The Entrance" wonder automatically.
- Implemented `onIsElderTomb` hook so that the game can find a-typical (not `Set_ElderTomb`) elder tombs.
- Changed internal dictionary types of randStore to `object` so that it can be used for anything, not just instances of `AIChallenge`.
- Reworked Universal Agent AI so that it can handle Tasks as well as Challenges.
- - Dynamically creates new UI element that displays the Universal Agent AI's Tasks alongside the agent's challenges.
- - Documentation has not been updated at the time of this update. It should be done in the next few days. If it doesn't mention the AIData struct, it hasn't been updated yet.
- Reduced boolean comparisons required for Universal Agent AI debug feature by ~50%.
- Implemented UAENOverride AI for Cordyceps' Drone agents (`UAEN_Drone`). This does not introduce a dependency.

更新于:2023 年 7 月 8 日 上午 11:11

- `Task_GoToWilderness` added.
- Utility Tasks can now be directly called with a pathfinding delegate.
- `onRazeLocation_EndOfProcess` hook implemented.

更新于:2023 年 7 月 3 日 上午 11:10

- Fixed Monster Action Hooks not working correctly.
- Integrated Monster Actions hooks into the UI.

更新于:2023 年 7 月 3 日 上午 4:55

- Fixed `Out of Bounds Exception` in pathfinding code.

更新于:2023 年 6 月 28 日 上午 3:15

- Fixed `respectArmyIntercept` not checking that the army's home location is the challenge location.
- Added new ControlParameter: `respectTenets`. If true, any agent who's society is a HolyOrder will check that holy order's tenets for utility modification, using the base game `HolyTenet.addUtility`. function.

更新于:2023 年 6 月 27 日 下午 12:01

- Fixed Error that messed up viewing non-commandable agent's challenges and the utility scores therefor.
- Fixed Incorrect Utility outputs from the Universal Agent AI.
- Control Parameters for Agent AI expanded again.
- - Individual unit types can now be debugged separately using `ControlParameters.debugProperties`.
- - `respectArmyIntercept` - If true, will give negative utility to challenges that will result in an agent being intercepted by an army based at the challenge's location.
- - `respectTraits` - Gives control over whether to check traits for utility modifiers.

更新于:2023 年 6 月 27 日 上午 4:49

- Fixed repeated typo of `delegate` in Pathfinding code. The variable is now called `pathfindingDelegate` instead of the incorrect `deligate`.
- Universal Agent AI can now handle checking against all challenge types. If an AIChallenge has been passed to it for a given challenge Type, it will use the AIChallenge, otherwise it will use the challenge's default functions.
Rituals for which an AIChallenge has not been provided can only be tested against the agent's own location, not against all locations.
- The ControlParameters struct, which defines the behaviour of the Universal Agent AI for a given unit type, has been expanded with four new values:
- - `bool considerAllChallenges` - If true, the AI will use the base profile, validity, and utility functions of challenge Types for which it has not been given an AIChallenge. See point above ^.
- - `bool forceSafeMove` - If true, the AI will assume that the agent requires a safeMove path to all challenges, regardless of the AIChallenge's own safeMove value.
- - `bool includeNotHolyTask` - If true, the utility of tasks will be effected by the 'Not Holy Task' that Acolytes use to bias them towards doing only holy tasks.
- - `Func<Location[], Location, Unit, bool> pathfindingDeligate` - If not null, the AI will use the Community Library's new pathfinding solution, with this delegate, to check that it can reach a given challenge. If null, it will instead use the base game's `getPathTo` function.