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release.notes
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release.notes
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---------------
Release notes
---------------
--- v. 1.4, 27/01/2018 ---
• Frequency of the bullet generator changed. Bullets appear faster now.
• 5 bullets adding at the start of the game.
• Links to documentation and leaderboard added.
• Added more brains as samples.
• Tiny design fixes. Very tiny.
--- v. 1.3, 21/01/2018 ---
• Add brains shuffling. See {shuffle} option in the config.
• Const {creatureMaxBullets = 3} changed to {creatureMaxBullets = [3, 4, 5]}. So creatures have different capacity of bullets depending on its level now.
It's important to adopt existing brains considering this change.
• Spells added. See documentation for details (http://appcraft.pro/pubg/docs/ru/creature-actions.html).
• New {spell} event added.
• Tiny design fixes. Bugfixes (including the one with passing events).
--- v. 1.2, 14/01/2018 ---
• Import mechanics changed. All scripts should follow {br_[name].js} filename notation.
Main brain variable's name must be the same as the filename.
E.g. if the filename of the script is {br_megabrain.js}, the main variable in it must be {br_megabrain}
• Some parameters exported to the config file.
• Tiny design fixes.
• All object on the map are draggable now.
• Added {kills}, {deaths} and {iq} fields to the creature struct.
• IQ calculation algorithm changed with the following rules (vIQ is the victim's IQ, kIQ is the killer's IQ):
1. If kIQ > vIQ and the difference between them is more than 10 then both values won't be changed.
2. If kIQ < vIQ and the difference between them is more than 10 then kIQ will be increased by 1/3 of the difference whereas vIQ will be decreased by 1/5 of it.
3. If the difference between vIQ and kIQ is not more than 10 then kIQ will be increased by 1 and vIQ will be decreased by 1.
4. If the victim kill it by itself, then it's IQ will be decreased by 3.
• {actions.turn} actions now accept {angle} parameter, this action turns a creature to the specified direction.
Previous functionaly of this actions was moved to the new {actions.rotate} action.
--- v. 1.1, 12/01/2018 ---
• Messages added. To should add {message} parameter to the {params} field of the action structure.
E.g. { do: actions.none, params: { message: "Yeahh" } }
The message will be immediately displayed for 3 seconds. Each message can contain up to 2 lines of 20 chars in each.
• Events added. {thinkAboutIt} function must contain {events} param:
thinkAboutIt: function(self, enemies, bullets, objects, events) {}
Event has the following structure:
Event = {
type: 0,
payload: null
};
Possible types are:
events = { wound: 0, murder: 1, death: 2, upgrade: 3, birth: 4 }
Payload is an array witch contains one or more objects.
Payload of {wound} and {murder} events contains 2 entities: an object and a subject. An object always is first.
For example {wound} event can be:
event = {
type: events.wound,
payload: [ obj1, obj2 ]
};
Where {obj1} is the creature who was hurted and {obj2} is the creature who hurted {obj1} creature.
Payload of other events contains only 1 entity, the creature who upgraded, died or was born.
• Added {name} and {author} fields to the creature struct.
• Added {bounds} field to the object struct. It contains AABB region of an object with the following format:
bounds = {
min: { x: 0, y: 0 },
max: { x: 10, y: 10 }
};
Where {min} is the left top corner of the region and {max} is the bottom right corner.
• Added {rayBetween(obj1, obj2)} helper function. It can determine line visibility of two objects.
Returns {true} or {false}. {True} means objects are visible to each other, {false} otherwise.
• New kinds of creatures added, now they are:
kinds = { rhino: 0, bear: 1, moose: 2, bull: 3, runchip: 4, miner: 5, sprayer: 6, splitpus: 7 },
• Energy refills 60% faster.
• Bugfixes.