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View Code? Open in Web Editor NEWDwarf Fortress + Artificial Intelligence
Home Page: https://benlubar.github.io/df-ai/
License: zlib License
Dwarf Fortress + Artificial Intelligence
Home Page: https://benlubar.github.io/df-ai/
License: zlib License
On os x gcc 4.5 is being used to compile dfhack.
Build fails with error "nullptr was not declared in ths scope. " because support for nullptr was added in GCC 4.6.0
DFHack itself avoids this fail by declaring:
ifndef HAVE_NULLPTR
define nullptr 0L
endif
Currently, the AI just spawns mud on tiles that aren't valid for farming. A 2-floor system could work, with water being dumped from the top floor using a pond zone.
http://dffd.bay12games.com/file.php?id=11722
it's probably easier than updating the whole plugin to $latest. I'm not sure what they consider "stable", but I like the idea.
see title
Seems to crash whenever attempting to create squads w/ DFHack 0.44.12-r1. Also, does not unpause game when units are starving.
0.44.12-alpha1 with DFHack 0.44.12-alpha1 does not have this problem.
Describe the bug
Just noticed in my current game of 39 years, with 231 citizens, has pretty much no military presents.
What happened
DF-AI isn't refilling squads?
Expected behavior
With a population of 239 (120 candidates), I was expecting several full squads of dwarven killing machines
Visual reference
ai version:
Dwarf Fortress 0.44.12
Windows 64-bit
df-ai 0.44.12-r1-update1-5-g9c2c4a64 (Build ID: df-ai-pre-0.44.12-r1-180801001)
code 9c2c4a648f508366ca0d49f5445c5fbb5f9503f3
DFHack 0.44.12-r1-0-gc2a64b35 (Build ID: df-ai-pre-0.44.12-r1-180801001)
library c2a64b3573abbee549761f5c1c2626eec7a6e81c
structures 23500e4e9bd1885365d0a2ef1746c321c1dd5094```
On Latest release build game sometimes crash when an event "pause without event" occurs. For example dfhack show message box "some dwarf starving".
I was experiencing game pauses due to warn-starving
and warn-stuck-trees
. I removed those files (lulz) and then began experiencing pauses with x for additional options
.
this is with 0.43.05-r3 from the releases page. I've successfully run older versions of df-ai
without these issues, but I want the new features :P
[DFHack]# enable df-ai
AI: ?????-??-??:???? choosing "New World"
AI: ?????-??-??:???? leaving world gen disclaimer
AI: ?????-??-??:???? choosing "Generate World"
Could not load script: onLoad.init-example
AI: removed onupdate
[DFHack]#
/home/unesty/.dwarffortress/dfhack: line 68: 15106 Segmentation fault (core dumped) setarch "$setarch_arch" -R env LD_PRELOAD="$PRELOAD_LIB" ./libs/Dwarf_Fortress "$@"
A cage trap would protect the rest of a base from failed mood moody dwarves/werecreatures.
Well I'd rather have two doors and a cage trap in between (I like airlocks) but I won't complain if it's just a cage trap.
Why ai didn't dump stone?
Some (all?) announcements aren't being closed, awaiting the user to press "Enter"
Eamples:
Here are two examples I noticed on my last run, awaiting the "Enter" key
Version Info:
0.44.12-r1
from 7/17/18 Buildmaster0.44.12-r1-0-gc2a64b35
Extra:
This issues was also mentioned in issue 48
Since now there's there's alpha of DFHack for DF 0.44.05, are there any plans on upgradding DF-AI?
I've tried current version and it haven't even loaded properly.
Maybe it just need recompiling with dfhack-0.44.05 libraries, but I'm not the one who can do such things.
DF & AI will just wait at the trade window until ai disable lockstep
is preformed
Add opportunity to choose starting scenario used by a bot.
Hi,
It seems like there's a bug while building the cistern :
After channeling the the intermediate floors in the reservoir, the ai seems to plan stone block floor tiles on every open tile, so you end up with stone block floors on each previously dug tile, and then, the plugin plans to channel those tiles, which of course won't work because the floors are constructions.
Also, the dwarves tend to lose their picks in the stone stockpile (dump) outside next to the seed stockpile, then the picks are forbidden, while the stones aren't.
Anyways, thanks a lot for this plugin. I love the strategy you guys use to build your fortresses.
df-ai used on df linux 64-bits 43.05 (Ubuntu 16.4)
On latest build with downloaded blueprints AI does nothing except digging rooms.
Describe the bug
Appears that rooms (and stockpiles) can overlap. This may be due to multiple gaming sessions. Always the same game & ai version, just multiple save/loads/enable df-ai
's
Example 1:
Overlapping didn't seem like much of an issue until I noticed that most of my fort was depressed and horrified, from constantly seeing bodies and bone refuse.
Example 2:
Dwarves were trapped down in the mines, as a z-level of their mineshaft was removed for a new fortress room. Noticed as I started seeing inaccessible item & dehydration/starvation messages.
Expected behavior
Prevent structure overlapping or at least ensure bodies and refuse stockpiles are enclosed.
Visual reference
ai version:
Dwarf Fortress 0.44.12
Windows 64-bit
df-ai 0.44.12-r1-update1-6-gc32576d7 (Build ID: df-ai-pre-0.44.12-r1-180805000)
code c32576d7b45f1336ad9f28272f6856655f80934e
DFHack 0.44.12-r1-0-gc2a64b35 (Build ID: df-ai-pre-0.44.12-r1-180805000)
library c2a64b3573abbee549761f5c1c2626eec7a6e81c
structures 23500e4e9bd1885365d0a2ef1746c321c1dd5094
Support for embarking while gui/load-screen
is active was added 49b1672.
If you want other people to be allowed to copy, modify, and redistribute their own versions of this project you need a permissive license. Without it, normal copyright applies.
I would recommend the MIT license as it is simple and nonrestrictive.
If you would like to know more, you can read this short article on software licensing: https://www.techsoup.org/support/articles-and-how-tos/making-sense-of-software-licensing
This website gives a quick rundown on a few common open source licenses: https://choosealicense.com/
I hope this helps :)
The soldiers getting cave adaptation...
Pretty fun when aboveground dangers arrive :I
1 - http://i.imgur.com/KDdfSq1.png
2 - http://i.imgur.com/vMtmfgy.png
Maybe it's because of the smoothed, carved walls? v('_')v
Also is it okay that my ai fort does not do trade import agreements?
Hey, I am using Peridexis Errants starter pack, which includes DFHack 0.43.03 and DF 0.43.03, which are, I think, the appropriate versions. I've copied the df-ai.plug.dll file into hack/plugins.
However, when I go into DFHAck and do "enable df-ai" I get the error of "cannot enable plugin df-ai".
What am I missing here?
I use latest dev build of df-ai and lockstep and game crashes after 15-20 minutes of playing. Without lockstep it crash less frequently. OS Windows 10 x64.
Would be great if this can be implemented:
Thanks!
It seems that when DF-AI goes to attack a hostile creature, it can get stuck selecting the target, not selecting anything, and awaiting user interaction.
I've found the game paused twice now, while the AI is attempting to attack a giant cardinal or a forgotten beast. The screen has the squad selected and is awaiting for the target to be selected from a list.
Manual fix is to select the creature manually and to resume the game.
Side-note: While not entirely tested, I felt the AI was frozen after manually selecting the target. As if the AI froze at target selection or after user interaction
Version Info:
0.44.12-r1
from 7/17/18 Buildmaster0.44.12-r1-0-gc2a64b35
Currently, the AI knows exactly where all ores are before it even starts digging. Implement some sort of exploration system.
I just wanted to ask if it'd be possible to make a version where it didn't do the labors and nobles but still did the the other things 'cause i like doing those things but not so much the other stuff.
I'm new to github so sorry if this isn't the right place to ask.
How to use that feature?
Any time a hunter enters combat with a wild animal, the AI alerts military units because it sees these animals as "attacking civilians." The wild animals killed by the military instead of a hunter will not be taken to the butcher's, losing precious meat and leather products. I believe this is in error.
Ran the AI over night and woke up to a soft-lock, at a 7th year goblin siege . Deleted save and started a new world, and hit soft-lock again, on the 7th year, goblin invasion.
esc
out and the game & ai continue normally, but only squad 1 heads into battle battle
00007-10-02:0990 found next cavern
00007-10-03:0001 Ordering squad The Frills of Working to kill Smunstu Aslotsaslu, Goblin Spearman: marauder
00007-10-03:0001 Ordering squad The Fenced Fortifications to kill Osta Urarstato, Goblin Pikeman: marauder
00007-10-03:0001 Ordering squad The Frills of Working to kill Ngoso Urarangot, Goblin Lasher: marauder
00007-10-03:0001 Ordering squad The Fenced Fortifications to kill Strodno Ultaslaxu, Goblin Bowman: marauder
00007-10-03:0001 Ordering squad The Frills of Working to kill Tode Omospostest, Goblin Hammerman: marauder
00007-10-03:0001 Ordering squad The Fenced Fortifications to kill Nako Utesdusmun, Goblin Axeman: marauder
00007-10-03:0001 Ordering squad The Mechanical Champions to kill Ngokang Uksosmugub, Goblin Axeman: marauder
00007-10-03:0001 Ordering squad The Frills of Working to kill Smunstu Spubtastosbûb, Goblin Bowman: marauder
00007-10-03:0001 Ordering squad The Fenced Fortifications to kill Atu Okalsong, Goblin Spearman: marauder
00007-10-03:0001 Ordering squad The Mechanical Champions to kill Quelge Ejedatkil, Goblin Hammerman: marauder
(df-ai from 7/20/18 build master)
[DFHack]# ai
Dwarf Fortress 0.44.12
Windows 64-bit
df-ai 0.44.12-r1-7-g4f1caba0
code 4f1caba055d0b53f839557707b9a326d9daf94a7
DFHack 0.44.12-r1-0-gc2a64b35
library c2a64b3573abbee549761f5c1c2626eec7a6e81c
structures 23500e4e9bd1885365d0a2ef1746c321c1dd5094
Plan: check_furnish: 55, check_idle: 1, check_rooms: 1, construct_activityzone: 1, construct_farmplot: 120, dig_room: 3, furnish: 503, monitor_farm_irrigation: 120, setup_farmplot: 34, want_dig: 92, waiting to dig: bedroom (plan)
furnishing: archery_target: 5, armor_stand: 56, bed: 54, bookcase: 1, cabinet: 62, cage: 24, chair: 5, chest: 63, coffin: 72, door: 107, hatch: 32, restraint: 10, table: 1, traction_bench: 7, weapon_rack: 9
Pop: 94 citizen, 5 military, 21 pet, 0 visitor, 0 resident
Stocks: need: armor_feet, armor_hands, armor_head, armor_legs, armor_shield, armor_stand, armor_torso, backpack, barrel, bed, bin, cabinet, cage_metal, chair, chest, clothes_feet, clothes_hands, clothes_head, clothes_legs, clothes_torso, coal, coffin, door, dye, dye_seeds, flask, food_storage, gypsum, hatch_cover, paper, plaster_powder, quire, raw_coke, rope, slurry, table, thread_seeds, traction_bench, weapon_rack, weapon_ranged; use: clay, cloth_nodye, drink_fruit, drink_plant, food_ingredients, metal_ore, mill_plant, rough_gem, tallow, wool
Camera: inactive (previously: Inod Rigòthsat, hammerer; Sigun Rigòthnåzom, Weaponsmith; Etur Lolorònul, Miller)
[DFHack]#
Hey,
When DFHack's additional diplomacy options are enabled, the AI freezes when their representative comes over for a chat.
Log shows the following initially:
00252-04-13:0466 [ERROR] paused in unknown viewscreen viewscreen_meetingst
00252-04-13:0466 [ERROR] paused in unknown textviewerst: Peklod Osplekrono: On behalf of the Merchants' Guild, let me extend greetings to your people. There is much to discuss.
The rest of the diplomacy screens work fine, but then it hangs on the last one again:
00252-04-13:0688 [ERROR] paused in unknown textviewerst: Peklod Osplekrono: Again on behalf of the Merchants' Guild, let me bid farewell to you and your stout dwarves.
Any way to avoid this whilst retaining the extra diplomacy options?
AI can't perform trade with latest Dev build, same as #28
On Latest release it's work fine.
brand new fortress, latest version of everything.
I think it's trying to create jobs for which there are no materials yet. I saw a handful of successful jobs get created after the first mining was completed. example:
00250-01-16:0153 [ERROR] viewscreen when queueing manager job is viewscreen_dwarfmodest, not viewscreen_createquotast
00250-01-16:0154 add_manager_order(1) Construct rock Floodgate
00250-01-16:0168 [ERROR] viewscreen when queueing manager job is viewscreen_jobmanagementst, not viewscreen_createquotast
00250-01-16:0176 [ERROR] viewscreen when queueing manager job is viewscreen_jobmanagementst, not viewscreen_createquotast
00250-01-16:0193 [ERROR] viewscreen when queueing manager job is viewscreen_dwarfmodest, not viewscreen_createquotast
00250-01-16:0194 add_manager_order(6) Construct rock Door
00250-01-16:0208 [ERROR] viewscreen when queueing manager job is viewscreen_jobmanagementst, not viewscreen_createquotast
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