Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Managed to drop data below zero

A topic by strutinsky created Jun 23, 2017 Views: 301 Replies: 1
Viewing posts 1 to 2

It's me again. Working on some autonomous multi-binary and managed to break the game. The main base somehow built the turret even though there was not enough data to build it.

http://imgur.com/a/dxQB0 

The code that probably caused this weird bug(pretty messy but i'm currently working in "as long as it works" mode):

enum{
TARGET_BUILT_BY,
TARGET_RIGHT,
TARGET_BACK,
TARGET_LEFT,
TARGET_FWD,
TARGET_BUILDER,
TARGET_SCOUT,
TARGET_COMM,
TARGET_SCAN1,
TARGET_SCAN2,
TARGET_SCAN3,
TARGET_SCAN4,
TARGET_SCAN5,
TARGET_SCAN6,
TARGET_DEFENCES,
TARGET_ENEMIES_SEEN = 32
};
enum{
TURRET_DEFENCE_RATING = 15,
INTERIOR_DEFENCE_RATING = 5,
WALL_DEFENCE_RATING = 20
};
enum{
TEMP_BUILDER,
TEMP_MINER,
TEMP_BASE,
TEMP_SHIP1,
TEMP_SHIP2,
TEMP_SCOUT,
TEMP_TURRET,
TEMP_INNER,
TEMP_WALL
};
int empty_defence_slot;
int buffer;
int buffer2;
int defences_rating;
int largest_enemy_attack_size;
int perform_defence_scan;
//...
perform_defence_scan--;
//...
if(scan_for_threat(...))
//...
}else{
if(perform_defence_scan<0){
perform_defence_scan = 40;
defences_rating = 20;
//Base counts for 20 defence
for(buffer = TARGET_DEFENCES; buffer<TARGET_ENEMIES_SEEN; buffer++){
if(process[buffer].visible()){
switch(process[buffer].get_template()){
case TEMP_TURRET: defences_rating += TURRET_DEFENCE_RATING; break;
case TEMP_INNER: defences_rating += INTERIOR_DEFENCE_RATING; break;
case TEMP_WALL: defences_rating += WALL_DEFENCE_RATING; break;
}
}
}
}
auto_stability.set_stability(0);
auto_harvest.gather_data();
auto_allocate.allocate_data(2);
if(empty_defence_slot != -1)
if(defences_rating<largest_enemy_attack_size&&random(3)==2){
buffer = random(3) + TEMP_TURRET;
buffer2 = random(8000);
switch(buffer){
//The next line is, i bet, what caused the bug:
case TEMP_TURRET: build_process(buffer, cos(buffer2, 400), sin(buffer2, 400), buffer2, empty_defence_slot);
//as we can see on the screenshot, the process that was just built is TEMP_TURRET
case TEMP_INNER: build_process(buffer, cos(buffer2, 200), sin(buffer2, 200), buffer2, empty_defence_slot);
case TEMP_WALL: build_process(buffer, cos(buffer2, 600), sin(buffer2, 600), buffer2, empty_defence_slot);
}
}
//Deploys a builder if none present, otherwise deploys a scout if none present
if(get_available_data()>1000){
//Deploys a random unit
}
}
//Other code, including the code that keeps targeting memory consistent by collapsing all the gaps between TARGET_DEFENCES
and TARGET_ENEMIES_SEEN, and also between TARGET_ENEMIES_SEEN and 64

This code is only partial, if you need the whole process, or even the whole pack of processes, tell me and i'll send you a .zip of all .c files + the seed & settings for this battle.

Although it doesn't seem like that outcome can be replicated, not sure how that is possible. Just tried to re-do that battle, no bug this time.

Developer

Thanks for the bug report - I think this might happen when you use build_process to build a process from a template that hasn't previously been locked, or maybe where it's been locked with a cheaper process. I'll look into it!