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Jan 29th, 2025
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  1. -- Advanced Build a Boat AI Builder with Expert Systems Knowledge
  2. local AdvancedGameKnowledge = {
  3. megaStructures = {
  4. titanicReplica = {
  5. length = 200,
  6. width = 25,
  7. height = 35,
  8. sections = {
  9. bow = {
  10. shape = "curved",
  11. blocks = {"metal", "concrete"},
  12. reinforcement = true
  13. },
  14. hull = {
  15. layers = {
  16. outer = "metal",
  17. inner = "concrete",
  18. spacing = 2
  19. },
  20. waterline = 0.4, -- 40% submersion
  21. },
  22. superstructure = {
  23. materials = {"glass", "metal"},
  24. patterns = "honeycomb"
  25. }
  26. }
  27. },
  28. modernWarship = {
  29. length = 180,
  30. width = 30,
  31. systems = {
  32. "radar_array",
  33. "missile_systems",
  34. "bridge_complex"
  35. }
  36. }
  37. },
  38.  
  39. advancedSystems = {
  40. propulsion = {
  41. jetEngine = {
  42. thrust = {
  43. blocks = {"rocket", "thruster"},
  44. pattern = "cluster",
  45. spacing = 2,
  46. activation = "sequential"
  47. },
  48. efficiency = {
  49. fuelBlocks = "gold",
  50. arrangement = "diamond_pattern"
  51. }
  52. },
  53. hoverSystem = {
  54. blocks = {"balloon", "rocket"},
  55. configuration = "grid",
  56. spacing = 3,
  57. control = "piston_activated"
  58. }
  59. },
  60.  
  61. weaponry = {
  62. cannonSystems = {
  63. types = {
  64. rapid = {
  65. blocks = {"cannon", "piston", "spring"},
  66. rate = "0.1s",
  67. pattern = "circular"
  68. },
  69. heavy = {
  70. blocks = {"cannon", "concrete", "gold"},
  71. reinforcement = true,
  72. pattern = "triangular"
  73. }
  74. },
  75. autoLoader = {
  76. mechanism = "piston_chain",
  77. timing = "0.2s",
  78. efficiency = "95%"
  79. }
  80. },
  81. missilePods = {
  82. layout = "hexagonal",
  83. blocks = {"rocket", "spring", "sensor"},
  84. guidance = "hinge_controlled"
  85. }
  86. },
  87.  
  88. stabilization = {
  89. gyroscope = {
  90. core = {
  91. blocks = {"wheel", "gold"},
  92. pattern = "rotating_cross"
  93. },
  94. counterWeight = {
  95. material = "concrete",
  96. distribution = "balanced"
  97. }
  98. },
  99. autoLevel = {
  100. sensors = {
  101. blocks = {"glass", "gold"},
  102. placement = "cardinal_points"
  103. },
  104. correction = {
  105. mechanism = "piston_array",
  106. response = "0.1s"
  107. }
  108. }
  109. },
  110.  
  111. advancedMechanics = {
  112. transforming = {
  113. phases = {
  114. boat = "default",
  115. submarine = "pistons_down",
  116. plane = "pistons_extended"
  117. },
  118. triggers = {
  119. blocks = {"sensor", "switch"},
  120. delay = "0.5s"
  121. }
  122. },
  123. autoDefense = {
  124. detection = {
  125. range = 50,
  126. blocks = {"sensor", "gold"},
  127. pattern = "perimeter"
  128. },
  129. response = {
  130. shields = {
  131. deployment = "instant",
  132. blocks = {"concrete", "metal"}
  133. }
  134. }
  135. }
  136. },
  137.  
  138. optimization = {
  139. weightDistribution = {
  140. ratios = {
  141. front = 0.3,
  142. middle = 0.4,
  143. rear = 0.3
  144. },
  145. balancing = {
  146. blocks = {"gold", "concrete"},
  147. pattern = "alternating"
  148. }
  149. },
  150. strengthPoints = {
  151. critical = {
  152. locations = {"joints", "engines", "weapons"},
  153. reinforcement = {
  154. primary = "metal",
  155. secondary = "concrete",
  156. pattern = "cross_brace"
  157. }
  158. }
  159. }
  160. }
  161. },
  162.  
  163. buildingTechniques = {
  164. advancedPatterns = {
  165. honeycomb = {
  166. strength = "maximum",
  167. weight = "optimized",
  168. blocks = {"metal", "concrete"},
  169. spacing = 2
  170. },
  171. interlocking = {
  172. pattern = "alternating_blocks",
  173. strength = "high",
  174. efficiency = "material_saving"
  175. },
  176. diagonalSupport = {
  177. angle = 45,
  178. spacing = 3,
  179. materials = {"metal", "concrete"}
  180. }
  181. },
  182.  
  183. specializedStructures = {
  184. underwater = {
  185. hull = "double_layered",
  186. pressure = "reinforced",
  187. bouyancy = "calculated"
  188. },
  189. highAltitude = {
  190. weight = "minimized",
  191. thrust = "maximized",
  192. stability = "enhanced"
  193. }
  194. }
  195. }
  196. }
  197.  
  198. -- Enhanced AI Decision Making
  199. local function calculateOptimalBuild(requirements)
  200. local structure = {}
  201.  
  202. -- Analyze build requirements
  203. local buildType = requirements.type
  204. local size = requirements.size
  205. local purpose = requirements.purpose
  206.  
  207. -- Select appropriate systems
  208. structure.systems = {}
  209. if purpose.combat then
  210. table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.weaponry)
  211. table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.autoDefense)
  212. end
  213.  
  214. if purpose.speed then
  215. table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.propulsion.jetEngine)
  216. end
  217.  
  218. if purpose.stability then
  219. table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.stabilization)
  220. end
  221.  
  222. -- Apply building techniques
  223. structure.techniques = {}
  224. if size == "large" then
  225. table.insert(structure.techniques, AdvancedGameKnowledge.buildingTechniques.advancedPatterns.honeycomb)
  226. end
  227.  
  228. return structure
  229. end
  230.  
  231. -- Advanced Building Implementation
  232. function implementAdvancedSystem(systemType, position)
  233. local system = AdvancedGameKnowledge.advancedSystems[systemType]
  234. if not system then return false end
  235.  
  236. -- System specific building logic
  237. if systemType == "propulsion" then
  238. buildPropulsionSystem(system, position)
  239. elseif systemType == "weaponry" then
  240. buildWeaponSystem(system, position)
  241. elseif systemType == "stabilization" then
  242. buildStabilizationSystem(system, position)
  243. end
  244.  
  245. return true
  246. end
  247.  
  248. function buildPropulsionSystem(system, position)
  249. -- Implementation for advanced propulsion system
  250. local thrustSystem = system.jetEngine.thrust
  251. local efficiency = system.jetEngine.efficiency
  252.  
  253. -- Build thrust blocks in optimal pattern
  254. for i = 1, #thrustSystem.blocks do
  255. local block = thrustSystem.blocks[i]
  256. local pos = calculatePosition(position, i, thrustSystem.pattern)
  257. placeBlock(block, pos)
  258. wait(0.1)
  259. end
  260. end
  261.  
  262. function buildWeaponSystem(system, position)
  263. -- Implementation for advanced weapon systems
  264. local cannon = system.cannonSystems.types.rapid
  265.  
  266. -- Build cannon blocks in specified pattern
  267. for i = 1, #cannon.blocks do
  268. local block = cannon.blocks[i]
  269. local pos = calculatePosition(position, i, cannon.pattern)
  270. placeBlock(block, pos)
  271. wait(0.1)
  272. end
  273. end
  274.  
  275. function buildStabilizationSystem(system, position)
  276. -- Implementation for advanced stabilization
  277. local gyro = system.gyroscope.core
  278.  
  279. -- Build gyroscope in rotating cross pattern
  280. for i = 1, #gyro.blocks do
  281. local block = gyro.blocks[i]
  282. local pos = calculatePosition(position, i, gyro.pattern)
  283. placeBlock(block, pos)
  284. wait(0.1)
  285. end
  286. end
  287.  
  288. -- Update AI Builder class with advanced knowledge
  289. AIBuilder.advancedKnowledge = AdvancedGameKnowledge
  290.  
  291. function AIBuilder:BuildAdvancedStructure(structureType, requirements)
  292. local design = calculateOptimalBuild(requirements)
  293.  
  294. -- Implement core structure
  295. self:BuildBaseStructure(design.core)
  296.  
  297. -- Add advanced systems
  298. for _, system in ipairs(design.systems) do
  299. implementAdvancedSystem(system.type, system.position)
  300. end
  301.  
  302. -- Apply specialized techniques
  303. for _, technique in ipairs(design.techniques) do
  304. self:ApplyBuildingTechnique(technique)
  305. end
  306. end
  307.  
  308. return AIBuilder
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