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- -- Advanced Build a Boat AI Builder with Expert Systems Knowledge
- local AdvancedGameKnowledge = {
- megaStructures = {
- titanicReplica = {
- length = 200,
- width = 25,
- height = 35,
- sections = {
- bow = {
- shape = "curved",
- blocks = {"metal", "concrete"},
- reinforcement = true
- },
- hull = {
- layers = {
- outer = "metal",
- inner = "concrete",
- spacing = 2
- },
- waterline = 0.4, -- 40% submersion
- },
- superstructure = {
- materials = {"glass", "metal"},
- patterns = "honeycomb"
- }
- }
- },
- modernWarship = {
- length = 180,
- width = 30,
- systems = {
- "radar_array",
- "missile_systems",
- "bridge_complex"
- }
- }
- },
- advancedSystems = {
- propulsion = {
- jetEngine = {
- thrust = {
- blocks = {"rocket", "thruster"},
- pattern = "cluster",
- spacing = 2,
- activation = "sequential"
- },
- efficiency = {
- fuelBlocks = "gold",
- arrangement = "diamond_pattern"
- }
- },
- hoverSystem = {
- blocks = {"balloon", "rocket"},
- configuration = "grid",
- spacing = 3,
- control = "piston_activated"
- }
- },
- weaponry = {
- cannonSystems = {
- types = {
- rapid = {
- blocks = {"cannon", "piston", "spring"},
- rate = "0.1s",
- pattern = "circular"
- },
- heavy = {
- blocks = {"cannon", "concrete", "gold"},
- reinforcement = true,
- pattern = "triangular"
- }
- },
- autoLoader = {
- mechanism = "piston_chain",
- timing = "0.2s",
- efficiency = "95%"
- }
- },
- missilePods = {
- layout = "hexagonal",
- blocks = {"rocket", "spring", "sensor"},
- guidance = "hinge_controlled"
- }
- },
- stabilization = {
- gyroscope = {
- core = {
- blocks = {"wheel", "gold"},
- pattern = "rotating_cross"
- },
- counterWeight = {
- material = "concrete",
- distribution = "balanced"
- }
- },
- autoLevel = {
- sensors = {
- blocks = {"glass", "gold"},
- placement = "cardinal_points"
- },
- correction = {
- mechanism = "piston_array",
- response = "0.1s"
- }
- }
- },
- advancedMechanics = {
- transforming = {
- phases = {
- boat = "default",
- submarine = "pistons_down",
- plane = "pistons_extended"
- },
- triggers = {
- blocks = {"sensor", "switch"},
- delay = "0.5s"
- }
- },
- autoDefense = {
- detection = {
- range = 50,
- blocks = {"sensor", "gold"},
- pattern = "perimeter"
- },
- response = {
- shields = {
- deployment = "instant",
- blocks = {"concrete", "metal"}
- }
- }
- }
- },
- optimization = {
- weightDistribution = {
- ratios = {
- front = 0.3,
- middle = 0.4,
- rear = 0.3
- },
- balancing = {
- blocks = {"gold", "concrete"},
- pattern = "alternating"
- }
- },
- strengthPoints = {
- critical = {
- locations = {"joints", "engines", "weapons"},
- reinforcement = {
- primary = "metal",
- secondary = "concrete",
- pattern = "cross_brace"
- }
- }
- }
- }
- },
- buildingTechniques = {
- advancedPatterns = {
- honeycomb = {
- strength = "maximum",
- weight = "optimized",
- blocks = {"metal", "concrete"},
- spacing = 2
- },
- interlocking = {
- pattern = "alternating_blocks",
- strength = "high",
- efficiency = "material_saving"
- },
- diagonalSupport = {
- angle = 45,
- spacing = 3,
- materials = {"metal", "concrete"}
- }
- },
- specializedStructures = {
- underwater = {
- hull = "double_layered",
- pressure = "reinforced",
- bouyancy = "calculated"
- },
- highAltitude = {
- weight = "minimized",
- thrust = "maximized",
- stability = "enhanced"
- }
- }
- }
- }
- -- Enhanced AI Decision Making
- local function calculateOptimalBuild(requirements)
- local structure = {}
- -- Analyze build requirements
- local buildType = requirements.type
- local size = requirements.size
- local purpose = requirements.purpose
- -- Select appropriate systems
- structure.systems = {}
- if purpose.combat then
- table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.weaponry)
- table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.autoDefense)
- end
- if purpose.speed then
- table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.propulsion.jetEngine)
- end
- if purpose.stability then
- table.insert(structure.systems, AdvancedGameKnowledge.advancedSystems.stabilization)
- end
- -- Apply building techniques
- structure.techniques = {}
- if size == "large" then
- table.insert(structure.techniques, AdvancedGameKnowledge.buildingTechniques.advancedPatterns.honeycomb)
- end
- return structure
- end
- -- Advanced Building Implementation
- function implementAdvancedSystem(systemType, position)
- local system = AdvancedGameKnowledge.advancedSystems[systemType]
- if not system then return false end
- -- System specific building logic
- if systemType == "propulsion" then
- buildPropulsionSystem(system, position)
- elseif systemType == "weaponry" then
- buildWeaponSystem(system, position)
- elseif systemType == "stabilization" then
- buildStabilizationSystem(system, position)
- end
- return true
- end
- function buildPropulsionSystem(system, position)
- -- Implementation for advanced propulsion system
- local thrustSystem = system.jetEngine.thrust
- local efficiency = system.jetEngine.efficiency
- -- Build thrust blocks in optimal pattern
- for i = 1, #thrustSystem.blocks do
- local block = thrustSystem.blocks[i]
- local pos = calculatePosition(position, i, thrustSystem.pattern)
- placeBlock(block, pos)
- wait(0.1)
- end
- end
- function buildWeaponSystem(system, position)
- -- Implementation for advanced weapon systems
- local cannon = system.cannonSystems.types.rapid
- -- Build cannon blocks in specified pattern
- for i = 1, #cannon.blocks do
- local block = cannon.blocks[i]
- local pos = calculatePosition(position, i, cannon.pattern)
- placeBlock(block, pos)
- wait(0.1)
- end
- end
- function buildStabilizationSystem(system, position)
- -- Implementation for advanced stabilization
- local gyro = system.gyroscope.core
- -- Build gyroscope in rotating cross pattern
- for i = 1, #gyro.blocks do
- local block = gyro.blocks[i]
- local pos = calculatePosition(position, i, gyro.pattern)
- placeBlock(block, pos)
- wait(0.1)
- end
- end
- -- Update AI Builder class with advanced knowledge
- AIBuilder.advancedKnowledge = AdvancedGameKnowledge
- function AIBuilder:BuildAdvancedStructure(structureType, requirements)
- local design = calculateOptimalBuild(requirements)
- -- Implement core structure
- self:BuildBaseStructure(design.core)
- -- Add advanced systems
- for _, system in ipairs(design.systems) do
- implementAdvancedSystem(system.type, system.position)
- end
- -- Apply specialized techniques
- for _, technique in ipairs(design.techniques) do
- self:ApplyBuildingTechnique(technique)
- end
- end
- return AIBuilder
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