Pillagers Gun-1.20.1-forge-4.0.0.jar
Curse Maven Snippet
What's new
Pillager’s Gun 4.0.0 —— 战术 AI 重构
新增:火力小队与协同换弹
- 持枪生物能够围绕共同目标组成火力小队,协调输出与换弹,减少集中换弹造成的火力空窗。
- 根据剩余弹药、射速和换弹时间评估火力健康度,在队友能够提供掩护时主动补弹。
- 高火力成员可以申请接替输出,低火力成员在合适时机让出输出位置。
- 两名普通覆盖成员采用整弹匣交替输出;单人不会因低健康度提前换弹。
- 空仓换弹不受人数、武器角色或队友换弹状态限制,仅保留眩晕、无法实际补弹等客观约束。
新增:掩体与射击点
- 生物能够主动搜索并缓存附近掩体,而不是等到换弹时才开始寻找。
- 可以在保持射击的同时移动到掩体附近的射击点,换弹时返回防御掩体。
- 掩体失效后,优先尝试在原有掩体附近重新寻找可用位置。
- 掩体可跨攻击任务复用,并根据地形、距离、视线与导航结果重新验证。
- 优化射击点选择,优先考虑较短的可达路径;到达有效射击点后,不再叠加基础横移。
调整:不同武器的战术行为
- 步枪:承担持续火力覆盖;在多人、非有限弹药且获得输出许可等条件下,可以压制目标侧遮挡位置,同时寻找更好的射击点。
- 狙击枪:独立开火,不占普通输出位置,也不承担持续火力覆盖;目标被遮挡时保持准备或寻找射击点,不进行盲目压制。
- 爆炸武器:独立开火,并可尝试攻击遮挡位置;不计入普通持续火力覆盖。
- 手枪与霰弹枪:采用各自的抵进、后撤和横移偏好,并在满足条件时进行近距离机会射击。
调整:战斗移动与枪械处理
- 基础战斗移动统一考虑枪械距离偏好,支持前后移动与横移组合。
- 横移由目标是否看向自身决定,判定角度随距离增加而收窄。
- 关闭战术配置后仍保留基础战斗移动。
- 统一枪械 AI 执行结构,保留 TaCZ 枪械近战能力。
- 统一半自动枪械的距离动态射速处理。
- 完善 SBW、TaCZ 的弹药与换弹处理,将泵动、栓动时间纳入火力消耗评估。
- 修正 SBW 逐发装填武器的装填数量与弹药计算问题。
改进:模组兼容与友伤判断
- 完善 SBW 持枪 AI,并适配更新后的 SBW、TaCZ 接口。
- 支持 Recruits 远程单位的指定位置射击指令。
- 新增 Vindicators Rumble 载具兼容:
- 乘车时停止步行移动与小队战术动作。
- 驾驶位、可用火力位优先交由载具 AI 控制。
- 普通乘员或满足弹药耗尽回退条件的火力位,可使用手持枪械。
- 重做友军识别,综合考虑队伍、阵营、配置标签、玩家归属或声望,以及载具乘员关系。
- 本模组、SBW 与 TaCZ 共用友伤过滤规则;玩家主动射击不受该过滤选项影响。
- 新增严格玩家盟友判定配置,正在攻击玩家的生物不会因旧有归属关系被误认为友军。
- 为本模组、SBW 与 TaCZ 枪械伤害补充 Sona 的
no_shake标签兼容。
优化与修复
- 使用错峰统计刷新、掩体与射击点缓存、受限寻路预算,控制多人战斗开销。
- 生物死亡、卸载、消失或退出攻击任务时,及时释放小队成员、输出许可及申请数据。
- 改进掩体进出、射击点保持和视线变化时的行为稳定性。
- 修复部分模组组合下的状态效果空指针问题。
- 增加战术与兼容性回归测试,战术调试日志默认关闭。
Pillager’s Gun 4.0.0 — Tactical AI Overhaul
Added: Fire Teams and Coordinated Reloading
- Armed mobs can form fire teams around a shared target and coordinate firing and reloading to reduce gaps in coverage.
- Fire readiness is evaluated using remaining ammunition, firing rate, and reload duration. Mobs may reload early when teammates can provide cover.
- High-firepower members can request an output handoff from lower-firepower members.
- Pairs of ordinary coverage members alternate whole magazines. Lone gunners do not reload early solely because of low fire readiness.
- Empty-weapon reloads bypass all tactical restrictions, regardless of team size, weapon role, or teammates’ reload states. Stun and actual inability to reload still apply.
Added: Cover and Firing Positions
- Mobs proactively search for and cache nearby cover before reloading becomes urgent.
- Gunners can continue firing while moving toward a firing position near cover, then return behind cover while reloading.
- When cover becomes invalid, nearby replacement positions are checked first.
- Cached cover can be reused between attack tasks and is revalidated against terrain, distance, visibility, and navigation results.
- Firing-position selection favors shorter reachable paths. Basic strafing no longer overlaps with holding a valid firing position.
Changed: Weapon-Specific Tactics
- Rifles: Provide sustained coverage. With team approval, an output permit, unlimited ammunition, and other required conditions, they may suppress target-side obstructions while seeking better firing positions.
- Sniper rifles: Fire independently without occupying ordinary output slots or counting as sustained coverage. They hold ready or reposition when visibility is blocked instead of firing blindly.
- Explosive weapons: Fire independently and may attack obstructed positions without counting as ordinary sustained coverage.
- Pistols and shotguns: Use distinct movement and distance preferences, with conditional close-range opportunity fire.
Changed: Movement and Weapon Handling
- Combat movement combines advancing, retreating, and strafing according to weapon preferences.
- Strafing depends on whether the target is looking toward the gunner, with a narrower detection angle at longer distances.
- Basic combat movement remains available when tactics are disabled.
- Unified gun AI execution while preserving TaCZ melee support.
- Unified distance-based dynamic firing-rate handling for semi-automatic weapons.
- Improved SBW and TaCZ ammunition and reload handling, including pump-action and bolt-action timing in fire-consumption estimates.
- Corrected reload quantities and ammunition calculations for SBW weapons that load individual rounds.
Improved: Compatibility and Friendly-Fire Detection
- Expanded SBW gunner support and adapted integration to updated SBW and TaCZ interfaces.
- Added designated-position firing support for Recruits ranged units.
- Added Vindicators Rumble vehicle integration:
- Passengers stop on-foot movement and fire-team tactical actions.
- Drivers and usable weapon stations defer to vehicle AI.
- Ordinary passengers and eligible ammunition-exhausted weapon stations may use handheld guns.
- Reworked ally detection to consider teams, factions, configured tags, player ownership or reputation, and vehicle passengers.
- Pillager’s Gun, SBW, and TaCZ share friendly-fire filtering rules. Player-fired shots remain unaffected by this filtering option.
- Added strict player-alliance configuration. Mobs actively hostile toward a player are not protected by stale ownership relations.
- Added Sona
no_shakedamage-tag compatibility for Pillager’s Gun, SBW, and TaCZ.
Performance and Fixes
- Added staggered statistics updates, cover and firing-position caches, and bounded pathfinding budgets.
- Team membership, output permits, and requests are released when mobs die, unload, despawn, or leave their attack task.
- Improved cover transitions, firing-position stability, and reactions to visibility changes.
- Fixed potential status-effect null-pointer crashes with certain mod combinations.
- Expanded tactical and compatibility regression tests. Tactical debug logging is disabled by default.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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