Difference between revisions of "FallingShuttleAI"

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         "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE");  
 
         "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE");  
 
         EXIT = ();
 
         EXIT = ();
         UPDATE = ();
+
         UPDATE = (); };  
};  
 
 
:
 
:
 
     "FLY_HOME" = {
 
     "FLY_HOME" = {
Line 29: Line 28:
 
         ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE");  
 
         ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE");  
 
         "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE");  
 
         "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE");  
         UPDATE = (checkCourseToDestination, "pauseAI: 10.0");
+
         UPDATE = (checkCourseToDestination, "pauseAI: 10.0"); };  
};  
 
 
:
 
:
 
     GLOBAL = {
 
     GLOBAL = {

Revision as of 02:19, 24 January 2006

Another version of a landingAI, this one just screams for help and flees when attacked. Fleeing requires course corrections afterwards, even the possibility of waypoints is covered.

Defined states:

  • GLOBAL: ->FLY_HOME
  • FLY_HOME: ->GO_TO_WAYPOINT, ->FLEE, (lands on planet)
  • GO_TO_WAYPOINT: ->GLOBAL, ->FLEE
  • FLEE: undefined ?


{
   "GO_TO_WAYPOINT" = {
       ENTER = ("setDesiredRangeTo: 50.0", checkCourseToDestination);
       "COURSE_OK" = ("setSpeedFactorTo: 1.0", performFlyToRangeFromDestination);
       "WAYPOINT_SET" = ("setDesiredRangeTo: 50.0", checkCourseToDestination);
       "DESIRED_RANGE_ACHIEVED" = ("setStateTo: GLOBAL");
       ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); 
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       EXIT = ();
       UPDATE = ();	}; 
   "FLY_HOME" = {
       ENTER = (setCourseToPlanet, checkCourseToDestination);
       "COURSE_OK" = ("setSpeedFactorTo: 1.0", performFlyToRangeFromDestination);
       "WAYPOINT_SET" = ("setStateTo: GO_TO_WAYPOINT");
       "DESIRED_RANGE_ACHIEVED" = (landOnPlanet);
       EXIT = ();
       ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); 
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       UPDATE = (checkCourseToDestination, "pauseAI: 10.0");	}; 
   GLOBAL = {
       ENTER = ("setSpeedFactorTo: 0.25", "setStateTo: FLY_HOME"); 
       EXIT = (); 
       UPDATE = (); }; 
}

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