Difference between revisions of "FallingShuttleAI"
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'''[[AI|BACK]]''' | '''[[AI|BACK]]''' | ||
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Revision as of 10:59, 12 July 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 = (); };
}