Difference between revisions of "Talk:OXP howto AI"

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list of lacking method descriptions..
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running list of most lacking method descriptions..
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*performLanding
 +
*setDestinationToDockingAbort
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*setPlanetPatrolCoordinates
 +
*setDestinationWithinTarget
 +
*patrolReportIn
 
*addFuel  
 
*addFuel  
*recallDockingInstructions
 
 
*setDestinationToDockingAbort
 
*setDestinationToDockingAbort
*markTargetForFines
+
--[[User:Murgh|Murgh]] 20:11, 26 January 2006 (UTC)
*patrolReportIn
 
*messageMother
 
*groupAttackTarget
 
*commsMessage
 
*wormholeEntireGroup
 
*setDestinationWithinTarget
 
*setAITo
 
*findNearestPlanet
 
*setDestinationFromCoordinates
 
*setTargetToFoundTarget
 
*setSpeedFactorTo <-> setSpeedTo
 
*setDestinationToCurrentLocation
 
[[User: Murgh| Murgh]]
 
  
>addFuel LY -> Changes fuellevel (to playership only?) up to 7.0LY or down to 0.0LY. 
 
>markTargetForFines 10$ -> Fines target $ credits.
 
>messageMother -> notifies mother by sending message, for example: ATTACKED.
 
>groupAttackTarget -> all ships in group get their target set to this target and performAttack.
 
>wormholeEntireGroup -> same as enterWormhole, but for entire group.
 
>commsMessage -> sends general comms message.
 
>setAITo: someAI.plist -> paused current AI and switches to someAI, when someAI exits, previousAI is restored with message RETURN.
 
>findNearestPlanet -> returns TARGET_FOUND and sets foundTarget to the nearest. Unless no planet.
 
>setTargetToFoundTarget -> Self explanatory, sets the target to the foundTarget found by findSomething methods.
 
>setSpeedFactorTo % -> Sets speed to fraction of topspeed (1=100%), In order to use fuelinjectors set speedfactor above 100%.
 
>setSpeedTo LM-> Set the desired speed to the stated LM number.
 
  
setDestinationToSomeWaypoint
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OK updated and added various entries.
CurrentLocation -> altitude controll or maintain possition?
 
WithinTarget -> New for missiles?
 
DockingAbort -> A hardcoded waypoint X meters in front of dockingslit coordinates ?
 
FromCoordinates -> Follow with coordinates for exact plotting of route.
 
 
[[User: Arexack|Arexack]]
 
[[User: Arexack|Arexack]]
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 +
== Giles's thoughts ==
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 +
Needs an introduction explaining what a state-machine is and how Oolite uses them in its AI.
 +
 +
Also how AI receive messages (in the form of strings) and processes messages about every five seconds (depending on the pauseAI set), except when asked to ''react'' to a certain message.
 +
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A simple state machine should be given as an example and then shown as a property list.
 +
 +
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Note that I'm likely to expand the use of AI in Oolite:- ship pilots will also have AI which will receive copies of messages sent to the ship's AI, but pilots AI's will perform a more 'strategic' role.
 +
 +
--[[User:Aegidian|Aegidian]] 11:22, 22 January 2006 (UTC)
 +
 +
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Hmm.. I did refer somewhere to '''AIreference.htm''' residing in the oolite folder, that file contains a reasonably coherent explanation on AI-states and messages.
 +
 +
'AddFuel #' ... is it not 'awardFuel #'?
 +
[[Arexack|Arexack]] Mo1:52AM 23jan06
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== Arexack's meddling ==
 +
 +
I just reorganised the entries into functional groups.
 +
 +
Should we keep this list format (for linking purposes) or replace the === with '''* for better overview?
 +
 +
[[User:Arexack|Arexack]]1600 monday
 +
--[[User:Arexack|Arexack]] 15:07, 23 January 2006 (UTC)
 +
 +
: I like it. it's better this way with the hypertext index than replacing them with * rows, I think. [[User: Murgh| Murgh]]
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 +
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this new line by [[User: 82.171.18.144|82.171.18.144]]..
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==== checkForShips: type ===
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Returns with shipsFound_number = #.
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in a script or planetinfo, yes but does this work in AI?  [[User: Murgh| Murgh]]
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Don't see why not. A_H
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:
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Now I find myself asking: why is this method included in the AI-methodlist? A_H
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 +
:
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Other scripting question:
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condition = (A , B , C)
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do = action
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is this an AND or an OR function?
 +
 +
An AND fuction could be built like:
 +
condition = A
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do = condition B
 +
      do = condition C
 +
          do = action
 +
A_H

Latest revision as of 23:11, 16 March 2007

running list of most lacking method descriptions..

  • performLanding
  • setDestinationToDockingAbort
  • setPlanetPatrolCoordinates
  • setDestinationWithinTarget
  • patrolReportIn
  • addFuel
  • setDestinationToDockingAbort

--Murgh 20:11, 26 January 2006 (UTC)


OK updated and added various entries. Arexack

Giles's thoughts

Needs an introduction explaining what a state-machine is and how Oolite uses them in its AI.

Also how AI receive messages (in the form of strings) and processes messages about every five seconds (depending on the pauseAI set), except when asked to react to a certain message.

A simple state machine should be given as an example and then shown as a property list.


Note that I'm likely to expand the use of AI in Oolite:- ship pilots will also have AI which will receive copies of messages sent to the ship's AI, but pilots AI's will perform a more 'strategic' role.

--Aegidian 11:22, 22 January 2006 (UTC)


Hmm.. I did refer somewhere to AIreference.htm residing in the oolite folder, that file contains a reasonably coherent explanation on AI-states and messages.

'AddFuel #' ... is it not 'awardFuel #'? Arexack Mo1:52AM 23jan06

Arexack's meddling

I just reorganised the entries into functional groups.

Should we keep this list format (for linking purposes) or replace the === with * for better overview?

Arexack1600 monday --Arexack 15:07, 23 January 2006 (UTC)

I like it. it's better this way with the hypertext index than replacing them with * rows, I think. Murgh


this new line by 82.171.18.144..

= checkForShips: type

Returns with shipsFound_number = #.

in a script or planetinfo, yes but does this work in AI? Murgh

Don't see why not. A_H

Now I find myself asking: why is this method included in the AI-methodlist? A_H

Other scripting question: condition = (A , B , C) do = action is this an AND or an OR function?

An AND fuction could be built like:

condition = A
do = condition B
     do = condition C
          do = action 

A_H