Difference between revisions of "OXP howto AI"
m (→setTargetToFoundTarget;) |
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=== switchAITo:(NSString *)aiString; === | === switchAITo:(NSString *)aiString; === | ||
− | Switches entity AI to another *AI.plist | + | Switches entity AI to another *AI.plist, the previous AI will be exited. |
− | |||
=== wormholeEntireGroup; === | === wormholeEntireGroup; === |
Revision as of 15:59, 21 January 2006
Contents
- 1 Methods for AI
- 1.1 acceptDistressMessageFrom:(ShipEntity *)other;
- 1.2 addFuel:(NSString*) fuel_number;
- 1.3 broadcastDistressMessage;
- 1.4 checkCourseToDestination;
- 1.5 checkDistanceTravelled;
- 1.6 checkGroupOddsVersusTarget;
- 1.7 checkForFullHold;
- 1.8 checkForMotherStation;
- 1.9 checkForNormalSpace;
- 1.10 checkTargetLegalStatus;
- 1.11 commsMessage:(NSString *)valueString;
- 1.12 ejectCargo;
- 1.13 enterTargetWormhole;
- 1.14 escortCheckMother;
- 1.15 exitAI;
- 1.16 fightOrFleeHostiles;
- 1.17 fightOrFleeMissile;
- 1.18 findNearestPlanet;
- 1.19 getWitchspaceEntryCoordinates;
- 1.20 groupAttackTarget;
- 1.21 initialiseTurret;
- 1.22 landOnPlanet;
- 1.23 markTargetForFines;
- 1.24 markTargetForOffence:(NSString*) valueString;
- 1.25 messageMother:(NSString *)msgString;
- 1.26 patrolReportIn;
- 1.27 pauseAI:(NSString *)intervalString;
- 1.28 performAttack;
- 1.29 performCollect;
- 1.30 performDocking;
- 1.31 performEscort;
- 1.32 performFaceDestination;
- 1.33 performFlee;
- 1.34 performFlyToRangeFromDestination;
- 1.35 performHold;
- 1.36 performHyperSpaceExit;
- 1.37 performIdle;
- 1.38 performIntercept;
- 1.39 performMining;
- 1.40 performTumble;
- 1.41 recallDockingInstructions;
- 1.42 requestDockingCoordinates;
- 1.43 requestNewTarget;
- 1.44 rollD:(NSString*) die_number;
- 1.45 scanForFormationLeader;
- 1.46 scanForHostiles;
- 1.47 scanForLoot;
- 1.48 scanForNearestMerchantmen;
- 1.49 scanForNearestShipWithRole:(NSString*) scanRole;
- 1.50 scanForNonThargoid;
- 1.51 scanForOffenders;
- 1.52 scanForRandomLoot;
- 1.53 scanForRandomMerchantmen;
- 1.54 scanForRocks;
- 1.55 scanForThargoid;
- 1.56 scriptActionOnTarget:(NSString*) action;
- 1.57 sendTargetCommsMessage:(NSString*) message;
- 1.58 setAITo:(NSString *)aiString;
- 1.59 setCoordinates:(NSString *)system_x_y_z;
- 1.60 setCourseToPlanet;
- 1.61 setCourseToWitchpoint;
- 1.62 setDesiredRangeTo:(NSString *)rangeString;
- 1.63 setDestinationFromCoordinates;
- 1.64 setDestinationToCurrentLocation;
- 1.65 setDestinationToDockingAbort;
- 1.66 setDestinationToStationBeacon;
- 1.67 setDestinationToTarget;
- 1.68 setDestinationToWitchpoint;
- 1.69 setDestinationWithinTarget;
- 1.70 setPlanetPatrolCoordinates;
- 1.71 setSpeedTo:(NSString *)speedString;
- 1.72 setSpeedFactorTo:(NSString *)speedString;
- 1.73 setSunSkimEndCoordinates;
- 1.74 setSunSkimExitCoordinates;
- 1.75 setSunSkimStartCoordinates;
- 1.76 setTakeOffFromPlanet;
- 1.77 setTargetToFoundTarget;
- 1.78 setTargetToPrimaryAggressor;
- 1.79 suggestEscort;
- 1.80 switchAITo:(NSString *)aiString;
- 1.81 wormholeEntireGroup;
- 1.82 wormholeEscorts;
- 1.83 wormholeGroup;
Methods for AI
acceptDistressMessageFrom:(ShipEntity *)other;
Has police either respond to a distress call, or possibly decide it is too busy or too scared.
addFuel:(NSString*) fuel_number;
broadcastDistressMessage;
Locates all the stations, bounty hunters and police ships in range and tells them that you are under attack.
checkCourseToDestination;
Will return "COURSE_OK" or in case of obstacles on the direct route, "WAYPOINT_SET".
checkDistanceTravelled;
May return "GONE_BEYOND_RANGE".
checkGroupOddsVersusTarget;
Will return "ODDS_GOOD" or "ODDS_BAD".
checkForFullHold;
If entity's cargo capacity is reached, will return "HOLD_FULL".
checkForMotherStation;
Will return "STATION_FOUND" or "NOTHING_FOUND".
checkForNormalSpace;
Will return "NORMAL_SPACE" or "INTERSTELLAR_SPACE".
checkTargetLegalStatus;
Returns "TARGET_CLEAN, "TARGET_MINOR_OFFENDER", "TARGET_OFFENDER", "TARGET_FUGITIVE" or "NO_TARGET".
commsMessage:(NSString *)valueString;
Broadcasts a general message to player. Example:
<string>sendCommsMessage: [thargoid_curses]</string>
ejectCargo;
Ejects cargo.
enterTargetWormhole;
Will locate nearest wormhole, and enter it.
escortCheckMother;
Returns "ESCORTING" or "NOT_ESCORTING".
exitAI;
Exits current AI.
fightOrFleeHostiles;
Has entity consider whether to fight, deploy missiles or flee. Returns "FIGHTING", "DEPLOYING_ESCORTS" or "FLEEING".
fightOrFleeMissile;
Deals with missiles, launches ECM if available, flees if not, marks as offender if police.
findNearestPlanet;
(PlanetEntity *) Will scan for planetentity, returns message TARGET_FOUND (or NOTHING_FOUND).
getWitchspaceEntryCoordinates;
Calculates coordinates from the nearest station it can find, or just fly 10s forward.
groupAttackTarget;
All ships in group will have their targets set to this entity's target and performAttack.
initialiseTurret;
Prepares the turret.
landOnPlanet;
Selects the nearest planet it can find, lands (10km from planet) and 'removes' the entity.
markTargetForFines;
Deals out a fine. Example:
"markTargetForFines 100"
Will fine the target 10Cr. N.b. for commercial transactions "awardMoney -$" is a more suitable method.
markTargetForOffence:(NSString*) valueString;
Has police mark up the criminal status of target entity.
messageMother:(NSString *)msgString;
Sends a AImessage to the mothership/leader of a group. Example:
INCOMING_MISSILE = ("messageMother: INCOMING_MISSILE");
The mothership will then behave as if it was targetted by the missile.
patrolReportIn;
pauseAI:(NSString *)intervalString;
Sets AI think-time in seconds.
performAttack;
Attacks target.
performCollect;
Performs 'collection' of target.
performDocking;
NOT YET IMPLEMENTED.
performEscort;
Performs escorting.
performFaceDestination;
Has entity face destination.
performFlee;
Sets the caller (AI) to flee from it's primary target at maximum speed. If the caller has a cloacking device, it will be activated.
performFlyToRangeFromDestination;
NOT YET IMPLEMENTED
performHold;
Performs idleness while tracking a potential target.
performHyperSpaceExit;
Gets a list of destinations within range, checks if clear of nearby masses, and select one at random. May return "WITCHSPACE UNAVAILABLE" or "WITCHSPACE BLOCKED".
performIdle;
Performs idleness. Ship corrects its roll and pitch to 'horizontal' flight.
performIntercept;
Performs target interception.
performMining;
Performs mining. (Finds, intercepts and shoots asteroids with mining laser, if fitted.)
performTumble;
Performs random pitch and roll, 'evasive maneuvers'.
recallDockingInstructions;
requestDockingCoordinates;
Requests coordinates from the nearest station it can find (which may be a rock hermit).
requestNewTarget;
Locates all the ships in range targetting the mother ship, and chooses the nearest/biggest.
rollD:(NSString*) die_number;
Uses "dice" for random situation use.
scanForFormationLeader;
Locates the nearest suitable formation leader in range.
scanForHostiles;
Locates all the ships in range targetting the receiver and chooses the nearest.
scanForLoot;
Locates the nearest debris in range.
scanForNearestMerchantmen;
Locates the nearest merchantman in range
scanForNearestShipWithRole:(NSString*) scanRole;
Locates all the ships in range and chooses the nearest.
scanForNonThargoid;
Locates all the non thargoid ships in range and chooses the nearest.
scanForOffenders;
Locates all the ships in range and compares their legal status or bounty, and chooses the worst offender.
scanForRandomLoot;
Locates the all debris in range and chooses a piece at random from the first sixteen found.
scanForRandomMerchantmen;
Locates one of the merchantman in range.
scanForRocks;
Locates the all boulders and asteroids in range and selects one of up to 16. Returns "TARGET_FOUND" or"NOTHING_FOUND".
scanForThargoid;
Locates all the thargoid warships in range and chooses the nearest.
scriptActionOnTarget:(NSString*) action;
Will cause immediate reaction to any changes this makes.
sendTargetCommsMessage:(NSString*) message;
Sends any message to the established (found) target.
Example:
"sendTargetCommsMessage: Listen to me!!"
setAITo:(NSString *)aiString;
Pauses current AI and switches to anotherAI.plist, this becomes the top AI on the 'AI-stack'. When anotherAI.plist exits (exitAI), the previousAI becomes topAI again and AI-state is messaged RESTARTED.
setCoordinates:(NSString *)system_x_y_z;
Sets PWM destination coords.
setCourseToPlanet;
Selects the nearest planet it can find, reaching desired range 50 km from the planet.
setCourseToWitchpoint;
Sets destination coords to Witchpoint area.
setDesiredRangeTo:(NSString *)rangeString;
Defines acceptable range distance from destination.
setDestinationFromCoordinates;
Enables the plotting of manual waypoints.
setDestinationToCurrentLocation;
Altitude controll?
setDestinationToDockingAbort;
DockingAbort coordinates...Xm in front of a dockingslit?
setDestinationToStationBeacon;
Gets station beacon position.
setDestinationToTarget;
Sets destination to target coords.
setDestinationToWitchpoint;
Sets destination coords to WitchspaceExitPosition.
setDestinationWithinTarget;
Handy for ramming and racing.
setPlanetPatrolCoordinates;
Check we've arrived near the last given coordinates.
setSpeedTo:(NSString *)speedString;
setSpeedFactorTo:(NSString *)speedString;
setSunSkimEndCoordinates;
setSunSkimExitCoordinates;
setSunSkimStartCoordinates;
setTakeOffFromPlanet;
Selects the nearest planet it can find and adds entity 10 km from planet, unless there is no planet to be found.
setTargetToFoundTarget;
Affirms target as universal target.
setTargetToPrimaryAggressor;
Changes to a different enemy target if attacked, unless already very busy attacking another.
suggestEscort;
Has an escort seek employment and either gets accepted or rejected by the "mother".
switchAITo:(NSString *)aiString;
Switches entity AI to another *AI.plist, the previous AI will be exited.
wormholeEntireGroup;
Wormholes ships in this group.
wormholeEscorts;
Wormholes official escorts.
wormholeGroup;
Wormholes ships in group of which this is a leader.
stub