Difference between revisions of "ExitingTraderAI"
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*'''ATTACK_SHIP:''' ->HEAD_AWAY_FROM_PLANET | *'''ATTACK_SHIP:''' ->HEAD_AWAY_FROM_PLANET | ||
*'''FLEE:''' ->HEAD_AWAY_FROM_PLANET, ->ATTACK_SHIP | *'''FLEE:''' ->HEAD_AWAY_FROM_PLANET, ->ATTACK_SHIP | ||
+ | |||
+ | One AI reference: [[route1traderAI]].plist | ||
Revision as of 21:54, 24 January 2006
Defines standard behaviour for traders exiting the system.
Defined states:
- GLOBAL: ->HEAD_AWAY_FROM_PLANET
- HEAD_AWAY_FROM_PLANET: ->EXIT_SYSTEM, ->ATTACK_SHIP, ->FLEE
- EXIT_SYSTEM: ->performHyperspaceExit
- ATTACK_SHIP: ->HEAD_AWAY_FROM_PLANET
- FLEE: ->HEAD_AWAY_FROM_PLANET, ->ATTACK_SHIP
One AI reference: route1traderAI.plist
{ "ATTACK_SHIP" = { "ENERGY_LOW" = ("setSpeedFactorTo: 1.0", "pauseAI: 15.0", "setStateTo: EXIT_SYSTEM"); ENTER = (performAttack); EXIT = (); "INCOMING_MISSILE" = (fightOrFleeMissile, "setSpeedFactorTo: 1.0", "pauseAI: 15.0", "setStateTo: EXIT_SYSTEM"); "TARGET_DESTROYED" = ("setStateTo: HEAD_AWAY_FROM_PLANET"); "TARGET_LOST" = ("setStateTo: HEAD_AWAY_FROM_PLANET"); UPDATE = (); };
"EXIT_SYSTEM" = {
ENTER = (); EXIT = (); UPDATE = (performHyperSpaceExit); };
FLEE = { ATTACKED = (fightOrFleeHostiles); FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); "TARGET_LOST" = (performIdle, "setStateTo: GLOBAL"); "TARGET_DESTROYED" = (performIdle, "setStateTo: GLOBAL"); ENTER = ("setDesiredRangeTo: 25600", performFlee); EXIT = (); "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile); "REACHED_SAFETY" = (performIdle, "setStateTo: GLOBAL"); UPDATE = (); };
"HEAD_AWAY_FROM_PLANET" = { ENTER = (getWitchspaceEntryCoordinates, setDestinationFromCoordinates, "setDesiredRangeTo: 100.0", "setSpeedFactorTo: 0.75", performFlyToRangeFromDestination); "DESIRED_RANGE_ACHIEVED" = (dockEscorts, "setSpeedFactorTo: 1.0", "pauseAI: 15.0", "setStateTo: EXIT_SYSTEM"); ATTACKED = (fightOrFleeHostiles); FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); "EXITED WITCHSPACE" = ("setAITo: route1traderAI.plist"); EXIT = (); UPDATE = (); };
GLOBAL = { ENTER = ("setStateTo: HEAD_AWAY_FROM_PLANET"); EXIT = (); UPDATE = (); }; }