ScavengerAI

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Revision as of 12:16, 2 January 2011 by Eric Walch (talk | contribs) (script example from Oolite -> scripting page)
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Describes the behaviour of scavengers.

Defined states:

  • GLOBAL: →LOOK_FOR_STUFF
  • LOOK_FOR_STUFF: →COLLECT_STUFF, →DOCK_WITH_STATION, →FLEE
  • DOCK_WITH_STATION: →ATTACK_SHIP, →FLEE
  • COLLECT_STUFF: →LOOK_FOR_STUFF, →DOCK_WITH_STATION, →FLEE
  • ATTACK_SHIP: refered to, but undefined.
  • FLEE: →LOOK_FOR_STUFF, →FLEE

Referes to AI's: dockingAI.plist


{
   "LOOK_FOR_STUFF" = {
       ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); 
       ENTER = (performIdle); 
       EXIT = (); 
       "HOLD_FULL" = ("setStateTo: DOCK_WITH_STATION"); 
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: COLLECT_STUFF"); 
       "NOTHING_FOUND" = ("setStateTo: DOCK_WITH_STATION"); 
       UPDATE = (scanForRandomLoot, "pauseAI: 10.0");     }; 
   "DOCK_WITH_STATION" = {
       ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: ATTACK_SHIP"); 
       ENTER = (setTargetToStation, "setDesiredRangeTo: 5000.0", performIntercept);
       "DESIRED_RANGE_ACHIEVED" = ("setAITo: dockingAI.plist");
       EXIT = ();
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       UPDATE = ();	}; 
   FLEE = {
       "ENERGY_FULL" = (performIdle, "setStateTo: LOOK_FOR_STUFF"); 
       "TARGET_LOST" = (performIdle, "setStateTo: LOOK_FOR_STUFF"); 
       ENTER = ("setDesiredRangeTo: 25600", performFlee); 
       EXIT = (); 
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       "REACHED_SAFETY" = ("setSpeedTo: 0.0", performIdle); 
       UPDATE = ();     }; 
   GLOBAL = {
       ENTER = ("setSpeedFactorTo: 1.0", "setStateTo: LOOK_FOR_STUFF"); 
       EXIT = (); 
       UPDATE = (); }; 
   "COLLECT_STUFF" = {
       ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); 
       "CARGO_SCOOPED" = (checkForFullHold, "setStateTo: LOOK_FOR_STUFF"); 
       FRUSTRATED = ("setStateTo: LOOK_FOR_STUFF"); 
       "TARGET_LOST" = ("setStateTo: LOOK_FOR_STUFF"); 
       "COLLISION" = ("setStateTo: LOOK_FOR_STUFF"); 
       ENTER = (performCollect); 
       EXIT = (); 
       "HOLD_FULL" = ("setStateTo: DOCK_WITH_STATION"); 
       "INCOMING_MISSILE" = (fightOrFleeMissile, "setStateTo: FLEE"); 
       UPDATE = (); 
   }; 
}

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