AI

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Revision as of 13:07, 13 August 2011 by Eric Walch (talk | contribs) (Deleted all links to custom AI pages)

All entities in Oolite have an AI, this is a plist file that defines a state machine that determines their behaviour. This behaviour can be simple for rocks tumbing (DumbAI.plist) to complex for escorting craft (escort.plist).

Oolite standard AI's

//Sends warning messages when attacked, summons police.

//collects loot, jobAI.

//(Requires: scanForRandomLoot>TARGET_FOUND:setTargetToFoundTarget,setAITo:collectLootAI.plist)

//scripts the docking maneuvres.

//just tumbles randomly

//pirate, checks cargo switches to either pirateAI or enteringTraderAI.

//trader role behaviour, choosing route.

//escort behaviour.

//Trader behaviour, navigation towards witchpoint.

//Shuttle station -> planet.

//Introduced v1.65, NPC racing pilot AI.

//Identical to missileAI, minus detonation upon ECM.

//Landing on planet.

//General interception and combat.

//Looks for rocks, mines them.

//Intercept and detonation.

//Only uses performIdle-method, preferred AI for subentities.

//Pirate behaviour.

//Police patrol navigation around planet waypoints.

//Interception, attack, comms and legal bussines.

//Shuttle: planet -> station.

//Behaviour of rockhermit.

//Police patroll navigation route 1.

//Trader navigation route 1.

//Police patrol navigation route 2 (sun).

//General navigation route2.

//Scavenger behaviour, looks for loot.

//Shuttle behaviour.

//Station behaviour.

//General navigation sun -> witchpoint.

//Checks for presence of motherThargoid, requests target from mother, or tumbles.

//Kills all humans.

//Pauses 5 second, sets range, then detonates with cascade effect.


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Related Links

OXP howto
OXP howto AI
Methods
AI_methods