Difference between revisions of "Route1traderAI"
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Eric Walch (talk | contribs) (script example from Oolite -> scripting page) |
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(4 intermediate revisions by 2 users not shown) | |||
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Refered to AI's: |
Refered to AI's: |
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− | [[dockingAI]] |
+ | [[dockingAI]], [[gotoWaypointAI]] |
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"TARGET_LOST" = ("setStateTo: HEAD_FOR_PLANET"); |
"TARGET_LOST" = ("setStateTo: HEAD_FOR_PLANET"); |
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UPDATE = (); }; |
UPDATE = (); }; |
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− | : |
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− | "GO_TO_WAYPOINT" = { |
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− | ENTER = ("setDesiredRangeTo: 50.0", checkCourseToDestination); |
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− | "COURSE_OK" = ("setSpeedFactorTo: 0.5", performFlyToRangeFromDestination); |
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− | "WAYPOINT_SET" = ("setDesiredRangeTo: 50.0", checkCourseToDestination); |
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− | "DESIRED_RANGE_ACHIEVED" = ("setStateTo: GO_TO_STATION"); |
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− | ATTACKED = (fightOrFleeHostiles); |
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− | "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile, fightOrFleeHostiles, "setStateTo: FLEE"); |
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− | EXIT = (); |
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− | "TARGET_FOUND" = (fightOrFleeHostiles); |
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− | FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); |
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− | FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); |
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− | UPDATE = (scanForHostiles, "pauseAI: 10.0"); }; |
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"GO_TO_STATION" = { |
"GO_TO_STATION" = { |
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FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); |
FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); |
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FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); |
FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); |
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− | UPDATE = (scanForHostiles, "pauseAI: 10.0"); }; |
+ | UPDATE = (setTargetToSystemStation, "setDesiredRangeTo: 5000.0", setDestinationToTarget, checkCourseToDestination, scanForHostiles, "pauseAI: 10.0"); }; |
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"HEAD_FOR_PLANET" = { |
"HEAD_FOR_PLANET" = { |
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− | ENTER = (setCourseToPlanet, "setDesiredRangeTo: 30000.0", "setSpeedFactorTo: 0. |
+ | ENTER = (setCourseToPlanet, "setDesiredRangeTo: 30000.0", "setSpeedFactorTo: 0.35", checkCourseToDestination); |
+ | "COURSE_OK" = ("setSpeedFactorTo: 0.65", performFlyToRangeFromDestination); |
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+ | "WAYPOINT_SET" = ("setAITo: gotoWaypointAI.plist"); |
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"AEGIS_CLOSE_TO_PLANET" = ("setStateTo: GO_TO_STATION"); |
"AEGIS_CLOSE_TO_PLANET" = ("setStateTo: GO_TO_STATION"); |
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"AEGIS_IN_DOCKING_RANGE" = (dockEscorts, "setStateTo: GO_TO_STATION"); |
"AEGIS_IN_DOCKING_RANGE" = (dockEscorts, "setStateTo: GO_TO_STATION"); |
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"DESIRED_RANGE_ACHIEVED" = ("setStateTo: GO_TO_STATION"); |
"DESIRED_RANGE_ACHIEVED" = ("setStateTo: GO_TO_STATION"); |
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+ | "TARGET_FOUND" = (fightOrFleeHostiles); |
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+ | "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile, fightOrFleeHostiles, "setStateTo: FLEE"); |
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ATTACKED = (fightOrFleeHostiles); |
ATTACKED = (fightOrFleeHostiles); |
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− | + | FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); |
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− | + | FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); |
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− | + | UPDATE = (setCourseToPlanet, "setDesiredRangeTo: 30000.0", checkCourseToDestination, scanForHostiles, "pauseAI: 10.0"); |
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− | + | EXIT = ();}; |
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− | FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); |
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− | UPDATE = (scanForHostiles, "pauseAI: 10.0"); }; |
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GLOBAL = { |
GLOBAL = { |
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[[AI|BACK]] |
[[AI|BACK]] |
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+ | |||
+ | |||
+ | [[Category:Oolite scripting]] |
Latest revision as of 13:17, 2 January 2011
Defined states:
- GLOBAL: →HEAD_FOR_PLANET
- HEAD_FOR_PLANET: →GO_TO_STATION, →FLEE, →ATTACK_SHIP
- GO_TO_WAYPOINT: →GO_TO_STATION, →FLEE, →ATTACK_SHIP
- GO_TO_STATION: →GO_TO_WAYPOINT, →FLEE, →ATTACK_SHIP
- FLEE: →FLEE, →ATTACK_SHIP, →GLOBAL
- ATTACK_SHIP": →FLEE, →HEAD_FOR_PLANET
Refered to AI's: dockingAI, gotoWaypointAI
{ 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, fightOrFleeHostiles); "REACHED_SAFETY" = (performIdle, "setStateTo: GLOBAL"); UPDATE = (); };
"ATTACK_SHIP" = { "ENERGY_LOW" = (setTargetToPrimaryAggressor, broadcastDistressMessage, "setStateTo: FLEE"); ENTER = (broadcastDistressMessage, performAttack); EXIT = (); "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile, "setStateTo: FLEE"); "TARGET_DESTROYED" = ("setStateTo: HEAD_FOR_PLANET"); "TARGET_LOST" = ("setStateTo: HEAD_FOR_PLANET"); UPDATE = (); };
"GO_TO_STATION" = { ENTER = (setTargetToStation, "setDesiredRangeTo: 5000.0", setDestinationToTarget, checkCourseToDestination); "COURSE_OK" = ("setSpeedFactorTo: 0.5", performFlyToRangeFromDestination); "WAYPOINT_SET" = ("setStateTo: GO_TO_WAYPOINT"); "DESIRED_RANGE_ACHIEVED" = (dockEscorts, "setAITo: dockingAI.plist"); "AEGIS_IN_DOCKING_RANGE" = (dockEscorts, "setAITo: dockingAI.plist"); EXIT = (); ATTACKED = (fightOrFleeHostiles); "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile, fightOrFleeHostiles, "setStateTo: FLEE"); "TARGET_FOUND" = (fightOrFleeHostiles); FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); UPDATE = (setTargetToSystemStation, "setDesiredRangeTo: 5000.0", setDestinationToTarget, checkCourseToDestination, scanForHostiles, "pauseAI: 10.0"); };
"HEAD_FOR_PLANET" = { ENTER = (setCourseToPlanet, "setDesiredRangeTo: 30000.0", "setSpeedFactorTo: 0.35", checkCourseToDestination); "COURSE_OK" = ("setSpeedFactorTo: 0.65", performFlyToRangeFromDestination); "WAYPOINT_SET" = ("setAITo: gotoWaypointAI.plist"); "AEGIS_CLOSE_TO_PLANET" = ("setStateTo: GO_TO_STATION"); "AEGIS_IN_DOCKING_RANGE" = (dockEscorts, "setStateTo: GO_TO_STATION"); "DESIRED_RANGE_ACHIEVED" = ("setStateTo: GO_TO_STATION"); "TARGET_FOUND" = (fightOrFleeHostiles); "INCOMING_MISSILE" = (setTargetToPrimaryAggressor, broadcastDistressMessage, fightOrFleeMissile, fightOrFleeHostiles, "setStateTo: FLEE"); ATTACKED = (fightOrFleeHostiles); FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE"); UPDATE = (setCourseToPlanet, "setDesiredRangeTo: 30000.0", checkCourseToDestination, scanForHostiles, "pauseAI: 10.0"); EXIT = ();};
GLOBAL = { ENTER = ("setStateTo: HEAD_FOR_PLANET"); EXIT = (); UPDATE = (); }; }