Difference between revisions of "OXP howto AI"
Eric Walch (talk | contribs) m (→Communication) |
Eric Walch (talk | contribs) m (→Locating entities) |
||
Line 352: | Line 352: | ||
|- |
|- |
||
|'''scanForOffenders''' |
|'''scanForOffenders''' |
||
− | |Locates all the ships in range and |
+ | |Locates all the ships in range, subtracts a random value between 0 and 255 from their legal status or bounty and compares the remaining value. It chooses the worst offender. Because of the random value not all ships are found in every scan and the lower the bounty the longer it takes to detect him as offender. Returns: "TARGET_FOUND" or "NOTHING_FOUND" |
|- |
|- |
||
|'''scanForRandomLoot''' |
|'''scanForRandomLoot''' |
Revision as of 10:09, 14 October 2007
AI Script Format
The AI system consists of a stack of state machines (only the top one of which is active), which respond to game events sent to them as messages. They respond by calling a series of methods which affect the behaviour of the entity and possibly trigger changes to the AI by changing the state or (more drastically) the state machine.
Each state machine (or AI script) is described in a property list in either ASCII or XML format, which can be edited with a text editor or with Property List Editor. The structure is of a dictionary containing each of the machine's possible states referenced by an identifying state name. Each state comprises a dictionary of responses to messages the AI might receive, referenced by the message itself. Each response is an array of methods that will be called when the AI receives that message.
The AI function calls within a message handler are separated from each other by a comma. If a function takes a parameter the value is separated from the function name by a colon and a space, and both the function name and value are enclosed in double quotes.
In ASCII format a simple (two-state) machine looks like this:
{ "STATE_1" = { "ENTER" = (); "MESSAGE_A" = ("method1: value", method2, method3); "MESSAGE_B" = (method4, "setStateTo: STATE_2"); EXIT = (); UPDATE = (); }; "STATE_2" = { "ENTER" = (); "MESSAGE_A" = ("method1: another_value", method5); "MESSAGE_B" = (method6, method7, "setStateTo: STATE_1"); EXIT = (); UPDATE = (); }; }
The same script in XML.
Contents
AI
Method | Description |
---|---|
exitAI | Exits current AI and returns to the same state in the old AI that called this AI with a "setAITo: ". It returns: "RESTARTED". |
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. |
pauseAI:(NSString *)intervalString | Sets AI think-time in seconds. It does not stop the execution of the remainder of the line. It just sets the wait-time for the next UPDATE to be executed again. |
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. |
setStateTo: SOMESTATE | Changes the AI state to SOMESTATE. |
switchAITo:(NSString *)aiString | Switches entity AI to another *AI.plist, the previous AI will be exited. |
AI choices
Method | Description |
---|---|
fightOrFleeHostiles | Deploys escorts if he has them. If he has enough missiles left he might fire one. Then decides between issue the FIGHTING or FLEEING message. Returns "FIGHTING", "DEPLOYING_ESCORTS" or "FLEEING". |
fightOrFleeMissile | Deals with missiles, launches ECM if available, flees if not, marks as offender if police. |
Perform Action
Method | Description |
---|---|
acceptDistressMessageFrom:(ShipEntity *)other | Has police either respond to a distress call, or possibly decide it is too busy or too scared. |
becomeEnergyBlast | Used in the Q bomb. |
becomeExplosion | The entity model is replaced by an explosion. If player is docked at exploding station it first launches the player. |
becomeLargeExplosion | Used at player entity death, not for use in other instances. |
dealEnergyDamageWithinDesiredRange | Needs desiredRange to be set first, then deals weaponEnergy (Shipdata.plist) damage within this sphere. |
decreaseAlertLevel | Can only be used on stations. Decreases station alertlevel. Returns: "CONDITION_YELLOW", "CONDITION_GREEN". |
deployEscorts | Deploys existing escorts to attack the current target. |
ejectCargo | Ejects cargo. |
enterTargetWormhole | Will locate nearest wormhole, and enter it. |
escortCheckMother | Returns "ESCORTING" or "NOT_ESCORTING". |
fireECM | Used by stations and hermits to engage ECM. |
groupAttackTarget | All ships in group will have their targets set to this entity's target and performAttack. |
increaseAlertLevel | Can only be used on stations. Increases station alertlevel. Returns: "YELLOW_ALERT", "RED_ALERT". |
landOnPlanet | Selects the nearest planet it can find, lands (10km from planet) and 'removes' the entity. Returns: "LANDED_ON_PLANET" |
Launch..SomeShip | Launches a ship fron a dockable entity, various types of this method exist. See also Station Ships.
|
markTargetForFines | Deals out a fine to target.
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 record (Legal 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. |
performAttack | Attacks target. |
performCollect | Performs 'collection' of target. |
performDocking | NOT YET IMPLEMENTED. |
performEscort | Performs escorting. |
performFaceDestination | Has entity face destination. Returns "FACING_DESTINATION" when turn is compleated. |
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 | Sets the AI's current state to CONDITION_FLY_RANGE_FROM_DESTINATION. While in this state the entity will attempt to fly to its current destination, stopping at the desired range from it. |
performFlyToPlanet | Used in shuttleAI. combined method to target and fly towards planet? |
performHold | Performs idleness while tracking a potential target, speed is set to zero. frustration level is reset. |
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, speed is unaffected. frustration level is reset to zero. |
performIntercept | Performs target interception. |
performLanding | Same as landOnPlanet, duplicate method or no longer in use? |
performMining | Performs mining. (Finds, intercepts and shoots asteroids with mining laser, if fitted.) |
performTumble | Performs random pitch and roll, 'evasive maneuvers'. |
setSpeedTo:(NSString *)speedString | Sets desired speed to an absolute value, entity cannot go faster than maxspeed value determined in the shipdata.plist. If speed is above maxspeed, entity will use fuelinjectors if available. |
setSpeedFactorTo:(NSString *)speedString | Sets the desired speed to a percentage of maxspeed (0->1=0%->100%). If speedfactor is set above 100%, entity will use fuelinjectors if available. |
setUpEscorts | Useful to quickly establish (by name and number the shipdata.plist prescribed) escorts, when a ship is introduced to a system. |
suggestEscort | Has an escort seek employment and either gets accepted or rejected by the "mother". |
switchLightsOff | If an entity has lights (or flashers), this command will turn them off. Default state is on. (See shipdata.plist) |
switchLightsOn | Will turn flashers back on. |
wormholeEntireGroup | Wormholes ships in this group. |
wormholeEscorts | Wormholes official escorts. |
wormholeGroup | Wormholes ships in group of which this is a leader. |
Method | Description |
---|---|
abortDocking | Signal the motherstation that the docking is aborted. see Docking Instructions |
getWitchspaceEntryCoordinates | Calculates coordinates at 10 km from the nearest station it can find, or just fly 10s forward. |
recallDockingInstructions | see Docking Instructions |
requestDockingCoordinates | Requests coordinates from the nearest station it can find (which may be a Rock hermit). Returns: "NO_STATION_FOUND", "TRY_AGAIN_LATER", "HOLD_POSITION", "BACK_OFF" , "APPROACH" or "APPROACH_COORDINATES". see also Docking Instructions |
setCoordinates:(NSString *)system_x_y_z | Sets destination coords, see addShipsAt. |
setCourseToPlanet | Selects the nearest planet it can find, reaching desired range 50 m from the planet. This will probably crash normal ships on the surface but a collission between the planet and a ship with role "shuttle" is interpreted as landing. |
setCourseToWitchpoint | Sets destination coords to Witchpoint area and sets "DesiredRange" to 10 km. |
setDesiredRangeTo:(NSString *)rangeString | Some methods (such as scanForNearestMerchantmen, checkCourseToDestination, checkDistanceTravelled, etc) require a "desired range" parameter to be set before they can be used.
This method is used to set the desired range. There is only one value for desired range within an instance of the AI. The value of desired range is modified internally by AI methods such as fightOrFleeMissile, setCourseToWitchpoint, and setPlanetPatrolCoordinates. |
setDestinationFromCoordinates | Enables the plotting of manual waypoints. |
setDestinationToCurrentLocation | This method sets the destination of the current entity to its current location plus a random offset of up to 0.5 metres in the X, Y, and Z coordinates. This can be used to make a ship idle in a small area of space without being completely still. |
setDestinationToDockingAbort | DockingAbort coordinates 8000 meter distance from the dockingslit. |
setDestinationToStationBeacon | Gets station beacon position. |
setDestinationToTarget | Sets destination to target coords. |
setDestinationToWitchpoint | Sets destination coordinates to WitchspaceExitPosition. |
setDestinationWithinTarget | Handy for ramming and racing. |
setPlanetPatrolCoordinates | Request coordinates for planet control. Read more in setPlanetPatrolCoordinates. |
setSunSkimEndCoordinates | ... |
setSunSkimExitCoordinates | ... |
setSunSkimStartCoordinates | ... |
setTargetToSystemStation | ... |
setTargetToStation | ... |
Communication
Method | Description |
---|---|
****** | Hitting a clean ship automatical sends a "OFFENCE_COMMITTED" to all nearby ships with scanClass equal CLASS_NEUTRAL, CLASS_STATION, CLASS_BUOY, CLASS_POLICE, CLASS_MILITARY, CLASS_PLAYER. Besides this all the ships flying in a group like pirates, police or escorts get an "ATTACKED" message as when they were attacked themself. |
broadcastDistressMessage | Locates all the stations, bounty hunters and police ships in range and tells them that you are under attack. This command resets a previous found target to none at the sending side. It returns: "ACCEPT_DISTRESS_MESSAGE" in the AI of Stations, Hunters and Police ships. |
commsMessage:(NSString *)valueString | Broadcasts a general message to player.
Example: "sendCommsMessage: [thargoid_curses]" |
patrolReportIn | ... |
sendTargetCommsMessage:(NSString*) message | Sends any message to the established (found) target.
Example: "sendTargetCommsMessage: Listen to me!!" |
Locating entities
All these methods require a range to be set by setDesiredRange or by <scanner_range> in shipdata.plist, all will return the message TARGET_FOUND or NOTHING_FOUND. The calling entity remembers the found target, but it does not become the current (universal) target. It can be made the current target by responding to the TARGET_FOUND message with a call to setTargetToFoundTarget.
Method | Description |
---|---|
findNearestPlanet | Will scan for planetentity. |
scanForFormationLeader | Locates the nearest suitable formation leader in range. |
scanForHostiles | Locates all the ships in range targeting the receiver and ships with "SCANNCLASS_TARGOID" and chooses the nearest. |
scanForLoot | Scans for nearest debris in range.
Returns: "HOLD_FULL", "TARGET_FOUND" or "NOTHING_FOUND". If scanning ship is station or has no scoop it always return: "NOTHING_FOUND". If scanning ship has scanClass: "CLASS_POLICE", it only finds slaves and lifepods. |
scanForNearestMerchantmen | Scans for ships with role: Trader or Player and selects the nearest. If scanning ship has role Pirate it prefers the player.
Returns: "TARGET_FOUND" or "NOTHING_FOUND" |
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. It finds everything except cargo and ships with a role starting with: "tharg". If it finds the player it prefers the player. |
scanForOffenders | Locates all the ships in range, subtracts a random value between 0 and 255 from their legal status or bounty and compares the remaining value. It chooses the worst offender. Because of the random value not all ships are found in every scan and the lower the bounty the longer it takes to detect him as offender. Returns: "TARGET_FOUND" or "NOTHING_FOUND" |
scanForRandomLoot | Scans for debris in range and selects one at random from the first 16 found.
Returns: "HOLD_FULL", "TARGET_FOUND" or "NOTHING_FOUND" If scanning ship is station or has no scoop it always return: "NOTHING_FOUND". |
scanForRandomMerchantmen | Scans for ships with role: Trader or Player and selects one at random. Returns: "TARGET_FOUND" or "NOTHING_FOUND". |
scanForRocks | Scans for nearest boulder in range. When nothing found then scans for nearest asteroid in range. Returns "TARGET_FOUND" or "NOTING_FOUND". |
scanForThargoid | Locates all the ships with role "thargoid" in range and chooses the nearest. |
checkCourseToDestination | Will return "COURSE_OK" when no obstacles on the direct route, else it calculates a little deviated save vector and returns "WAYPOINT_SET". |
checkDistanceTravelled | May return "GONE_BEYOND_RANGE" or "DESIRED_RANGE_ACHIEVED". |
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". |
checkForShips: <role> | Returns with shipsFound_number = #. |
checkTargetLegalStatus | Returns "TARGET_CLEAN, "TARGET_MINOR_OFFENDER", "TARGET_OFFENDER", "TARGET_FUGITIVE" or "NO_TARGET". |
Targeting
Method | Description |
---|---|
requestNewTarget | Locates all the ships in range targeting the mother ship, and chooses the nearest/biggest. |
setTargetToFoundTarget | Affirms a TARGET_FOUND by a scanFor- or find-Something-method as the universal target. |
setTargetToPrimaryAggressor | Changes to a different enemy target if attacked, unless already very involved in attacking another. |
Miscellaneous
Method | Description |
---|---|
addFuel:(NSString*) fuel_number | Changes player's fuel level by fuel_number LY's, max to 7.0 min to 0.0. |
becomeUncontrolledThargon | Changes ship into cargo with scannClass "CLASS_CARGO" and sets AI to "dumbAI". If also the the cargo type is defined in ShipData.plist it can be picked up like any other cargo. |
initialiseTurret | Prepares the turret. |
rollD:(NSString*) die_number | Uses "dice" for random situation use.
Example 1, 3 options in someAI.plist: GLOBAL = { ENTER = ("rollD: 3"); "ROLL_1" = (action1); "ROLL_2" = (action2); "ROLL_3" = (action3);} Example 2, 50% chance in script.plist; conditions = ("d100_number lessthan 50"); do = (action1); else = (action2); is similar in function. |
scriptActionOnTarget:(NSString*) action | Will cause immediate reaction to any changes this makes. |
setTakeOffFromPlanet | Selects the nearest planet it can find and adds entity 10 km from planet, unless there is no planet to be found. |