Sit-and-Spin AI in latest trunk?

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Post Reply
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Sit-and-Spin AI in latest trunk?

Post by Switeck »

I've tried oolite-trunk-1.77.0.5025-dev.win32.exe and freshly spawned Pirate ships make little loops and refuse to attack my ship for quite some time after spawning. Sometimes they don't even immediately attack or flee if I shoot them with my military laser.

Anyone else seen this?
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Sit-and-Spin AI in latest trunk?

Post by cim »

Switeck wrote:
I've tried oolite-trunk-1.77.0.5025-dev.win32.exe and freshly spawned Pirate ships make little loops and refuse to attack my ship for quite some time after spawning. Sometimes they don't even immediately attack or flee if I shoot them with my military laser.

Anyone else seen this?
Yes. I'll take a look at it.

EDIT: fixed in r5027, I think. Thanks for the report.
User avatar
CommonSenseOTB
---- E L I T E ----
---- E L I T E ----
Posts: 1397
Joined: Wed May 04, 2011 10:42 am
Location: Saskatchewan, Canada

Re: Sit-and-Spin AI in latest trunk?

Post by CommonSenseOTB »

Yes I've seen this, mostly cobra3's making some erratic low speed loops and maneuvers. Glad it's fixed. Thought it might be a new feature, drugged pilots. haha! :lol:
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: Sit-and-Spin AI in latest trunk?

Post by JensAyton »

Code: Select all

Author: cim
Date: 2012-06-23 15:31:14 +0200 (Sat, 23 Jun 2012)
New Revision: 5027

Log:
Fix bug where looking too harshly at an inexperienced pilot would cause them to panic and fly in circles.
I like this guy. :-)
User avatar
CommonSenseOTB
---- E L I T E ----
---- E L I T E ----
Posts: 1397
Joined: Wed May 04, 2011 10:42 am
Location: Saskatchewan, Canada

Re: Sit-and-Spin AI in latest trunk?

Post by CommonSenseOTB »

Ahruman wrote:

Code: Select all

Author: cim
Date: 2012-06-23 15:31:14 +0200 (Sat, 23 Jun 2012)
New Revision: 5027

Log:
Fix bug where looking too harshly at an inexperienced pilot would cause them to panic and fly in circles.
I like this guy. :-)
:lol:
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: Sit-and-Spin AI in latest trunk?

Post by Eric Walch »

cim wrote:
EDIT: fixed in r5027, I think. Thanks for the report.
There is still an error with the attack code. Today I noticed a viper with full flashers just spinning around at the same spot near the station. The viper was in BEHAVIOUR_ATTACK_FLY_FROM_TARGET and his target was an escort ship that was waiting in a docking queue. The desiredSpeed of the viper was zero!

Looking in the code, there is nothing that sets the speed in that behaviour. In the past ships always had a speed when entering this behaviour, so it was never a problem.

The strange thing that there should be a 33% chance of getting a new speed set when frustrated. I watched the frustration counter reaching 10 a dozen of times but nothing happened. jink did change seeing by the occasional rotations of the ship. This frustration jink changes do double the desired speed also, but 2x0 stays zero :)

It needs always setting an explicit speed at the end of the frustration, or always ensure that a desired speed is set when entering this behaviour.

(I still can't build because of linking errors with the current code, so I can't test things myself)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Sit-and-Spin AI in latest trunk?

Post by cim »

Eric Walch wrote:
Looking in the code, there is nothing that sets the speed in that behaviour. In the past ships always had a speed when entering this behaviour, so it was never a problem.
Fixed, along with some other combat AI errors, in r5166.
Post Reply