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?
Sit-and-Spin AI in latest trunk?
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Re: Sit-and-Spin AI in latest trunk?
Yes. I'll take a look at it.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?
EDIT: fixed in r5027, I think. Thanks for the report.
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Re: Sit-and-Spin AI in latest trunk?
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!
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.
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Re: Sit-and-Spin AI in latest trunk?
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.
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Re: Sit-and-Spin AI in latest trunk?
Ahruman wrote:I like this guy.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.
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.
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Re: Sit-and-Spin AI in latest trunk?
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!cim wrote:EDIT: fixed in r5027, I think. Thanks for the report.
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)
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Sit-and-Spin AI in latest trunk?
Fixed, along with some other combat AI errors, in r5166.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.