Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Commander McLane »

Switeck wrote:
I've found out the hard way with convoys heading to near the planet, those ships head to different points AROUND the planet rather than to the same point.
This could be solved, however, by setting a destination in their ship script rather than in the AI.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by cim »

Switeck wrote:
How many ships can a station hold anyway?
In Oolite's game engine, strictly speaking, only one (the player). An unlimited number of ships can be removed from the universe by docking, or added to the universe by launching, provided that doing so does not breach the overall entity limit, but the station doesn't have a concept of "docked ships". Most of the launch routines do track how many ships of that type the station has launched since it was generated, up to an internal limit, but the ships launched by those routines don't meaningfully exist before their launch is requested.

In terms of internal volume, a basic Coriolis station is slightly less than a cubic kilometre in size. Obviously you can hold more orbital shuttles than Anacondas, and there presumably needs to be some room on the station for things which are not docked ships, but several hundred at least. (The original Elite manual claims 2000, which is possible with plenty of room to spare if most of them are small in-system craft, but seems a little on the high side)
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

I spotted a Viper *WAY* outside the usual spacelanes...and bound for nowhere in a real hurry! It was heading almost directly away from the planet along the z-axis. There were no ships near it. The only reason why I found it was because I'm using Okti's Long Range Scanner OXP.

Entry about the Viper in Latest.log:

01:55:43.484 [universe.objectDump]: Ent: 1 ShipEntity "GalCop Viper Interceptor" position: (-128870, 2450.71, 1.56383e+006) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT range: 702.462 (visible: yes) mass 43245.4 AI: interceptAI.plist:ATTACK_SHIP

How it got into that state is a mystery.

Adding this:
"NO_TARGET" = (performIdle, switchLightsOff, exitAI);
to interceptAI.plist, ATTACK_SHIP section ...might help it break off from its "attack".

While I'm using Switeck's Shipping OXP, interceptAI.plist is not modified by my changes.
I'm using windows version of Oolite v1.76.1, along with Win XP Pro SP3.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Commander McLane »

It would be interesting to know whether there was any other ship nearby. Vipers chasing offenders away from the space lanes are quite common. I have occasionally come across a pairing of pirate and police ship way out in deep space. As long as the Viper doesn't manage to kill the pirate, this chase is pretty much going to go on forever. There is no such thing as BREAK_UP_WHATEVER_YOU_ARE_DOING_AND_RETURN_TO_THE_PLANET_BECAUSE_YOU_ARE_TOO_FAR_IN_DEEP_SPACE in any AI. :wink:

Thus the really useful thing to test would have been for its target. So, once you could target the Viper you should have typed

Code: Select all

PS.target.target
in the JS-console.

If the Viper's target was indeed nowhere near, it would be interesting to know why it never received a TARGET_LOST (that's the relevant AI message here, not so much NO_TARGET). It should not chase a target that has a higher speed (and therefore gains more and more distance) forever, but break up the chase as soon as it's clear that the target can't be overtaken. So, if the target was really totally out of reach, this mighty be another reincarnation of the still-targeting-targets-that-are-way-out-of-scanner-range-bug.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

There was nothing within about 1500 km from it. I used LongRangeScanner OXP to find it while I was far, far away from it...and teleport my ship there. The Viper was heading away from the planet, stuck in interceptAI.plist:ATTACK_SHIP mode. There was nothing in front of it, so it would continue that way forever.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

Found another, this time it was a Mamba escort:

17:58:57.531 [dumpState]: State for <ShipEntity 0x5fc1778>{"Mamba Escort" position: (409213, 4.21547e+006, 2.89217e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
17:58:57.531 [dumpState.entity]: Universal ID: 486
17:58:57.531 [dumpState.entity]: Scan class: CLASS_NEUTRAL
17:58:57.531 [dumpState.entity]: Status: STATUS_IN_FLIGHT
17:58:57.531 [dumpState.entity]: Position: (409213, 4.21547e+006, 2.89217e+006)
17:58:57.531 [dumpState.entity]: Orientation: (0.608706 + 0.298177i - 0.371907j - 0.634234k)
17:58:57.531 [dumpState.entity]: Distance travelled: 6.4873e+006
17:58:57.531 [dumpState.entity]: Energy: 240 of 240
17:58:57.531 [dumpState.entity]: Mass: 52993
17:58:57.531 [dumpState.entity]: Owner: self
17:58:57.531 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
17:58:57.531 [dumpState.shipEntity]: Type: mamba-escort
17:58:57.531 [dumpState.shipEntity]: Name: Mamba Escort
17:58:57.531 [dumpState.shipEntity]: Display Name: Mamba Escort
17:58:57.531 [dumpState.shipEntity]: Roles: <OORoleSet 0x782fd10>{escort hermit-ship(0.1) hunter(0.01) pirate(0.1)}
17:58:57.531 [dumpState.shipEntity]: Primary role: escort
17:58:57.531 [dumpState.shipEntity]: Script: <OOJSScript 0x8704038>{"oolite-default-ship-script" version 1.76.1}
17:58:57.531 [dumpState.shipEntity]: Subentity count: 1
17:58:57.531 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
17:58:57.531 [dumpState.shipEntity]: Destination: (7549.98, 416.144, 372668)
17:58:57.531 [dumpState.shipEntity]: Other destination: (0, 0, 0)
17:58:57.531 [dumpState.shipEntity]: Waypoint count: 0
17:58:57.531 [dumpState.shipEntity]: Desired speed: 320
17:58:57.531 [dumpState.shipEntity]: Thrust: 32
17:58:57.531 [dumpState.shipEntity]: Fuel: 0
17:58:57.531 [dumpState.shipEntity]: Fuel accumulator: 1
17:58:57.531 [dumpState.shipEntity]: Missile count: 0
17:58:57.531 [dumpState.shipEntity.ai]: AI:
17:58:57.531 [dumpState.ai]: State machine name: interceptAI.plist
17:58:57.531 [dumpState.ai]: Current state: ATTACK_SHIP
17:58:57.531 [dumpState.ai]: Next think time: 21057.8
17:58:57.531 [dumpState.ai]: Next think interval: 0.125
17:58:57.531 [dumpState.shipEntity]: Jink position: (-1000, 1180, 400)
17:58:57.531 [dumpState.shipEntity]: Frustration: 0
17:58:57.531 [dumpState.shipEntity]: Success factor: 0
17:58:57.531 [dumpState.shipEntity]: Shots fired: 0
17:58:57.531 [dumpState.shipEntity]: Time since shot: 15727.9
17:58:57.531 [dumpState.shipEntity]: Spawn time: 201.077 (20856.7 seconds ago)
17:58:57.531 [dumpState.shipEntity]: Hull temperature: 60
17:58:57.531 [dumpState.shipEntity]: Heat insulation: 7
17:58:57.531 [dumpState.shipEntity]: Flags: isFrangible, canFragment
17:59:04.859 [universe.objectDump]: DEBUG: Entity Dump - [entities count] = 39, n_entities = 39
17:59:04.859 [universe.objectDump]: Ent: 0 PlayerEntity "OMEGA" position: (403947, 4.20951e+006, 2.88688e+006) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 68160.8
17:59:04.859 [universe.objectDump]: Ent: 1 DustEntity position: (0, 0, 0) scanClass: CLASS_NO_DRAW status: STATUS_ACTIVE
17:59:04.859 [universe.objectDump]: Ent: 2 ShipEntity "Mamba Escort" position: (409320, 4.21674e+006, 2.89296e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 10868 (visible: yes) mass 52993 AI: interceptAI.plist:ATTACK_SHIP

Once again, NOTHING around this Mamba ship. I "teleported" to it only moments earlier, so my ship shouldn't be to blame for its location.

I found another ship doing the same thing, a Cobra 1:

18:03:57.718 [dumpState]: State for <ShipEntity 0x7b7b468>{"Cobra Mark I" position: (-1.77416e+006, 435540, 1.12426e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
18:03:57.718 [dumpState.entity]: Universal ID: 517
18:03:57.718 [dumpState.entity]: Scan class: CLASS_NEUTRAL
18:03:57.718 [dumpState.entity]: Status: STATUS_IN_FLIGHT
18:03:57.718 [dumpState.entity]: Position: (-1.77416e+006, 435540, 1.12426e+006)
18:03:57.718 [dumpState.entity]: Orientation: (0.261621 + 0.520456i + 0.0468439j - 0.811471k)
18:03:57.718 [dumpState.entity]: Distance travelled: 2.37613e+006
18:03:57.718 [dumpState.entity]: Energy: 200 of 200
18:03:57.718 [dumpState.entity]: Mass: 94808
18:03:57.718 [dumpState.entity]: Owner: self
18:03:57.718 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
18:03:57.718 [dumpState.shipEntity]: Type: cobramk1-alt
18:03:57.718 [dumpState.shipEntity]: Name: Cobra Mark I
18:03:57.718 [dumpState.shipEntity]: Display Name: Cobra Mark I
18:03:57.718 [dumpState.shipEntity]: Roles: <OORoleSet 0x8878d78>{hermit-ship(0.3) hunter pirate scavenger(0.1) sunskim-trader(0.03) trader(0.1)}
18:03:57.718 [dumpState.shipEntity]: Primary role: hunter
18:03:57.718 [dumpState.shipEntity]: Script: <OOJSScript 0x6483f88>{"oolite-default-ship-script" version 1.76.1}
18:03:57.718 [dumpState.shipEntity]: Subentity count: 2
18:03:57.718 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
18:03:57.718 [dumpState.shipEntity]: Destination: (20179.1, 30344.3, 189695)
18:03:57.718 [dumpState.shipEntity]: Other destination: (0, 0, 0)
18:03:57.718 [dumpState.shipEntity]: Waypoint count: 0
18:03:57.718 [dumpState.shipEntity]: Desired speed: 104
18:03:57.718 [dumpState.shipEntity]: Thrust: 30
18:03:57.718 [dumpState.shipEntity]: Fuel: 0
18:03:57.718 [dumpState.shipEntity]: Fuel accumulator: 0.775998
18:03:57.718 [dumpState.shipEntity]: Missile count: 1
18:03:57.718 [dumpState.shipEntity.ai]: AI:
18:03:57.718 [dumpState.ai]: State machine name: interceptAI.plist
18:03:57.718 [dumpState.ai]: Current state: ATTACK_SHIP
18:03:57.718 [dumpState.ai]: Next think time: 21352.4
18:03:57.718 [dumpState.ai]: Next think interval: 0.125
18:03:57.718 [dumpState.shipEntity]: Jink position: (0, 0, 0)
18:03:57.718 [dumpState.shipEntity]: Frustration: 0
18:03:57.718 [dumpState.shipEntity]: Success factor: 4494.04
18:03:57.718 [dumpState.shipEntity]: Shots fired: 0
18:03:57.718 [dumpState.shipEntity]: Time since shot: 20168.6
18:03:57.718 [dumpState.shipEntity]: Spawn time: 201.077 (21151.3 seconds ago)
18:03:57.718 [dumpState.shipEntity]: Hull temperature: 60
18:03:57.718 [dumpState.shipEntity]: Heat insulation: 7
18:03:57.718 [dumpState.shipEntity]: Flags: isFrangible, canFragment
18:04:01.437 [universe.objectDump]: DEBUG: Entity Dump - [entities count] = 39, n_entities = 39
18:04:01.437 [universe.objectDump]: Ent: 0 PlayerEntity "OMEGA" position: (-1.77355e+006, 435360, 1.1239e+006) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 68160.8
18:04:01.437 [universe.objectDump]: Ent: 1 ShipEntity "Cobra Mark I" position: (-1.77432e+006, 435574, 1.12434e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 910.777 (visible: yes) mass 94808 AI: interceptAI.plist:ATTACK_SHIP

Worse, I found a Transport far away from anything...heading FURTHER away from anything:

18:08:07.625 [dumpState]: State for <ShipEntity 0x595b5d8>{"Transporter" position: (-285010, 190013, 542445) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
18:08:07.625 [dumpState.entity]: Universal ID: 945
18:08:07.625 [dumpState.entity]: Scan class: CLASS_NEUTRAL
18:08:07.625 [dumpState.entity]: Status: STATUS_IN_FLIGHT
18:08:07.625 [dumpState.entity]: Position: (-285010, 190013, 542445)
18:08:07.625 [dumpState.entity]: Orientation: (0.528547 + 0.613028i + 0.0179518j - 0.586952k)
18:08:07.625 [dumpState.entity]: Distance travelled: 384910
18:08:07.625 [dumpState.entity]: Energy: 150 of 150
18:08:07.625 [dumpState.entity]: Mass: 15605.2
18:08:07.625 [dumpState.entity]: Owner: self
18:08:07.625 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
18:08:07.625 [dumpState.shipEntity]: Type: transporter
18:08:07.625 [dumpState.shipEntity]: Name: Transporter
18:08:07.625 [dumpState.shipEntity]: Display Name: Transporter
18:08:07.625 [dumpState.shipEntity]: Roles: <OORoleSet 0x6c5c228>{shuttle}
18:08:07.625 [dumpState.shipEntity]: Primary role: shuttle
18:08:07.625 [dumpState.shipEntity]: Script: <OOJSScript 0x8608f60>{"oolite-default-ship-script" version 1.76.1}
18:08:07.625 [dumpState.shipEntity]: Subentity count: 2
18:08:07.625 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
18:08:07.625 [dumpState.shipEntity]: Target: <StationEntity 0x10136010>{"Coriolis Station" "Coriolis Station" position: (-43307.3, 70058.5, 406303) scanClass: CLASS_STATION status: STATUS_ACTIVE}
18:08:07.625 [dumpState.shipEntity]: Destination: (-33658.2, -21117, 456410)
18:08:07.625 [dumpState.shipEntity]: Other destination: (0, 0, 0)
18:08:07.625 [dumpState.shipEntity]: Waypoint count: 0
18:08:07.625 [dumpState.shipEntity]: Desired speed: 75
18:08:07.625 [dumpState.shipEntity]: Thrust: 20
18:08:07.625 [dumpState.shipEntity]: Fuel: 0
18:08:07.625 [dumpState.shipEntity]: Fuel accumulator: 1
18:08:07.625 [dumpState.shipEntity]: Missile count: 0
18:08:07.625 [dumpState.shipEntity.ai]: AI:
18:08:07.625 [dumpState.ai]: State machine name: gotoWaypointAI.plist
18:08:07.625 [dumpState.ai]: Current state: GO_TO_WAYPOINT
18:08:07.625 [dumpState.ai]: Next think time: 21531.7
18:08:07.625 [dumpState.ai]: Next think interval: 0.125
18:08:07.625 [dumpState.shipEntity]: Jink position: (0, 0, 0)
18:08:07.625 [dumpState.shipEntity]: Frustration: 1.141
18:08:07.625 [dumpState.shipEntity]: Success factor: 339344
18:08:07.625 [dumpState.shipEntity]: Shots fired: 0
18:08:07.625 [dumpState.shipEntity]: Time since shot: 5228.58
18:08:07.625 [dumpState.shipEntity]: Spawn time: 16402.3 (5128.6 seconds ago)
18:08:07.625 [dumpState.shipEntity]: Hull temperature: 60
18:08:07.625 [dumpState.shipEntity]: Heat insulation: 7
18:08:07.625 [dumpState.shipEntity]: Flags: isFrangible, canFragment
18:08:31.125 [universe.objectDump]: DEBUG: Entity Dump - [entities count] = 42, n_entities = 42
18:08:31.125 [universe.objectDump]: Ent: 0 PlayerEntity "OMEGA" position: (-284430, 189388, 542251) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 68160.8
18:08:31.125 [universe.objectDump]: Ent: 1 ShipEntity "Transporter" position: (-286296, 191103, 542876) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 2610.67 (visible: yes) mass 15605.2 AI: gotoWaypointAI.plist:GO_TO_WAYPOINT

At least this Orbital Shuttle was heading the right way, but I don't know how it got so far away from the planet:

18:09:30.812 [dumpState]: State for <ShipEntity 0x1022f010>{"Orbital Shuttle" position: (813489, -86198, 79682.5) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
18:09:30.812 [dumpState.entity]: Universal ID: 849
18:09:30.812 [dumpState.entity]: Scan class: CLASS_NEUTRAL
18:09:30.812 [dumpState.entity]: Status: STATUS_IN_FLIGHT
18:09:30.812 [dumpState.entity]: Position: (813489, -86198, 79682.5)
18:09:30.812 [dumpState.entity]: Orientation: (0.443064 + 0.500804i + 0.245211j - 0.70197k)
18:09:30.812 [dumpState.entity]: Distance travelled: 1.1137e+006
18:09:30.812 [dumpState.entity]: Energy: 120 of 120
18:09:30.812 [dumpState.entity]: Mass: 18680.6
18:09:30.812 [dumpState.entity]: Owner: self
18:09:30.812 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
18:09:30.812 [dumpState.shipEntity]: Type: shuttle
18:09:30.812 [dumpState.shipEntity]: Name: Orbital Shuttle
18:09:30.812 [dumpState.shipEntity]: Display Name: Orbital Shuttle
18:09:30.812 [dumpState.shipEntity]: Roles: <OORoleSet 0x78f5b68>{shuttle}
18:09:30.812 [dumpState.shipEntity]: Primary role: shuttle
18:09:30.812 [dumpState.shipEntity]: Script: <OOJSScript 0x7e1ba10>{"oolite-default-ship-script" version 1.76.1}
18:09:30.812 [dumpState.shipEntity]: Subentity count: 4
18:09:30.812 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
18:09:30.812 [dumpState.shipEntity]: Destination: (47264.8, -5014.49, 393918)
18:09:30.812 [dumpState.shipEntity]: Other destination: (0, 0, 0)
18:09:30.812 [dumpState.shipEntity]: Waypoint count: 0
18:09:30.812 [dumpState.shipEntity]: Desired speed: 80
18:09:30.812 [dumpState.shipEntity]: Thrust: 16
18:09:30.812 [dumpState.shipEntity]: Fuel: 0
18:09:30.812 [dumpState.shipEntity]: Fuel accumulator: 1
18:09:30.812 [dumpState.shipEntity]: Missile count: 0
18:09:30.812 [dumpState.shipEntity.ai]: AI:
18:09:30.812 [dumpState.ai]: State machine name: risingShuttleAI.plist
18:09:30.812 [dumpState.ai]: Current state: LIFT_OFF
18:09:30.812 [dumpState.ai]: Next think time: 21612.7
18:09:30.812 [dumpState.ai]: Next think interval: 0.125
18:09:30.812 [dumpState.shipEntity]: Jink position: (-555, 240, 400)
18:09:30.812 [dumpState.shipEntity]: Frustration: 0
18:09:30.812 [dumpState.shipEntity]: Success factor: 832128
18:09:30.812 [dumpState.shipEntity]: Shots fired: 0
18:09:30.812 [dumpState.shipEntity]: Time since shot: 14311
18:09:30.812 [dumpState.shipEntity]: Spawn time: 7401.66 (14211 seconds ago)
18:09:30.812 [dumpState.shipEntity]: Hull temperature: 60
18:09:30.812 [dumpState.shipEntity]: Heat insulation: 7
18:09:30.812 [dumpState.shipEntity]: Flags: isFrangible
18:09:31.843 [universe.objectDump]: DEBUG: Entity Dump - [entities count] = 41, n_entities = 41
18:09:31.843 [universe.objectDump]: Ent: 0 PlayerEntity "OMEGA" position: (813954, -86226.3, 79546.2) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 68160.8
18:09:31.843 [universe.objectDump]: Ent: 1 ShipEntity "Orbital Shuttle" position: (813430, -86191.8, 79706.6) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 549.21 (visible: yes) mass 18680.6 AI: risingShuttleAI.plist:LIFT_OFF
...
and the previously-mentioned ships:

18:09:31.843 [universe.objectDump]: Ent: 37 ShipEntity "Transporter" position: (-282999, 189417, 541333) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 1.22169e+006 (visible: no) mass 15605.2 AI: risingShuttleAI.plist:LIFT_OFF
18:09:31.843 [universe.objectDump]: Ent: 38 ShipEntity "Cobra Mark I" position: (-1.71757e+006, 421485, 1.10068e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 2.77653e+006 (visible: no) mass 94808 AI: route1patrolAI.plist:HEAD_FOR_PLANET
18:09:31.843 [universe.objectDump]: Ent: 39 ShipEntity "Mamba Escort" position: (395733, 4.06957e+006, 2.80577e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 4.98777e+006 (visible: no) mass 52993 AI: route1patrolAI.plist:HEAD_FOR_PLANET

While I may have ran the game at TAF 16x speed for awhile, shouldn't the npc ships course-correct sometime after lowering TAF back to 1x?

These ships weren't "dead", they reacted quite quickly when I shot them...and after I cloaked they headed towards the planet though they're still a LONG ways off.

I had to "abbreviate" my Latest.log to post it here:
http://pastebin.com/qXxh9hHi
I deleted many duplicates of this:
[swi-oolite-constrictor-hunt]: checking conditions... Constrictor Hunt Mission: null GalaxyNumber: 2

...I almost forgot, I also scooped a cargo canister that didn't make a sound and didn't give me anything. It didn't even register as scoopable cargo to LongRangeScanner v0.311.oxp!
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Tricky »

Hmm... I've noticed situations where ships were in a continuous waypoint AI loop as they were just getting COURSE_OK messages in GO_TO_WAYPOINT. No idea why FRUSTRATED or DESIRED_RANGE_ACHIEVED was not being fired.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

I wonder if I should ram them (triggering damage check?) or at least get in their way (pathfinding check?) the next time I see ships wandering off to deep space...
User avatar
Tricky
---- E L I T E ----
---- E L I T E ----
Posts: 821
Joined: Sun May 13, 2012 11:12 pm
Location: Bradford, UK. (Anarchic)

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Tricky »

Switeck wrote:
I wonder if I should ram them (triggering damage check?) or at least get in their way (pathfinding check?) the next time I see ships wandering off to deep space...
Actually I find that does work. Although I don't ram them I just creep up on them until the collision detection kicks in which wakes somebody up on the bridge.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by JensAyton »

For the record, if a ship has a primary target it’s included in the dump after “Behaviour:”.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Commander McLane »

Ahruman wrote:
For the record, if a ship has a primary target it’s included in the dump after “Behaviour:”.
I thought as much because of this in Switeck's third entity dump:
Switeck wrote:

Code: Select all

  18:08:07.625 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  18:08:07.625 [dumpState.shipEntity]: Target: <StationEntity 0x10136010>{"Coriolis Station" "Coriolis Station" position: (-43307.3, 70058.5, 406303) scanClass: CLASS_STATION status: STATUS_ACTIVE}
This means, however, that the first two examples are indeed stuck in the ATTACK_SHIP state of interceptAI without having primary targets, which shouldn't happen.

So there seems to be a bug somewhere indeed. Can be OXP-induced as well, of course.
User avatar
Rese249er
---- E L I T E ----
---- E L I T E ----
Posts: 647
Joined: Thu Jun 07, 2012 2:19 pm
Location: Well, I WAS in G3...

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Rese249er »

Spacer sickness - spend long enough in the black and you'll melt into it.
Got all turned around, lost my nav connection... Where am I now?
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

I'm also seeing Thargons which my lasers often pass through and even ramming them doesn't work...they're at least sometimes "ghosts"!

I re-ran tests with Oolite development version 1.77.0.5403 ...and got the same results concerning npc ships wandering off into deep space stuck in interceptAI.plist, ATTACK_SHIP, Target: <none>

Latest.log from that posted here:
http://pastie.org/4929329

I had to cut out all the:
12:36:03.718 [swi-oolite-constrictor-hunt]: checking conditions... Constrictor Hunt Mission: null GalaxyNumber: 0
and OpenGL extensions list to get that paste down to <64 KB. :lol:
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Commander McLane »

Can I ask an obvious question:

Do you see those ships stuck in interceptAI without having targets when you de-install your OXP?
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan

Post by Switeck »

No I hadn't bothered to. But since you insist...

This happened without my Ai-modifying Switeck's Shipping OXP installed:

03:23:01.734 [dumpState]: State for <ShipEntity 0x7bac818>{"Mamba Escort" position: (-26888.5, -5881.37, -1.70557e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
03:23:01.734 [dumpState.entity]: Universal ID: 923
03:23:01.734 [dumpState.entity]: Scan class: CLASS_NEUTRAL
03:23:01.734 [dumpState.entity]: Status: STATUS_IN_FLIGHT
03:23:01.734 [dumpState.entity]: Position: (-26888.5, -5881.37, -1.70557e+006)
03:23:01.734 [dumpState.entity]: Orientation: (0.00680151 - 0.666089i + 0.745832j + 0.00371641k)
03:23:01.734 [dumpState.entity]: Distance travelled: 1.39072e+007
03:23:01.734 [dumpState.entity]: Energy: 240 of 240
03:23:01.734 [dumpState.entity]: Mass: 52993
03:23:01.734 [dumpState.entity]: Owner: self
03:23:01.734 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
03:23:01.734 [dumpState.shipEntity]: Type: mamba-escort
03:23:01.734 [dumpState.shipEntity]: Name: Mamba Escort
03:23:01.734 [dumpState.shipEntity]: Display Name: Mamba Escort
03:23:01.734 [dumpState.shipEntity]: Roles: <OORoleSet 0xaa98e78>{escort}
03:23:01.734 [dumpState.shipEntity]: Primary role: escort
03:23:01.734 [dumpState.shipEntity]: Script: <OOJSScript 0xaae4a78>{"oolite-default-ship-script" version 1.76.1}
03:23:01.734 [dumpState.shipEntity]: Subentity count: 1
03:23:01.734 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
03:23:01.734 [dumpState.shipEntity]: Destination: (-943.98, -9.26066, 10429.3)
03:23:01.734 [dumpState.shipEntity]: Other destination: (0, 0, 0)
03:23:01.734 [dumpState.shipEntity]: Waypoint count: 0
03:23:01.734 [dumpState.shipEntity]: Desired speed: 240
03:23:01.734 [dumpState.shipEntity]: Thrust: 32
03:23:01.734 [dumpState.shipEntity]: Fuel: 0
03:23:01.734 [dumpState.shipEntity]: Fuel accumulator: 1
03:23:01.734 [dumpState.shipEntity]: Missile count: 0
03:23:01.734 [dumpState.shipEntity.ai]: AI:
03:23:01.734 [dumpState.ai]: State machine name: gotoWaypointAI.plist
03:23:01.734 [dumpState.ai]: Current state: GO_TO_WAYPOINT
03:23:01.734 [dumpState.ai]: Next think time: 67303.1
03:23:01.734 [dumpState.ai]: Next think interval: 0.125
03:23:01.734 [dumpState.shipEntity]: Jink position: (0, 0, 0)
03:23:01.734 [dumpState.shipEntity]: Frustration: 0.406
03:23:01.734 [dumpState.shipEntity]: Success factor: 1.7162e+006
03:23:01.734 [dumpState.shipEntity]: Shots fired: 0
03:23:01.734 [dumpState.shipEntity]: Time since shot: 13123.2
03:23:01.734 [dumpState.shipEntity]: Spawn time: 10491.6 (56810 seconds ago)
03:23:01.734 [dumpState.shipEntity]: Hull temperature: 60
03:23:01.734 [dumpState.shipEntity]: Heat insulation: 1
03:23:01.734 [dumpState.shipEntity]: Flags: isFrangible
03:23:03.046 [universe.objectDump]: DEBUG: Entity Dump - [entities count] = 272, n_entities = 272
03:23:03.046 [universe.objectDump]: Ent: 0 PlayerEntity "OMEGA" position: (-26939.5, -6005.77, -1.70434e+006) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 68160.8
03:23:03.046 [universe.objectDump]: Ent: 1 ShipEntity "Mamba Escort" position: (-26892.3, -5882.26, -1.70582e+006) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 1491.25 (visible: yes) mass 52993 AI: gotoWaypointAI.plist:GO_TO_WAYPOINT

It was heading the wrong way to go to any reasonable waypoint. Basically booking it to get as far from the sun and planet as it could get till I shot it to get its attention...then fled off radar, cloaked, and went back to it to see what it'd do. By then, it had turned around and started heading towards the planet...best I could tell.

Testing without my Switeck's Shipping OXP isn't the same as testing with an OXP-free game.
I have other OXPs installed, some of which are necessary to do these tests. It's ultimately too hard to find ships at these distances without help. Sure, Pause + 0 key and reading Latest.log can tell me they're out there, but not well enough that I can discern their heading and probable destination. I have to get in close to mark-1 eyeball them to do that.
Post Reply