Scripters cove
Moderators: winston, another_commander
Re: Scripters cove
Thanks for the code, seems the best option.
Re: Scripters cove
Excuse me for intervening without being asked, but I think I should warn that using bitwise AND (&) to prevent out-of-bounds is a bad idea: unless the value on the right of the operator is a power of two minus one (7, 255, etc), some values will be never used, like in this case, 1&14 === 0 and it even worse for something like 33 - only 4 values can be accessed from 34 total.LittleBear wrote: ↑Tue Aug 29, 2023 9:32 pmYou can select a specific position number from an array in script if you want to. But this would mean C&Ping the names from descriptions into script in array format:You can then summon a particular position in the array by its number (but Oolite starts counting from 0) with:Code: Select all
this.feudalfirstnamegermanhe = ["Bruno","Dieter","Eric","Franz","Gustav","Heinrich","Johan","Lothar","Otto","Reinhard","Thorsten","Ulrich","Walter","Wilhelm","Wolfgang"];
Var name will now be the name in the array at position 0 out of 15 positions (the number for total number above is one less than the actual number as position 1 is 0 and so on).Code: Select all
var position = 0; var name = feudalfirstnamegermanhe[position &14];
If this is not the intended behaviour (I doubt it is) you need the modulo operator (%):
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var name = feudalfirstnamegermanhe[position % 15];
Re: Scripters cove
Thanks both, looks like I'm going to have fun trying out this coding
- Redspear
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Re: Scripters cove
Is there a simple way to read 'alert condition' of a non-player ship?
I appreciate that non-player ships don't strictly have an alert condition (at least not in the manner that the player does) but never the less that would appear to provide a servicable description of what I'm after.
Specifically, I want to alter non player ship speed when engaged in combat (condition red) compared to otherwise.
I appreciate that non-player ships don't strictly have an alert condition (at least not in the manner that the player does) but never the less that would appear to provide a servicable description of what I'm after.
Specifically, I want to alter non player ship speed when engaged in combat (condition red) compared to otherwise.
- phkb
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Re: Scripters cove
NPC ships have "alertCondition". From the wiki:
Is that not working?alertCondition : Number (read-only integer)
The ship's current alert condition (Docked = 0, Green = 1, Yellow = 2, Red = 3). Non-Station non-Player ships are generally only found at condition Yellow or Red.
- Redspear
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Re: Scripters cove
It's likely working better than my brain right now...
I even had that very page open
Re: Scripters cove
I'm having a problem with ship AI
I have used the AI code from wiki to have a ship attack me, i.e. I use this.shipSpawned ... this.ship.switchAI("thisTestAI.js");
The code works fine except if I cloak. When I uncloak my attacker just heads off towards the planet, if I shoot at it it does not respond - just lets itself be blown up.
Is there a command to have NPC ships re-engage their AI after the player de-cloaks?
I have used the AI code from wiki to have a ship attack me, i.e. I use this.shipSpawned ... this.ship.switchAI("thisTestAI.js");
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// ship script event handler triggered when a new AI is loaded
this.aiStarted = function() {
// create a new AI controller and assign it this ship
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
// set up the priority list
var priorities = [
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 20
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionPlayerNearby,
configuration: ai.configurationAcquirePlayerAsTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
{
configuration: ai.configurationSetDestinationToWitchpoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 20
}
];
// apply the priority list to the AI
ai.setPriorities(priorities);
}
Is there a command to have NPC ships re-engage their AI after the player de-cloaks?
Re: Scripters cove
There is no such command and there shouldn't be a need in the reactivating AIs.
I just tested the code - spawned an adder nearby and switched to the AI via console - all works fine for me - a ship keeps fighting both during cloak usage and after it.
Maybe there is something useful in the logs? Have you tried to use oolite_flag_behaviourLogging to check where it breaks?
I just tested the code - spawned an adder nearby and switched to the AI via console - all works fine for me - a ship keeps fighting both during cloak usage and after it.
Maybe there is something useful in the logs? Have you tried to use oolite_flag_behaviourLogging to check where it breaks?
Re: Scripters cove
Tried again, and all works well using cloaking when fighting pirates but, alas not when fighting my test ship.
The oolite_flag_behaviourLogging gives:
Code: Select all
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Considering branch with 4 entries
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 0
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 1
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 2
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 3
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Conditions met
21:44:06.822 [Prinz-Class Zerstoerer (Digebiti)]: Executing behaviour
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Considering branch with 4 entries
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 0
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 1
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 2
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 3
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Conditions met
21:44:26.839 [Prinz-Class Zerstoerer (Digebiti)]: Executing behaviour
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Considering branch with 4 entries
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 0
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 1
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 2
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Conditions met
21:44:46.842 [Prinz-Class Zerstoerer (Digebiti)]: Executing behaviour
21:44:47.622 [Prinz-Class Zerstoerer (Digebiti)]: Considering branch with 4 entries
21:44:47.622 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 0
21:44:47.622 [Prinz-Class Zerstoerer (Digebiti)]: Considering: entry 1
21:44:47.622 [Prinz-Class Zerstoerer (Digebiti)]: Conditions met
21:44:47.622 [Prinz-Class Zerstoerer (Digebiti)]: Executing behaviour
21:45:22.034 [exit.context]: Exiting: Shift-escape pressed.
21:45:22.041 [gameController.exitApp]: .GNUstepDefaults synchronized.
It then selects entry 2, probably on meeting me, which is acquirePlayerAsTarget
then entry 1, DestroyCurrentTarget
When I'm fired upon I cloak and then de-cloak at which point no more entries and I shoot at and destroy the ship .
Re: Scripters cove
Have you checked if your AI script is being switched to something else after de-cloaking or starting a fight? Either by the ship's or world script.DGill wrote: ↑Tue Oct 24, 2023 9:04 pmTried again, and all works well using cloaking when fighting pirates but, alas not when fighting my test ship.
The oolite_flag_behaviourLogging gives:
. . .
which does not tell me much other than initially it selects entry 3 which I believe is head to witch point.
It then selects entry 2, probably on meeting me, which is acquirePlayerAsTarget
then entry 1, DestroyCurrentTarget
When I'm fired upon I cloak and then de-cloak at which point no more entries and I shoot at and destroy the ship .
Re: Scripters cove
I have checked which is why I was initially wondering whether there was a command to switch it back. But I'll have to do a more thorough search particularly, as you say, in other world-scripts.
- phkb
- Impressively Grand Sub-Admiral
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Re: Scripters cove
You should be able to see what AI script is active by checking the
AIScript
property of the ship. You might also want to check autoAI
of the ship and see whether it's true or false.Re: Scripters cove
Thanks folks, found the offending script
Re: Scripters cove
Trying to write my first JavaScript file from a blank page. Not having much luck. The project is based on the Docking Fees OXZ. Trying to eliminate the Fees and just have a Message always appear on the Station Arrival Screen. The current behavior is that if the Player has a Fine or has scooped an Escape Pod with a Bounty or some Insurance attached to it then the Arrival Screen shows when Docking. My goal is to write some Messages that will come up on the Arrival Screen even when neither of the two previous conditions are present, as in every time a player Docks anywhere. Getting the Messages written is done as most are variations from Layne and Eris original Docking Fees OXZ with some personal flourishes mixed in. The description.plist is "easy" so that is done and is, most likely, correct. The JavaScript file from the original Docking Fees OXZ had far too many Fee based variables to be reused although that was attempted by commenting out lines of the code. Decided to start from scratch and see what could be learned along the way. Unfortunately, a wall has been hit and no further progress is being made. The Latest.log and the JavaScript Linter in use are showing no errors. My collection of 300+ OXZs and OXPs has been scoured looking for any similar usage with no further findings. Any help and corrections to the following code would be much appreciated. No comments please on the coding style as that just makes things easier for my tired old eyes to read.
Some code from the description.plist just in case.
Both files are rather long. There are probably better was of using Arrays and such to accomplish this goal. Though for a first attempt at such things keeping it simple and basic is probably best. Thank You once again for any help you can render. It is much appreciated.
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this.shipWillDockWithStation = function (station)
{
if (system.techLevel == 0 && player.ship.dockedStation.hasRole ("coriolis") || player.ship.dockedStation.hasRole ("dodecahedron") || player.ship.dockedStation.hasRole ("icosahedron") || player.ship.dockedStation.hasRole ("sfep_station"))
{
player.addMessageToArrivalReport = (expandDescription("[dockmessage_0]"));
}
else
if (system.techLevel == 1 && player.ship.dockedStation.hasRole ("coriolis") || player.ship.dockedStation.hasRole ("dodecahedron") || player.ship.dockedStation.hasRole ("icosahedron") || player.ship.dockedStation.hasRole ("sfep_station"))
{
player.addMessageToArrivalReport = (expandDescription("[dockmessage_1]"));
}
// This continues on for all 14 Tech Levels. Individual Station Roles come into play next.
}
else
if (player.ship.dockedStation.hasRole ("rockhermit") || player.ship.dockedStation.hasRole ("rockhermit-chaotic") || player.ship.dockedStation.hasRole ("rockhermit-pirate"))
{
player.addMessageToArrivalReport = (expandDescription("[dockmessage_rock]"));
}
else
if (player.ship.dockedStation.hasRole ("constore"))
{
player.addMessageToArrivalReport = (expandDescription("[dockmessage_store]"));
}
//Etc. and so on.
}
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{
"dockmessage_0" =
(
"The Docking Bay is sticky with a rather pungent odor. The platform appears unattended. Local gangs of toughs mutter darkly from the overlook. A few Trumbles skitter away from the light and vanish into an air duct.",
"The Landing Berth is scrawled with crude graffiti and littered with trash. It takes some effort not to step on anything.",
"The Landing Pad creaks ominously. One of the Docking Bay lights flickers and then goes dark. Eyes seem to watch from everywhere.",
"The Docking Bay lights flicker unsteadily. Disembarking onto the creaking metal floor is an uneasy process. Hope springs eternal that the station holds together while business is conducted."
);
//============================================================================================================================
"dockmessage_1" =
(
"The place stinks, literally stinks, as if someone had deliberately painted the place with a vat of crushed sulfurous tree slugs. It is best to tread lightly in such places and to remember not to breath in too deeply. Get this over with quickly and get out.",
"The deserted Docking Bay is scrawled with rude graffiti. The walkway is sticky and noisome. What exactly is causing the stickiness is best left unknown. New shoes may be in order at a more well provisioned station.",
"A gang of locals are betting on a fight between a hauler bot and a giant %I [26] [30]. The raucous shouts quickly descend into some sort of turf war. Getting out of the way quickly provides some relief.",
"The Landing Berth lights are dim and flicker continuously. Someone is hiding in the corners of the bay's shadows. Quickly moving on is the best option. "
);
// This continues on as well.
}
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Scripters cove
You're using the shipWillDockWithStation event, but I suspect you can't check the player.ship.dockedStation property in that event, because the player won't be docked yet. However, the station is being passed to the function, though, so you can still check it.
Also, this line needs some work:
The "&&" and "||" are working against each other. I'd put a bracket around the "||" elements (and use the "station" object):
Same for each line that starts
Also, this line needs some work:
Code: Select all
if (system.techLevel == 0 && player.ship.dockedStation.hasRole ("coriolis") || player.ship.dockedStation.hasRole ("dodecahedron") || player.ship.dockedStation.hasRole ("icosahedron") || player.ship.dockedStation.hasRole ("sfep_station"))
Code: Select all
if (system.techLevel == 0 && (station.hasRole ("coriolis") || station.hasRole ("dodecahedron") || station.hasRole ("icosahedron") || station.hasRole ("sfep_station")))
if (system.techLevel == ...