Strange ship behaviour

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Screet
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Location: Bremen, Germany

Strange ship behaviour

Post by Screet »

Hi,

seems today ain't my day...fix one problem and several others arise. Good that I finally learned about shift-h.

First I had an encounter with a thargoid cruiser...but it was running from me. It's AI was attempting to fight me, though?!?

Code: Select all

[dumpState]: State for <ShipEntity 0x3bacc040>{"Thargoid Cruiser" ID: 703 position: (-16707, -15387.3, 203889) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 703
  [dumpState.entity]: Scan class: CLASS_THARGOID
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (-16707, -15387.3, 203889)
  [dumpState.entity]: Orientation: (0.72079 + 0.0284201i + 0.00659589j - 0.692539k)
  [dumpState.entity]: Distance travelled: 120499
  [dumpState.entity]: Energy: 1400 of 1400
  [dumpState.entity]: Mass: 1.00971e+006
  [dumpState.entity]: Owner: <ShipEntity 0x3bacc040>{"Thargoid Cruiser" ID: 703 position: (-16707, -15387.3, 203889) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Thargoid Cruiser
  [dumpState.shipEntity]: Display Name: Thargoid Cruiser
  [dumpState.shipEntity]: Roles: <OORoleSet 0xe6f8b78>{galnav-thargcruiser thargoid thargoid-mothership}
  [dumpState.shipEntity]: Primary role: thargoid
  [dumpState.shipEntity]: Script: <OOJSScript 0x2243f2d0>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 6
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_TO_TARGET_SIX
  [dumpState.shipEntity]: Target: <PlayerEntity 0xb37fef8>{"Jabberwocky" ID: 100 position: (-15169.6, -15961.2, 191420) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (-14121.1, -16523.1, 182751)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 500
  [dumpState.shipEntity]: Fuel: 150
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 4
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: galnav-thargoidAI.plist
    [dumpState.ai]: Current state: ATTACK_SHIP
    [dumpState.ai]: Next think time: 3104.84
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 591644
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 0.769
  [dumpState.shipEntity]: Spawn time: 2788.56 (313.29 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible, canFragment
Then there's a derelict boa class cruiser without autopilot, but running from me:

Code: Select all

[dumpState]: State for <ShipEntity 0x254baac0>{"Boa Class Cruiser" ID: 394 position: (8197.96, 4367.38, 275880) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 394
  [dumpState.entity]: Scan class: CLASS_NEUTRAL
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (8197.96, 4367.38, 275880)
  [dumpState.entity]: Orientation: (0.896436 + 0.00284903i + 0.00555739j - 0.44313k)
  [dumpState.entity]: Distance travelled: 74048.5
  [dumpState.entity]: Energy: 525 of 525
  [dumpState.entity]: Mass: 182441
  [dumpState.entity]: Owner: <ShipEntity 0x254baac0>{"Boa Class Cruiser" ID: 394 position: (8197.96, 4367.38, 275880) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Boa Class Cruiser
  [dumpState.shipEntity]: Display Name: Boa Class Cruiser (derelict)
  [dumpState.shipEntity]: Roles: <OORoleSet 0x1fb0f080>{dredgerDerelict trader(0.5) upstrader}
  [dumpState.shipEntity]: Primary role: dredgerDerelict
  [dumpState.shipEntity]: Script: <OOJSScript 0xae93998>{"upsTrader" version 1.00}
  [dumpState.shipEntity]: Subentity count: 2
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  [dumpState.shipEntity]: Destination: (6742.38, 4930.74, 388154)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 234
  [dumpState.shipEntity]: Escort count: 2
  [dumpState.shipEntity]: Fuel: 70
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 5
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: gotoWaypointAI.plist
    [dumpState.ai]: Current state: GO_TO_WAYPOINT
    [dumpState.ai]: Next think time: 530.136
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 112289
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 100321
  [dumpState.shipEntity]: Spawn time: 208.666 (321.468 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 51
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible
Any suggestions?

Screet
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Eric Walch
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Post by Eric Walch »

Then there's a derelict boa class cruiser without autopilot, but running from me:
That is a bug in the Dredger.oxp script. I add a trader from the pool of installed traders and give it a new AI to become derelict and also add "derelict" to its name.

This special trader has a startup script that changes its own trader script into one that also tries to dock at other stations than the main one. (when has_npc_traffic is true for that station)

Anyhow, this startup script overrules my derelict changes. I'll already have an idea how I must handle this exception.
Screet
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Post by Screet »

Eric Walch wrote:
Then there's a derelict boa class cruiser without autopilot, but running from me:
That is a bug in the Dredger.oxp script. I add a trader from the pool of installed traders and give it a new AI to become derelict and also add "derelict" to its name.

This special trader has a startup script that changes its own trader script into one that also tries to dock at other stations than the main one. (when has_npc_traffic is true for that station)

Anyhow, this startup script overrules my derelict changes. I'll already have an idea how I must handle this exception.
I first "lost" it during a combat, later found it again when I went to the main station...there was a GRS station in the system, but it tried to dock at the main one. During flight it was so fast that it did outrun the salvage missile...when it tried to dock, I fired another one, which was able to "catch" it, but failed because it wasn't an abandoned ship ;) The BCC even stopped the docking attempt and tried evasives, however it was so close to the station that it was unable to run at that point.

Seems there's still the question concerning the thargoid ship. I had some other encounters where pirate ships did not return fire. One time it tried to move to my twelve (where it was), the other time it tried to reestablish formation (formation form up). As if the AI in such cases does not care about being shot at...but then in those two cases my lasers might have been too quick for them :twisted:

Screet
another_commander
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Post by another_commander »

Screet wrote:
I had some other encounters where pirate ships did not return fire. One time it tried to move to my twelve (where it was), the other time it tried to reestablish formation (formation form up). As if the AI in such cases does not care about being shot at...but then in those two cases my lasers might have been too quick for them :twisted:
This is true. We seem to have plenty of ships trying to execute attack twelves lately, with some notable "I don't care if you shoot me" behaviour, also in the trunk code. Well, one more for the bag of bugs, I guess ;-)
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