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jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:35 am
by Red Squirrel
I'm working on a new monster AI that I'm calling jackofalltradesAI because rather then being specific to a skill like mage/necro AI, it will use any skills at its disposal. I'm setting it so if it has 0.1 or more of a skill, it will use it.
My plans are to impliment the following skills into the AI:
-magery
-necro
-SS (direct use)
-chivalry
-bushido
-ninjitsu
-spellweaving
-healing/vet
-peacemaking (on creatures only)
-discordance (on creatures only)
-alchemy (mostly to heal/cure, but might make it chuck explosion pots)
-hiding
-stealth
I will try to impliment most spells excluding summons and such (revenant is about only exeption)
Any mobile that I give this AI to, if it has those skills it uses them. So I give that AI to a ronin and give it bushido and healing, it will use bushido and healing.
Archived topic from AOV, old topic ID:727, old post ID:4322
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:45 am
by Death
Hiding and stealth. I can think of at least a few monsters that could use that AI instead of hardcoding it in the script
Archived topic from AOV, old topic ID:727, old post ID:4324
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:52 am
by Red Squirrel
Yep forgot about those, added them.
Archived topic from AOV, old topic ID:727, old post ID:4328
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:53 am
by Death
Red Squirrel wrote:Yep forgot about those, added them.
ADDED them or "currently adding them"?
:
Archived topic from AOV, old topic ID:727, old post ID:4329
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:56 am
by Red Squirrel
Bartok wrote:Red Squirrel wrote:Yep forgot about those, added them.
ADDED them or "currently adding them"?
:
Added them to the post not the code.
Archived topic from AOV, old topic ID:727, old post ID:4331
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:57 am
by Death
Red Squirrel wrote:Bartok wrote:Red Squirrel wrote:Yep forgot about those, added them.
ADDED them or "currently adding them"?
:
Added them to the post not the code.
Was going to say "Damn that was fast"
Archived topic from AOV, old topic ID:727, old post ID:4332
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 11:47 am
by Nosferatu
Yeah i can see a monster throwing explosion pots
Archived topic from AOV, old topic ID:727, old post ID:4358
jack of all trades / super monster AI [complete]
Posted: Wed May 30, 2007 12:02 pm
by Gaiava Arkkaza
Demitel + explo pot throwing AI = fun.
Archived topic from AOV, old topic ID:727, old post ID:4361
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 2:04 pm
by Red Squirrel
I have done lot of progress, but still lot more to do, basicaly so far the AI can use chiv, ninjitsu, bushido, necro, magery and spellweaving. Also, mobs with very low melee combat skill including wrestling will not try to melee you. So things like liches, vorpal chickens, and even rikktor (I'll fix him probably) will keep their distance from you. Thats of course assuming I give them this AI, as they currently have ai_mage, ai_melee etc
Archived topic from AOV, old topic ID:727, old post ID:4495
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 4:04 pm
by Death
If you can, try to incorporate provocation into the script. I noticed you have the peacemaking and discordance in the list which would be nice for satyrs but they would still be incomplete because of the missing provocation. Might as well have all 3 if you can put it in because it would greatly simplify the script and cut back the line count.
Archived topic from AOV, old topic ID:727, old post ID:4501
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 4:18 pm
by Red Squirrel
Yeah I can look into it, but I forgot how music skills often ask which instrument to play, so I'm really not sure how I'll handle that part for bard skills.
Archived topic from AOV, old topic ID:727, old post ID:4504
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 4:24 pm
by Death
Red Squirrel wrote:Yeah I can look into it, but I forgot how music skills often ask which instrument to play, so I'm really not sure how I'll handle that part for bard skills.
Default to a flute? Or make a flag where you can choose the instrument.
Archived topic from AOV, old topic ID:727, old post ID:4505
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 4:29 pm
by Red Squirrel
Yeah or I'll see if I can bypass the instrument and make it call the bad functions directly
Archived topic from AOV, old topic ID:727, old post ID:4506
jack of all trades / super monster AI [complete]
Posted: Sat Jun 02, 2007 7:23 pm
by Red Squirrel
I also left out throwing pots, figured it would of been easy, but it kept exploding on itself, was not targetting. Problem is the AIs seem to jump all over the place and cancel half their actions by trying to do actions before the last one was done, I've set delays I did everything but it does not work. So the AI is mostly limited to spells.
Archived topic from AOV, old topic ID:727, old post ID:4522
jack of all trades / super monster AI [complete]
Posted: Sun Jun 03, 2007 3:08 pm
by Red Squirrel
Running into lot of issues, AI just just getting dumber and dumber, now its not even fleeing properly, it only walks 2 tiles then thinks its safe, half the time spells don't even go through properly since it spams too fast, other times it wont even cast anything at all and just sit there and take damage.
I'm probably going to put this aside since I've been wasting lot of time on this which could be used for something more noticable.
Archived topic from AOV, old topic ID:727, old post ID:4569
jack of all trades / super monster AI [complete]
Posted: Wed Jun 06, 2007 10:37 pm
by Red Squirrel
All in all, its ready to go, just working on a few tweaks, theres still some targetting issues and such, but those have always existed even in the other AIs and are not that noticable outside of debug mode, so I'll let that slip by. It will most likely go in soon.
Archived topic from AOV, old topic ID:727, old post ID:4814
jack of all trades / super monster AI [complete]
Posted: Wed Jun 06, 2007 10:41 pm
by Nexus Graveheart
Congrats, glad to hear you managed to work through those problems you said you were having. Although I'm sure some mobs are going to much tougher now....
*wonders how hard a mongbat with uber skills and jack of all trades AI will be*
Archived topic from AOV, old topic ID:727, old post ID:4815
jack of all trades / super monster AI [complete]
Posted: Wed Jun 06, 2007 10:54 pm
by Red Squirrel
Mobs should be about the same actually. At one point I had the DF going in total berserk mode as if it was a pker with 5000 mana, but I toned it down a bit. The issue I still cant fix is about 80% of spells get canceled out by other spells since it casts too fast and skips "isalreadycasting" checks sometimes.
Archived topic from AOV, old topic ID:727, old post ID:4816
jack of all trades / super monster AI [complete]
Posted: Wed Jun 06, 2007 11:06 pm
by Nexus Graveheart
Hmm, maybe put a small pause somewhere in there before it says "isalreadycasting". That might cancel out that skip and it will cast that spell and then continue on with whatever it was going to do next.
But then again, I have no idea how to code......
Archived topic from AOV, old topic ID:727, old post ID:4818
jack of all trades / super monster AI [complete]
Posted: Wed Jun 06, 2007 11:30 pm
by Red Squirrel
yeah I've tried all sort of stuff like this. But I noticed for a few spells I forgot to add the "wait" (which invokes a small delay by default) so it *could* be that.
I got my detect hidden/reveil working just now. It's freaken sweet. It just casts reveil if it has magery, or uses detect hidden if it has that skill, or both if it has both skills, then targets random land tiles. So rather then DF reveiling everyone around in one shot (which is unrealistic) it will randomly hit random floor tiles to try and find people. But if its busy fighting, it wont try as often, since it already has someone fighting, but if its just wandering around, then it will try to search for a victim. I was testing it with a range of only 2 tiles so it has a better chance of hitting me but I think I'll be setting it to like 10 or whatever the range of the specified spell/skill is. So if you run and hide within 10 liches, chances are one will find you.
Its like that on OSI aparantly, though I'm not sure the logic behind how it works, maybe it just directly targets hidden people, since that *IS* possible as a monster can technically be coded to see anyone hidden, but its just not as realistic that way. The goal of the AI is to try to make them act like players in terms of skill use. Though resources get generated in thin air, stuff like bandages, arrows etc.
I'm not sure if current liches cast as much to keep disturbing my spells, but this one lich I was testing on... wow, I had to try like 10 times to cast invis
Archived topic from AOV, old topic ID:727, old post ID:4822
jack of all trades / super monster AI [complete]
Posted: Thu Jun 07, 2007 3:35 am
by Red Squirrel
Little teasher rpv
http://www.uovalor.com/misc/new_ai_lich_fight.rpv
Showing the reveil, and general fighting. (notice how they keep distance to fight, since they have no reason to try and melee with 0 close range skill)
The text you see is just debug info, this wont actually show.
Archived topic from AOV, old topic ID:727, old post ID:4826
jack of all trades / super monster AI [complete]
Posted: Thu Jun 07, 2007 1:45 pm
by Lymus
Red Squirrel wrote:Little teasher rpv
http://www.uovalor.com/misc/new_ai_lich_fight.rpv
Showing the reveil, and general fighting. (notice how they keep distance to fight, since they have no reason to try and melee with 0 close range skill)
The text you see is just debug info, this wont actually show.
Why'd it cast Curse Weapon, then?
Archived topic from AOV, old topic ID:727, old post ID:4836
jack of all trades / super monster AI [complete]
Posted: Thu Jun 07, 2007 1:50 pm
by Red Squirrel
Would be effective if it was holding a bow. Theres still a few little things like that to tweak. I just need to look more at the functions that check weapons to ensure it would not be too resource taking to have them check that all the time.
Archived topic from AOV, old topic ID:727, old post ID:4837
jack of all trades / super monster AI [complete]
Posted: Thu Jun 07, 2007 1:54 pm
by dprantl
Hey that's cool. So can you now remove the Demitels' abilities to hit you while hidden/invised? I always thought that was kinda lame; it would be much more realistic if they started casting reveal all over the place.
Archived topic from AOV, old topic ID:727, old post ID:4838
jack of all trades / super monster AI [complete]
Posted: Thu Jun 07, 2007 1:58 pm
by Red Squirrel
They still hit if your hidden? They should not, thats never been coded. unless its an area attack like the crystal daemons, since any area attack hits hidden players and its always been that way.
And excuse my lack of appostrophes, firefox decided it would be cool to map that key to the search feature making the page jump all over the place if I try to use it. :\n
Archived topic from AOV, old topic ID:727, old post ID:4840