403 lines
19 KiB
Text
403 lines
19 KiB
Text
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TODO:
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- FAUNA
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- NPCs
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- PETS
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- SPAWN/ RESPAWN RULES TO REVIEW
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BB
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- SPLIT NPC GROUPS INTO TEAMS AND GROUPS (FOR GROUP SPLITTING AND PLAYER MANAGEMENT)
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-- teams contain one or more NPC groups, one or more players
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-- npc groups belong to one team
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-- teams may contain sub-teams. in this case parent team exists only for organisation purposes...
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-- teams have vision?
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2. ENHANCE PATAT READING - GEN RAND POINT SETS
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3. ADD RANDOM_POS() TO STATE_POSITIONAL (To work for patats and splines - return StartPos in case of doubt)
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2. BASIC BEHAVIOURS (NEED PATAT READ)
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- add handy counter class like timer class for counters
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- simple mobile obstacle avoidance (cell-based, no surface tesst)
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- better management of place concept wrt midPos(), distTo(), etc
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- Bots in towns lead you where you want to go
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- Teaming with bots
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-- players who are added to the team are considered to be teamed by the 'team chat' code
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-- bots must be able to 'invite to team'/ 'eject from team'/ etc
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PP
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SL
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- CODE CLEAN & HEADER COMMENT REVIEW
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-- make sure that no class that contains updateAliasTreeDelete() method is reffernced by a pointer
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---- consider using a special pointer class instead - eg ptr to vector + idx | linked list of ptrs
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---- by refferenced object allowing pointers to be NULLED out if need be
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- add bigadd to caicoord for fixed precision
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- integration with admin tools
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- quickDistTo from AIpos to AIvector
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- re-write fauna respawn mgmt code
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- PETS
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-- to stable
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-- from stable
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-- release (initally just despawn)
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- Pet API
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-- Spawn (location, owner, burden, control mode<ridden|lead|free>, leader entity) - reply with ID
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-- Despawn - reply with save message for backup/ respawn
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[-- TP (via despawn & spawn - may result in identity change)]
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-- Switch to remote control for riding
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-- Switch to autonomous control (after riding)
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-- Start following xxx
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-- Stop following (whoever)
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-- Save stats for backup (same messageing as despawn - above)
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- Go to stable & despawn
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-- Spawn from stable and go to 'leader' entity (bot or player)
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BL
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DM
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OTHER
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- ON-THE-FLY UPDATE (AIDS)
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- Split EGS property management into lib - use in both EGS and AIS - eliminate need for AIS parameters to be managed by EGS
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- Add Kami & Karavn tp parameters
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- read tribe docs
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- read fame docs
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- stress test
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- integration of AIDS with LD tools
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BUGS
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- bot identification in IOS - differentiate role master types for richer context text
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DEBUG STUFF & STATS
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- bots per manager
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- managers per ais
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- groups per ais
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- bots per ais
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- players registered in ais
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- players in view by ais poulation
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- players in view by mgr poulation (per mgr)
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- ave update rate of bots in ais/ mgr
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- graph of bot update count per tick
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- graph of bot moves/ tick
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- graph of bot actions/ tick (combat actions, spells, etc)
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PETS
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- command interface for pets (common to AI owners and player owners)
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-- follow
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-- wait
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-- be ridden
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-- to stables
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- ai behaviours for above points (and 'from stables')
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PETS (pets of PLAYERS)
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- add riding
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KAMIS & KARAVAN
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- Add spawn code to generate states, profiles, etc
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- gisements & fame for kamis
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FAUNA
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- nogo zones listed in managers (& hierachical regions)
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AIDS
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* change file naming and numbering policy
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* test **
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* add spawn messages
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* add despawn messages
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* add info messages
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* from AIS log all bots by name w/id & test static nature of ids
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- one bin file per .primitive (.ryzomai)
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- file listing ai primitive files with their manager quotas & base addresses
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- compile -> build: 1. alias tree, 2. map (by alias) of serialised argument sets (in cmd format) with src_id
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- src_id is the low dword of src file time stamp
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- on each re-compile bin compare map blocks (old and new) and replace old with new, updating src_id if different
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- src_id for alias tree treated in same way as map blocks
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- on connection of AIDS, AIS transmits alias tree src_id for each active mgr - if different, AIDS requests complete tree which AIS compiles and sends
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- AIDS stores alias tree and map of block src_ids for each manager on each AIS
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- AIDS transmits packets containing: alias tree delta (in the form of additions and suppressions), block count, blocks (alias, commands)
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- loading and re-loading forms (creature, manager, prims, etc)
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- landscape analysis & pathfinding & wandering etc
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- fixed ai numbering
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- collision detection
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- path finding
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NPCs
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- NPC groups have a 'script' state (eg 'going to xxx') and a 'punctual' state (eg 'fending off an attack')
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- both types of state are defined in the same way except that there is no location info in punctual states
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- if the punctual state is non-null it is used instead of the script state - the location is defined as group's current location
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- events can change punctual states & change script states
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- The state defines a number of sets of parameters (one for each NPC role)
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- There is a list of NPC roles in cfg file (eg group guardian, lead caravaneer, caravaneer, etc...)
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- The groups have a set of NPCs
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- The NPCs may have pets
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- NPC pets behave like player pets (spawn/ despawn at stables, vanish on NPC death, etc)
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- States define route and location information for the group
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- All states contain an 'end of state' action (may be a composite action, a decision tree, etc)
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-? How do we define the 'everyone is here so we can go' end of state condition for convoys?
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-? Can convoy leader invite you to group at a distance/ send 'we're waiting for you...' type messages, etc?
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-? If a convoy has no player protectors and is attacked - if aggressors repelled by players - can NPCs give reward?
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- NPC actions & events can trigger group events for their group (eg NPC has sold all of his goods -> group can change state
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- GRP Event examples
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- - The route is blocked in front
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- - The group is under attack (triggered each time a new group of attackers added)
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- - The group is no longer under attack (each time a group of attackers removed)
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- - A group of players/ bots comes into view
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- - A group member dies
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- - A pack animal dies
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- - The time is ... (time chosen by a random algo parameterised by 'earliest', 'latest' and 'spread' parameters- spread)
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- - - Note: normal distribution simulation via for(i=0,val=1.0;i<spread;++i)val*=frand();
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- - All of the subscribed players have arrived
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- - The group's been in this state for ... minutes
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- - All of the pets are here (from the stable)
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- - All of the pets have gone (into the stable)
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- - The group has reached its destination
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- - Group members are LD (allows puntual state to wait for them for a short while before giving up)
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- - Player group member requests pause
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- - Player group members all ok to continue
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- - State timer[n] - time is up
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- - Group 'encounters' group (group dist calc below gives result <=5m)
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- GRP Events contain set of states to which they apply (& flag for 'scripted' states to say whether the punctual state must be NULL)
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- Internally we use linked lists of groups by state - setState moves GRP from one list to another
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- Action examples
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- - NOP
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- - set script state
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- - set punctual state
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- - send event to the mission system (eg mission accomplished, etc)
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- - set grp fame (for effect on FAUNA aggro - ctrl degree to which grp is attacked by predators, etc)
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- - if condition then sub-action0 else sub-action1
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- - for each group in view
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- - for each enemy group in fight do action
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- - for each friend group in fight do action
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- - select an action at random <set of actions with random weightings>
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- - ? is there some way of influencing random wirghtings dynamically - probably with a new type of action block (or allow variables & functions as well as constants)
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- - state var[n]=xxx*old_val+yyy
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- - state timer[n].set(xxx)
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- - state timer[n].add(xxx)
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- - state timer[n].pause
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- - state timer[n].resume
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- Condition components
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- - all of <set of sub conditions>
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- - any of <set of sub conditions>
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- - group is stronger than aggressors (note: not equivalent to !weaker)
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- - group is weaker than aggressors (note: not equivalent to !stronger)
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- - all pack animals are dead/ vanished
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- - all NPC group members are dead
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- - time in this state > xxx && < yyy
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- - grp state variable[n] > xxx && < yyy
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- - there are > xxx bots(npcs) in the group
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- - there are > xxx && < yyy entities in place ppp
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- - there are > xxx NPC groups && < yyy NPC groups in place ppp
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- - target group is NPC/ player/ KAMI/ caravan/ predator/ fauna/ ...
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- - target group dist > xxx && < yyy (dist from group centrer to group center - dist from closest member of my group to their group center - dist from closest member of their group to my group center)
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- Roles & profiles:
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- - Each grp has a 'grp type' field to allow for sharing of states & events by groups but differentiaition at times
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- - Each NPC has a role, defining which set of props defined in a state apply to them
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- - The states define the AI_PROFILE to use for each role of bots & the associated parameter set
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- - AI Profiles determiine the set of inputs, set of goals, set of actions and set of internal parameters for the AI decision unit
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- Role info in states:
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- - each state may define role info for given roles (and an optional 'default' clause)
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- - role info includes:
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- - - chat info - allowing dynamic parameterisation of the chat system - eg "we're on the way to Matisville", "we're waiting for xxx", etc
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- - - AI_Profile parameterisation (see above)
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For bot placement:
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- with group placement we define the starting bot state and the 'group type' for state logic bot state
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- At save time we save bot group states, group positons & compositions
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Example 1: Walker and talker:
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- Group of walker and talker bots=1 or more bots who walk together
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- One state for each town road segment in each direction
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- One state for each public place (such as aggora) where bots can spend time without moving
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- One state for each stationary bot to whom walker & talker bots can talk
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- One event for 'arrived at destination' for each road segment -> random choice of new destinations
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- Event for 'group encounters group' for triggering 'chat to passers by' sub-state - use state timer[0] to fix time before next conversation possible
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- Event for 'group encounters player' for triggering 'appreciate' punctual state for admiring/ waving at/ hailing famous and/or friendly players
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- Event for 'group encounters player' for wandering merchants to hail players with 'merchant-like' calls
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Example 2: Newbee caravan escort mission:
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- Group of caravaneer bots includes: a lead merchant(A), a second merchant(B), a healer(C), a mercenary(D)
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- The mission description is as follows:
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- - At 8:00 and 14:00 every day caravans sets out from town(T) and go to village(V) to sell merchandise.
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- - After arriving at V the caravan master talks to merchant(M) in his shop - this done the caravan returns home
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- - The caravan should be attacked by Fauna some time allong the route in each direction
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- - If the lead caravaneer dies or all of the pack animals die the group returns home directly
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- - The pack animals are left/ picked up from at the stables at the entrances to T and V
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- - Players may subscribe to the mission as follows: up to 2 fighters (range, melee, harvester or attack magic), up to 2 healers (or buffers), up to 2 merchants
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- - At 30 mins before the group departure time the NPCs spawn from the building in which they live and go to the aggora (as a meeting point)
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- - Every 10 mins a reminder message goes to subscribed players to ask them to join up
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- - When the subscribed players have all arrived the group goes to collect the pack animals and sets off on its journey
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- - At 30 mins after the intended departure time any players who have not turned up are considered late and are not waited for
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- - The healer, mercenary and 2nd caravaneer characters only join the group (at the moment of departure) if there are no players in the group with appropriate roles
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- States (scripted):
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- - Despawned
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- - Going to Agora
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- - - All say 'we're going to the Agora to prepare a convoy... go see xxx if you would like to join up'
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- - Waiting for players
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- - - Leader says 'we're waiting to leave with our convoy', also has 'join up' possibility (if not fully subscribed)
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- - - Default say 'talk to xxx - he's the leader'
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- - Route T-agora to T-stables
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- - Getting beasts of burden from T stable
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- - Route from T to V
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- - Putting beasts of burden in V stable
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- - Route from V stable to merchant M
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- - Talking to merchant M
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- - Route from M to V stable
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- - Getting beasts from V stable
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- - Route from V to T
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- - Putting beasts into T stable
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- - Mission debrief and thanks to players
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- - Route T-stable to despawn point
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- - Flee back home (after mission failure due to death of lead caravaneer or pack animals)
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- States (punctual)
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- - Stand and face attack
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- - Wait for road to be cleared (in case of combat on road ahead)
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* Each state merits a complete formula describing activity of different bot roles during state
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* Note that many of these states may be shared by many different NPC groups
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- Roles:
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- - Caravan leader
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- - Guard
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- - Healer
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- - Caravan follower
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- Events:
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* * This is not the complete list ('cos I don't have time right now)
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- - State var used to evaluate group's 'difficulty' rating so far (increment each time a group member hp drops below a given threshold)
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- - State var used to evaluate 'action' rating (timer samples 'in combat' state and increments or decrements var as result
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- - Timer events used to modify aggro level dynamically to increase (or not) fauna attacks - as need be (in function of above ratings)
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* It would be handy to have comment fields with groups and events as a reminder/ fail safe for variable usage (eg one event uses var1 for one thing, another for another)
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* Alternatively, all grps are allowed all states so all vars must be present for all groups so use a variable list to list vars and compile-time associate
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bot chat - revisited
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- chat by composition:
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- fixed set of bot chat page formats on the client,
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- for each bot use a dynamic set of bot chat parameters,
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- - what shop inventory (list of items, tp, animals),
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- - what missions (defined by the mission system),
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- - what news (defined by the news system),
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- - what basic chat (automaton, text set)
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- - - basic chat for team mates (defined by group state),
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- - - basic chat for friendlies (defined by group state),
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- - - basic chat for unfriendlies (defined by group state),
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- Chat parameters are cumulative: "mission:...", "shop:...", etc add together
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- - "-missions", "-shop" ets override to dissable parts of of dialogue tree
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For an example we need an example NPC scenario:
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- BOT A at home point H, steed B, pack animal C, stable S0, stable S1
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- A spawns at H (if already spawned leave state machines untouched and return)
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- when present at spawn point route to S0
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- when at S0 trigger B & C to spawn from stable
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- when B & C are present setup convoy as A leads B leads C and route to S1
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- when arrived at S1 C to stable
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- when C in stable A mounts B
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- when mounted A rides B to S0
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- when arrived A dissmounts
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- when dissmounted B to stable and A route to H
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- when A arrives at H despawn and set respawn timer for 10 minutes
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NPC AI_Profiles:
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- AI Profiles for NPC roles
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- Based on a decision system of Pierre's/ Gabrielle's design
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- Need to determine set of inputs
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- - evaluation of 'is group in conflict'
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- - evaluation of 'is group threatened'
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- - evaluation of 'am I threatened'
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The classes are:
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SINGLETON TeamManager
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-- Singleton Code modules
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//???- contains vector of global event managers (code modules)
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//???- methods for registering new global event handlers
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//???- contains vector of AI_Profile modules (code modules)
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//???- methods for registering new AI profile modules
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-- Class factories
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- contains vector of Action classes (for factory)
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- contains Action class factory fn(string action_name, vector<string> args)
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- contains methods for registering new factory-producable classes
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- contains vector of states (data units)
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- methods for adding new states
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- Set of teams
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- methods for setting the state of a team
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- methods for updating team
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- contains keyword set for teams
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- contains keyword set for bots
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- contains keyword set for states
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- contains vector of TickUpdateCallback callbacks (and methods for adding/ removing these callbacks)
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GlobalEventManager
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- may add an update into the 'update on tick' vector in singleton
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- Reacts to global events (eg change of time)
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- contains a vector of <event reaction>
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- constains a vector of <event reaction, state> pairs
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- when an event is triggered the event handler determines which <event reaction, state> pairs match the event
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and triggers their execute() routines
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EventReaction
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- A module that defines the reaction to a given event (under given circumstances)
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- Contains a vector of states to which it applies
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- Contains an action
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- When event is triggered executes 'action' with refference to each state
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Action
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- A parameterised class instance generated by a class factory
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- execute method takes form execute(team)
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- may perform actions on the team (eg state change, trigger event, etc...)
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- contains a vector of sub-actions
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- sub actions are NOT executed automatically - they may be execute explicitly from the main execute() method
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AI_Profile
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- include a singleton
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- contains method begin(bot,team) - called when a bot is given this profile
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- contains method end(bot,team) - called when bot changes to another profile (or dies)
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- contains method update(bot,team,dt) - called every time bot is updated (with tick count since last update)
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- may add an update into the 'update on tick' vector in singleton
|
||
|
|
||
|
State
|
||
|
- contains a keyword mask
|
||
|
- contains vector of teams that are currently in this state
|
||
|
- contains vector of 'role-state-info'
|
||
|
- contains geometry (a vector of primitives)
|
||
|
- an inti method (can verify the geometry validity)
|
||
|
|
||
|
Role-state-info
|
||
|
- contains bot chat args
|
||
|
- contains ai profile ptr
|
||
|
|
||
|
Team
|
||
|
- contains a keyword mask
|
||
|
- contains a vector of bots
|
||
|
- contains a vector of players
|
||
|
- contains methods for managing pets of bots and players
|
||
|
- contains a state ptr
|
||
|
- contains a local event handler
|
||
|
|
||
|
LocalEventHandler
|
||
|
- Reacts to local events (eg end of path)
|
||
|
- Contains a vector of event reactions
|
||
|
|
||
|
KeywordMask
|
||
|
- bitmask representing keywords matched or not matched for an entity
|
||
|
|
||
|
KeywordFilter
|
||
|
- 'must-include-all-of' mask to apply to KeywordMask
|
||
|
- 'must-include-some-of' mask to apply to KeywordMask
|
||
|
- 'must-not-include-any-of' mask to apply to KeywordMask
|
||
|
|
||
|
KeywordSet
|
||
|
- vector of keywords (strings)
|
||
|
- methods for converting a string to a keyword mask
|
||
|
- methods for converting a string to a keyword filter
|
||
|
- methods for converting keyword filters and keyword masks back to strings
|
||
|
|