Modular Robot/Turret AI

A place to record your ideas for the game.
Post Reply
User avatar
kevinz000
Joined: Fri Nov 14, 2014 8:41 am
Byond Username: Kevinz000
Github Username: kevinz000
Location: Dorm Room 3

Modular Robot/Turret AI

Post by kevinz000 » #452314

Something along the lines of
Robotics gets a new console to program "AI scripting"
You have "Scripts" which are either triggered by events (like damage, or just it sees someone and tries to assess target, signals, etc etc). Each scripting disk can contain multiple of these.
Each script has a list of "Rules".
Each script also has hard-set variables like "mob" for things like damage reaction or when it sees someone, and a limited amount of user variables.
They're followed from first to last, much like AI laws for comparison

There could be ones that say "DO <ACTION>"
Or ones that say "IF <Condition> <Comparator> <Value>, DO <ACTION>"

Oh yeah and this entire thing would be something like "block programming" or something similar to nanite programming so no copypaste ntsl-lite

Actions could be things like
Set a variable to something
Execute a certain script with certain variables as parameters
For things that can attack, immediately attempt to detain/attack/arrest, ignore target, or continue.
Switch between stun/lethal modes
Moving to a certain location (navgiation beacons being player buildable when?)
Dragging things slowly, loading crates (probably not happening if anything because there's no worth)

The most obvious use of this system would be things like beepsky/turret programming (Arrest anyone without clothes on, arrest anyone who is a certain species <-- don't do this please this is a war crime, arrest anyone who is a clown, etc etc)
But the system would be made to be modular enough to work for other bots, although it'll probably never happen and if it's made it'll probably stay as something for programming turrets/attack bots

So yeah, I guess I'm proposing crappy player-defined GOAP and a rehash of circuitry attack bots.
Discuss.
User avatar
Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
Byond Username: Lumbermancer

Re: Modular Robot/Turret AI

Post by Lumbermancer » #452391

Pastebin, the feature. Cool, but why?
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
Image
TheWiznard
Github User
Joined: Sat Apr 19, 2014 11:49 pm
Byond Username: TheWiznard
Github Username: TheWiznard

Re: Modular Robot/Turret AI

Post by TheWiznard » #452394

remove ntsl
2 years later
add (notntsl)modular ai
????


oh nvm you mean like the circuit things idk that could be cool
User avatar
BeeSting12
Joined: Sat Apr 16, 2016 1:11 am
Byond Username: BeeSting12
Github Username: BeeSting12
Location: 'Murica

Re: Modular Robot/Turret AI

Post by BeeSting12 » #452424

As kevinz gets less robust by not playing the game, he feels the need to add stuff that allows people who don't play ((coders)) to be robust.
Edward Sloan, THE LAW
Melanie Flowers, Catgirl
Borgasm, Cyborg
Spoiler:
OOC: Hunterh98: to be fair sloan is one of the, if not the, most robust folks on tg

DEAD: Schlomo Gaskin says, "sloan may be a faggot but he gets the job done"

DEAD: Rei Ayanami says, "YOU'RE EVERYWHERE WHERE BAD SHIT IS HAPPENING"
DEAD: Rei Ayanami says, "IT'S ALWAYS FUCKING EDWARD SLOAN"
oranges wrote:Bee sting is honestly the nicest admin, I look forward to seeing him as a headmin one day
[2020-05-21 01:21:48.923] SAY: Crippo/(Impala Chainee) "Shaggy Voice - She like... wants to get Eiffel Towered bro!!" (Brig (125, 166, 2))
hows my driving?
User avatar
kevinz000
Joined: Fri Nov 14, 2014 8:41 am
Byond Username: Kevinz000
Github Username: kevinz000
Location: Dorm Room 3

Re: Modular Robot/Turret AI

Post by kevinz000 » #452574

BeeSting12 wrote:As kevinz gets less robust by not playing the game, he feels the need to add stuff that allows people who don't play ((coders)) to be robust.
fuck he got me
Post Reply

Who is online

Users browsing this forum: No registered users