Modular Robot/Turret AI

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Modular Robot/Turret AI

Unread postby kevinz000 » Wed Nov 07, 2018 3:59 am #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.

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Re: Modular Robot/Turret AI

Unread postby CosmicScientist » Wed Nov 07, 2018 1:06 pm #452388

Code: Select all
if(atmos pressure < value || temperature > value || no oxygen) do :e WHO'S DOING ATMOS?

if(power < value || health < value || crate loaded) do beepsky's light = blue, green, orange, red, dim red

if(see catgirl) do
        follow catgirl

if(see head of staff) do report own coordinates, common channel freq+0.3
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Re: Modular Robot/Turret AI

Unread postby Lumbermancer » Wed Nov 07, 2018 1:22 pm #452391

Pastebin, the feature. Cool, but why?
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Re: Modular Robot/Turret AI

Unread postby TheWiznard » Wed Nov 07, 2018 1:25 pm #452394

remove ntsl
2 years later
add (notntsl)modular ai

oh nvm you mean like the circuit things idk that could be cool

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Re: Modular Robot/Turret AI

Unread postby BeeSting12 » Wed Nov 07, 2018 6:49 pm #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.
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Re: Modular Robot/Turret AI

Unread postby kevinz000 » Thu Nov 08, 2018 9:58 am #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

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