Changes between Version 2 and Version 3 of code/doc/AI
- Timestamp:
- Nov 30, 2015, 2:29:31 PM (9 years ago)
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code/doc/AI
v2 v3 12 12 * Actionpoints: Just like waypoints, actionpoints can be set in XML file. 13 13 14 == Structure==14 == Structure == 15 15 When alone, every AI class does the same. To make AI fight smart, different AI Controllers are to be assigned to several spaceships: 16 16 17 17 DivisionController makes 4 spaceships fly in formation. It manages most of the logics of the division, which consists of 1 DivisionController, 1 SectionController and 2 Wingmen. 18 18 19 == Fighting==19 == Fighting == 20 20 When fighting, DivisionController fights in pair with its WingmanController and SectionController in pair with its Wingman. Those two sections of two ships try to attack different targets in order to achieve maximum damage output. 21 21 22 22 AI tries to separate Wingman in Leader into attacker and defender, so that enemies waste their time trying to kill one while another finishes them off. 23 23 24 == Formations==24 == Formations == 25 25 In XML file different formation types can be set to DivisionController: WALL, FINGER4 and DIAMOND. Although they don't have a great effect on a gameplay, one might find DIAMOND or FINGER4 to look nicer than a simple WALL. 26 26 27 == Actionpoints==27 == Actionpoints == 28 28 Actionpoints are implemented as state machines in their own class called ActionpointController, which is a parent class of Division-, Section-, and WingmanController. Basic states are: 29 29 *NONE: spaceship tries to pop the next actionpoint from the stack