Search found 64 matches

by Charidan
Tue Mar 01, 2022 9:44 am
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

Huge thank you to Doctus and jnday for submitting pull requests on github. I did not see those requests for several years because github sent the notifications to my nonexistent mobile device instead of my email, but I have seen them now! This update largely consists of their efforts (I only spent a...
by Charidan
Sat Sep 12, 2020 10:53 am
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

v.1.6.2 PATCH NOTES:
  • Added configuration to disable the Hunt state, since it often is less smart than not having it. Default disabled.
by Charidan
Thu Mar 28, 2019 7:50 am
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

v1.6.1 PATCH NOTES:
  • Added configuration for the AI runtime timeout. You can now adjust to match your patience with the AI getting stuck in loops.
by Charidan
Fri Mar 08, 2019 9:53 pm
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

v1.6 PATCH NOTES: Added framework support for configurations! There is a new tab in the Game Options menu for "Player AI" settings. Configurable percentage health thresholds for disabling the AI or fleeing in "hunt" state. Configurable timeout on "hunt" state. Just thre...
by Charidan
Fri Mar 08, 2019 7:50 pm
Forum: Development
Topic: superloading settings.lua
Replies: 2
Views: 8394

Re: superloading settings.lua

The hook onto GameOptions:generateList (or GameOptions:tabs in my case) works great for putting the menu items into the options menu, and I've had that working fine. The question was how you get those settings into the config object, and how you ensure that these settings are saved. It turns out I'm...
by Charidan
Fri Mar 08, 2019 12:56 am
Forum: Development
Topic: superloading settings.lua
Replies: 2
Views: 8394

superloading settings.lua

tl;dr: What is the correct way to add settings to the menu in an addon? I'm trying to add a new tab to the Game Options menu (in retrospect, it should probably be a new entry in the main menu but I'll deal with that later), but there seems to be an issue preventing my settings from being initialize...
by Charidan
Wed Mar 06, 2019 8:38 pm
Forum: Development
Topic: Dum Question: Using the Data folder
Replies: 2
Views: 2016

Re: Dum Question: Using the Data folder

Ah, I knew I needed to put the addon-name in there somewhere, but I didn't try hyphenating it.

That said, good call on using an overload instead. I wasn't sure you could overload a file that didn't exist, but I should have just tried it.
by Charidan
Wed Mar 06, 2019 1:29 am
Forum: Development
Topic: Dum Question: Using the Data folder
Replies: 2
Views: 2016

Dum Question: Using the Data folder

The development wiki suggests using a /data folder in the addon root to store new classes and/or raw data files. How do I then access those files from another? I've got a helper class in /data/myclass.lua I'm trying to require into my /hooks/load.lua, but no matter what I put it tells me that this f...
by Charidan
Mon Apr 18, 2016 5:14 pm
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

It is on indefinite hiatus ever since I got a real job. So basically no, it is not under active development, but I might come back to it some day. I should probably add that to the description. On the other hand, it is a lot easier to test and validate code than to find the time to write it, so if p...
by Charidan
Mon Feb 29, 2016 9:08 am
Forum: Development
Topic: Making Menus
Replies: 0
Views: 8399

Making Menus

I need to make a configuration menu for a LARGE number of settings. I'm looking for something like the Settings menu, with tabs, a list down the left side, and the big middle area for all the details. It's probably going to get complicated. Context: I am the developer of the Player AI addon . That t...
by Charidan
Sun Nov 29, 2015 12:48 am
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

Ah, that makes sense then. Carry on.
by Charidan
Sun Nov 29, 2015 12:44 am
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

Huh, the steam version of ToME is only v1.3.1. That might be something to talk to DarkGod about too.
by Charidan
Sun Nov 29, 2015 12:42 am
Forum: Development
Topic: Picky-Choosey Talent Casting
Replies: 6
Views: 4433

Re: Picky-Choosey Talent Casting

That would make sense. It always feels odd that it announces "<Player> rushes out!" before you even pick your destination, not to mention the internal return where you don't have a path and it "succeeds". Fixing the base ToME functionality around that to be more consistent would ...
by Charidan
Wed Nov 04, 2015 7:39 pm
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

Sure! I'll try to work that out in probably 3 patches from now. If things go as I expect (which they rarely do in code) that patches will be: Hunting State. Responding to damage from unseen attackers, including blindness. Configurations. Ability to set a lot of the constants used like the low health...
by Charidan
Wed Nov 04, 2015 6:59 pm
Forum: Addons
Topic: RELEASED: Player AI
Replies: 35
Views: 23015

Re: RELEASED: Player AI

That's not really my concern. I already have code that finds all enemies in sight and knows the range to them. The issue is that if I start telling the AI to always cast a talent when an enemy is within range X, I either have to start hard-coding the range of every talent in ToME into my AI, which i...