RELEASED: Player AI

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Charidan
Higher
Posts: 64
Joined: Wed Jul 22, 2015 8:12 pm

Re: RELEASED: Player AI

#31 Post by Charidan »

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 people want to submit pull requests to the git repo I'd be happy to look over them.
Currently developing the Player AI addon. You can get it from the T-Engine Addon Hub or Steam
You can also view the source code.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: RELEASED: Player AI

#32 Post by Nagyhal »

Ahhh, for the longest time I somehow couldn't find this addon!

I've been thinking about using the Player AI to speed testing... Might end up having to make a couple of changes to my personal copy of the code, but it should be excellent for that purpose.

Yep, I've waited long enough already. Let's give it a go tonight!

Charidan
Higher
Posts: 64
Joined: Wed Jul 22, 2015 8:12 pm

Re: RELEASED: Player AI

#33 Post by Charidan »

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 three settings for now, will definitely be more later.
  • Added a primitive "hunting" mode.
    • If out-of-combat and attacked by an enemy it cannot see (including when it is blinded; the AI is dumb), it will check if the enemy position is known and rush them.
    • If the attacker's position is unknown, the AI will randomwalk instead of standing still.
    • Configurable health threshold to instead avoid the engagement and lose its pursuers so it can rest safely.
Currently developing the Player AI addon. You can get it from the T-Engine Addon Hub or Steam
You can also view the source code.

Charidan
Higher
Posts: 64
Joined: Wed Jul 22, 2015 8:12 pm

Re: RELEASED: Player AI

#34 Post by Charidan »

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.
Currently developing the Player AI addon. You can get it from the T-Engine Addon Hub or Steam
You can also view the source code.

Charidan
Higher
Posts: 64
Joined: Wed Jul 22, 2015 8:12 pm

Re: RELEASED: Player AI

#35 Post by Charidan »

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.
Currently developing the Player AI addon. You can get it from the T-Engine Addon Hub or Steam
You can also view the source code.

Charidan
Higher
Posts: 64
Joined: Wed Jul 22, 2015 8:12 pm

Re: RELEASED: Player AI

#36 Post by Charidan »

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 about 4 hours including testing fixing text output and some edge cases) and this update literally would not exist without them.

v.1.7.0 PATCH NOTES:
  • Added Rank Stop! Credit to jnday.
    • The AI can be configured to exit if it detects an enemy of certain rank or higher, e.g. bosses.
  • Fixed a typo preventing Hunt mode from working at all. Credit to Doctus.
Currently developing the Player AI addon. You can get it from the T-Engine Addon Hub or Steam
You can also view the source code.

Post Reply