AI Advanced/Logic Control
Features
Abilty to select the behaviour of AI using logic connected to the module in the same way that we connect activation blocks to the rail computer, rails and storage blocks to produce different behaviours.
Allow logic responses to particular detection triggers for things like alert systems, retractable turrets, drone launching, defense/power/shield redirection/alocation and I'm sure there are many more uses.
Logic Input/Output
Using the Inner Ship Remote (ISR) modules for input and output logic control.
Small Change to Bobby AI system wording for use with inner ship remotes. Instead of "Aim At" in the module settings, change this to Target. I see the Wiki BOBBY AI Module - StarMade Wiki uses Target in it's reference to Aim At.
The key is naming the ISR with the particular function name and either connect the AI module to it for the output or connect the module to the AI module for input. Or vice versa.
I would suggest using shortened names if possible with either a prefix or suffix. I prefer prefix to group easier.
Example Targeting Settings
Target Any = T_Any or Any_T
Target Selected = T_Select or Select_T
Target Missiles = T_Missiles or Missiles_T
Target Astronauts = T_Astronauts or Astronaughts_T
Logic Input
Use Internal Ship Remote to change the configuration or operational status of the AI module.
Label the ISR using the following format to control the particular setting.
Prefix everything with T_ to set the type of target, AI_ for activation, Type (Ship/Turret/Fleet) and anything else.
Example
AI_Active = Toggle the Active tick box
T_Any = Set Target to Any
T_Missiles = Set Target to Missiles
Logic Output
Using a similar method to Input, have the output labelled.
Trigger ISR named with the output detected by the AI module.
Prefix with D_ to identify as a detection or detected for ease of referencing your logic.
D_MissLock = detected Missile Lock
D_MissInt = detected Missile on intercept course
D_Ship = detected Ship
D_Station = detected Station
D_Enemy = detected Enemy
D_Faction
D_Ally
D_Astronaught
I hope this makes sense. It sounds weird, but this idea came to me in a dream this morning.
Features
Abilty to select the behaviour of AI using logic connected to the module in the same way that we connect activation blocks to the rail computer, rails and storage blocks to produce different behaviours.
Allow logic responses to particular detection triggers for things like alert systems, retractable turrets, drone launching, defense/power/shield redirection/alocation and I'm sure there are many more uses.
Logic Input/Output
Using the Inner Ship Remote (ISR) modules for input and output logic control.
Small Change to Bobby AI system wording for use with inner ship remotes. Instead of "Aim At" in the module settings, change this to Target. I see the Wiki BOBBY AI Module - StarMade Wiki uses Target in it's reference to Aim At.
The key is naming the ISR with the particular function name and either connect the AI module to it for the output or connect the module to the AI module for input. Or vice versa.
I would suggest using shortened names if possible with either a prefix or suffix. I prefer prefix to group easier.
Example Targeting Settings
Target Any = T_Any or Any_T
Target Selected = T_Select or Select_T
Target Missiles = T_Missiles or Missiles_T
Target Astronauts = T_Astronauts or Astronaughts_T
Logic Input
Use Internal Ship Remote to change the configuration or operational status of the AI module.
Label the ISR using the following format to control the particular setting.
Prefix everything with T_ to set the type of target, AI_ for activation, Type (Ship/Turret/Fleet) and anything else.
Example
AI_Active = Toggle the Active tick box
T_Any = Set Target to Any
T_Missiles = Set Target to Missiles
Logic Output
Using a similar method to Input, have the output labelled.
Trigger ISR named with the output detected by the AI module.
Prefix with D_ to identify as a detection or detected for ease of referencing your logic.
D_MissLock = detected Missile Lock
D_MissInt = detected Missile on intercept course
D_Ship = detected Ship
D_Station = detected Station
D_Enemy = detected Enemy
D_Faction
D_Ally
D_Astronaught
I hope this makes sense. It sounds weird, but this idea came to me in a dream this morning.