Difference between revisions of "Development:Python:AI Scripts"
m |
m (HowTo:Edit Missions:Python:AI scripts moved to Development:Python:AI Scripts) |
(No difference)
|
Revision as of 14:54, 21 April 2008
Python AI Scripts
Let me talk about AI scripts briefly.
In the modules
directory, you'll notice a nice AI script named ai_sitting_duck.py. It is very similar to a mission with a few notable differences:
- First of all, the AI class you make must inherit from the class
VS.PythonAI
. - Secondly, instead of having an
__init__
function it must have aninit()
function. The reasons for this have something to do with how inheritance works from C++, but this init function takes in self of course and the unit to which the AI script belongs.__init__
may start off some AI scripts from the get go, or you may wait until you execute each frame. In this case ai_sitting_duck.py loads the XML script++turntowards.xml
(which is the hard coded C++ equivalent to ai/scripts/turntowards.xml). After loading that AI script it replaces its parents order with the last AI script, in this case the XML script. In the Execute function this AI script calls Execute on the higher level (which takes care of responding to communications) and then prints h to the console for no apparent reason. - Lastly and most importantly, the AI script makes a new class for itself. So when the C++ code executes
ai_sitting_duck.py
it will call the C++ constructor which will take care of binding it. So when you make a new unit like this:
VS.launch (fgname,type,faction,"unit","ai_sitting_duck.py",nr_ships,nr_waves,vec,logo)
it will have this python AI attached to it. However, if you are too lazy to write AI's you can use the most excellent default AI:
VS.launch (fgname,type,faction,"unit","default",nr_ships,nr_waves,vec,logo)