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  8. Nov 26, 2019
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  13. Sep 19, 2019
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  16. Jul 16, 2017
    • Hachem_Muche's avatar
      ActorAI:aiTalentTactics: simplified cache management · b10d3678
      Hachem_Muche authored
      ActorAI:aiCheckSustainedTalent:  will not allow activating talents with active sustain_slots unless the ._advanced_ai flag is set.
      
      NPCs will not continuously toggle vile poisons.
      
      improved_tactical AI documentation: "TACTICAL VALUE" renamed "TACTICAL SCORE" for clarity
      b10d3678
  17. Jul 01, 2017
    • Hachem_Muche's avatar
      Updated resting: · 14b95a1c
      Hachem_Muche authored
      Added a new callback "callbackOnWait" to trigger various effects when an Actor takes no action in a turn.  Added to Actor:waitTurn in place of "callbackOnRest."   New function Player:restCheck (an overload of engine/interface/PlayerRest:restCheck) triggers "callbackOnWait" when successfully resting.
      
      The recovery effects of Spacetime Tuning and Throwing Knives use the "callbackOnWait" callback.
      
      NPCs that know Spacetime Tuning will automatically set an appropriate preferred paradox value periodically (at 100 below the anomaly threshold).
      
      Added the game.turn to the output of a number of AI debugging statements.
      
      Fixed a bug where Chants and Hymns could be learned without also gaining the appropriate resource pool.
      14b95a1c
  18. Jun 29, 2017
  19. Jun 28, 2017
  20. Jun 26, 2017
    • Hachem_Muche's avatar
      Adjusted log_detail_ai setting for some messages. Combat log debugging... · 83bafd4a
      Hachem_Muche authored
      Adjusted log_detail_ai setting for some messages.  Combat log debugging messages require log_detail_ai > 1.4.
      83bafd4a
    • Hachem_Muche's avatar
      This update has 3 main parts: · bdc16947
      Hachem_Muche authored
      A)	Upgrading AI primitives (“infrastructure”) in the engine to make designing new and more capable AIs easier.
      B)	Rewriting the Talented and Tactical AIs, plus adding some supporting AIs, so that NPCs in ToME using them behave more intelligently.
      C)	Correcting and updating tactical tables and associated code for a number of (but not all) talents that are currently not being used effectively by NPCs.
      
      HIGHLIGHTS:
      Major rewrite of many AI definitions and functions, including new functions to make writing new AIs simpler.
      Completely new talented and tactical AIs (for ToME) that allow NPCs to act without contact with the player, actively manage all standard resources, and more consistently comply with their AI specifications.  This includes provisions for all NPCs to avoid drowning/grid damage, better coordinate movement and talent use, and invoke other AIs.
      NPCs can both activate and deactivate all sustain talents intelligently (particularly for the tactical AI) with or without player contact, according to the tactical situation.
      The new AIs are designed to work concurrently with their existing counterparts to allow for them to be phased in.
      
      Main Game Play Effects (for NPCs using the new AIs):
      NPCs do not require contact with the player to act.
      NPCs will actively manage all standard resources, including their health.
      NPCs can both activate and deactivate sustained talents as appropriate.
      NPCs will move away from harmful (damaging, suffocating) terrain, and will do a better job at maintaining appropriate distance from the player while in combat (new tactical AI).
      If using a talent fails, the NPC will immediately attempt to use another (next best for the tactical AI) talent.
      
      GAME LOG DETAIL CONTROL:
      The amount of detail printed in the game log by most engine/ToME ai functions can be controlled by setting the variable:
      
      	config.settings.log_level_ai = X
      
      Where X is a number from 0 (no extra output) to 4 (very verbose output) specifiying how much detail to output to the game log.
      
      NEW/UPDATED AI’s included:
      “dumb_talented” (engine) – updated to add support for t.onAIGetTarget.
      “improved_talented” (engine) - Simplified version of “dumb_talented” using the new talent filter system. Designed as a drop-in replacement for the dumb_talented AI using the new AI functions.
      “improved_talented_simple” (ToME) – designed as an overload for the dumb_talented_simple AI
      “improved_tactical” (ToME) – designed as a drop-in replacement for the tactical AI (details below)
      “maintenance” (ToME) – manages health and resources, triggering other appropriate talents and AIs, (mostly for simple AIs out of combat)
      “move_safe_grid” (ToME) – moves from harmful to safe terrain
      “flee_dmap_keep_los” (ToME) – migrated from ai.tactical.lua, flees from current target while maintaining LOS to it
      “target_simple” (engine) – will only maintain targeting on hostiles
      "target_simple" (ToME) – has an increased chance to clear friendly targets, always clears self
      “tactical” --The existing tactical AI has been partially updated to be compatible with most of the new tactical table functionality, with minimal changes.  (It lacks most of the additional features of the new tactical AI in order to work as before as much as possible.)  Better log file output.
      
      NEW TACTICAL AI:
      This is an almost complete rewrite of the current tactical AI that is compatible with existing NPC specifications and data.
      Interprets existing tactical tables as before, but supports additional information allowed in the new tactical table format.
      The tactical AI weighs all tactical table parameters (not just the best one) when evaluating talents, making it much better at picking the correct talent at the correct time.
      Full support for both positive and negative tactical values – this allows the AI to intelligently turn on and off sustained talents, including those with sustain_slots or that drain resources.  (For example, an NPC can switch between hymns or vile poison enhancements as the tactical situation develops.)
      Automatically manages all standard resources, with support for resource-specific wants.
      Does a better job at maintaining an advantageous distance to the target.
      
      (Un-tested) The tactical AI should run significantly faster than before for most NPCs.  The new AI is more efficient when evaluating and performing actions, but does more.
      
      Extensive documentation for the changes, including detailed instructions/tutorial for how to construct tactical tables.
      Defined key parameters for supported TACTICs in mod.class.interface.ActorAI.  This allows new TACTICs to be added easily, including by addons.
      
      EXTENDED TACTICAL TABLE functionality:
      Added detailed documentation on how to construct tactical tables and how they are interpreted by the (new) tactical AI.
      No changes are required to current tactical tables for them to be interpreted by the new AI functions the same way they were interpreted before.  Note, however, that many of the existing tactical tables have significant errors that prevent NPCs from using talents appropriately.  (A number of these have been corrected as part of this development.)
      
      Changes:
      Tactical functions take the actor affected rather than the NPC's ai target as an argument in order to be consistent with the way DamageType and status resistances are interpreted.
      
      There is an additional (lowest) level of table parsing for status immunities to allow both DamageType resistance and status effects to be accounted for.
      
      For example, Apply Poison’s NATURE-based damage is added to the tactical table as:
      
      tactical = { ATTACK = {NATURE = {poison = 2}}}
      
      which takes both the target’s poison immunity and NATURE resistance into account.
      
      A sub-table  SELF = {…} can be specified for tactics that apply only to the talent user.  This helps specify tactics for talents that have different effects on the user and on their target(s).
      
      For example, the updated tactical table for lightning runes is now:
      
      tactical = { ATTACK = { LIGHTNING = 1 }, SELF = {defend = 1} }
      
      reflecting the fact that it provides defense to the user (but not the target).
      
      When applying DamageTypes, source damage bonuses and target affinity are accounted for in addition to resistances and penetration.
      
      Alternate tactical tables (t.tactical_imp) are included for some talents during the transitional period.)
      
      AI talent use changes:
      Completed support (This was only partially supported before.) for the talent field t.onAIGetTarget for all engine AIs and support functions.  ActorAI:getTarget(typ).
      
      Separated ai pre-use talent checks from actor:preUseTalent into new function (ActorAI:aiPreUseTalent) at the engine level.   This is needed to allow sustains to be turned on and off properly (to allow ActorTalents:forceUseTalent to turn off sustains (with buff removal effects, for example), when the AI would otherwise NOT turn them off.
      For ToME, this permits the function talent.on_pre_use_ai to control both activating and deactivating sustained talents.
      
      SUMMARY of FUNCTIONS:
      New Engine Functions:
      ActorTalents:filterTalent(t, filter) - checks a talent against a filter
      ActorAI:aiTalentTargets(t, aitarget, tg, all_targets, ax, ay) - Generate a list of target entities (Actors) a talent MAY affect if used (This provides engine support for the dummy projection performed in the current tactical AI.)
      ActorAI:aiGetAvailableTalents(aitarget, t_filter, t_list) – generates a list of talents available for use
      aiPreUseTalent(t, silent, fake) – (stub) determines if the AI should use a talent (separated from preUseTalent to allow sustains to be correctly turned on and off)
      ActorAI:getTarget(typ) – supports talent.onAIGetTarget, talents automatically self-targeted, and supports the grid_params argument to locate grids if the targeting table requires it.
      ActorAI:getTargetGrid(tg, params) – acquires grids via projection, choosing one to move to based on parameters in the targeting table -making targeting of movement talents for NPCs much simpler.
      
      Updated Engine Functions:
      ActorAI:setTarget will automatically check on_acquire_target and on_targeted functions when a new target is set.
      ActorAI:runAI will return nil, generating a log message, rather than crashing with an undefined ai
      
      New ToME functions:
      ActorAI.aiParseTalent(t) – parses a talent definition, setting some variables for AI use – making talent analysis faster for the AI
      ActorAI.AI_InitializeData() – parses all talent definitions, initializes resource tactics, and logs a summary of all tactics detected in talent definitions
      ActorAI:aiPreUseTalent(t, silent, fake) – Determines if the AI should use the talent.  Checks t.on_pre_use_ai (applies to both activation and deactivation of sustained talents) and caches its results in the self.turn_procs table.
      ActorAI:aiCheckSustainedTalent(t) – determines if a sustained talent should be toggled (Allows simple AIs to turn on and off sustained talents correctly.  This is primarily concerned with resource drains.)
      ActorAI:aiGetResourceTalent(res_def, t_filter,  t_list) – finds a talent to replenish a resource
      ActorAI:aiResourceAction(res_def, t_filter, t_list) – finds an action (talent or AI) to replenish a resource
      ActorAI:aiHealingAction(aitarget, filter, t_list) – finds an action (talent or AI) to heal self
      ActorAI:aiGetGridDamage(gx, gy) – computes expected grid damage and air loss for the actor.  Updated some grid definitions to allow this function to detect the damage.
      ActorAI:aiGridHazard(gx, gy, dam_wt, air_wt) – rates the overall hazard level for grid.  May be overloaded for some Actors to allow for special map navigation.
      ActorAI:aiFindSafeGrid(radius, want, dist_weight, ignore_los, grid_val) – finds the a nearby grid to escape grid damage and suffocation.
      ActorAI:aiCanFleeDmapKeepLos() – moved from tactical ai for general use
      ActorAI:aiTacticEffectValues(targets, effect_type, effect_wt, talent, selffire, friendlyfire) – computes the tactical value of specific tactic weight argument vs a list of actors – for concurrent compatibility with the existing tactical AI
      ActorAI:aiTalentTactics(t, aitarget, targets, tactic, tg, wt_mod) – fully resolves the tactical table for a talent (including finding targets as needed) – used by the new tactical AI to evaluate talents and by some simple AIs to use tactical tables when choosing talents
      Combat:combatGetAffinity(type) – returns damage affinity
      Talents.aiLowerTacticals(tactical) – function to convert TACTIC labels to lower case in tactical tables
      
      Updated ToME Functions:
      NPC:act() – NPCs will perform resting activity if they take no other action during a turn
      NPC:getTarget(typ) – simplified to reflect the changes to ActorAI:getTarget
      NPC:seen_by(who) – NPCs will not pass friendly targets to each other unless ai_state._pass_friendly_target is set
      NPC:aiCanPass(x, y) – removed (uses engine version), shove pressure folded into ActorAI:moveDirection
      
      MISC RELATED CHANGES:
      The level of log file detail output by various AI functions can be specified by setting config.settings.log_detail_ai to a value from 0 (minimal output) to 4 (very verbose output).
      
      Engine:
      ActorAI:aiSeeTargetPos(target) – added extra checks to the estimated location to exclude it if another actor is seen there and that the target can actually move there – this significantly reduces the chance to target friends or self
      ActorLife:takeHit(value, src, death_note) – death message is not displayed if src is undefined
      utils: table.to_strings = function(src, fmt) – converts a table to table of formatted strings, very useful for various debugging outputs
      utils: table.equivalence(t1, t2, recurse) – checks if two tables are equivalent, i.e. they are identical or contain the same values assigned to the same keys, can recursively track all of the keys to the first difference found
      
      ToME:
      ActorAI:moveDirection(x, y, force) – moved from NPC.lua, incorporates shove algorithm code, fixing a bug that causes shove pressure to almost always fail
      Actor:preUseTalent(ab, silent, fake) – updates any missed AI parsing of talents as needed when tested
      Resource definitions updated with new AI parameters (equilibrium, paradox, psi, air)
      Actor:regenLife(fake) --- returns the life, psi regenerated, updated to take a fake parameter to calculate the amount of life and psi that will be regenerated without applying the values.  Eliminated the resting hack for Solipsism: life regeneration is only reduced by the amount of psi regeneration that can be used, none is diverted once psi is replenished.
      Updated Actor status immunity functions:
      Actor:canBe(what, eid) -- Rewritten to reference a table of status type labels that makes defining new status types (addons) much simpler.  Can take an argument for the effect id being applied, which forces checking of general status immunities (negative_status_immune is always checked), and can be used to force checking of status types contained in the effect subtype table. (i. e. self:canBe(nil, “EFF_DAZED”) will check stun_immune.)
      Now returns the random result, percent chance to be affected.  AIs have been updated to use the chance rather than an individual result, so that tactical weights are consistent across multiple calls.
      Actor.newStatusType(what, method) – used to define a new status type. e.g. Actor.newStatusType(“annoy”, true) causes self:canBe(“annoy”) to check the self.annoy_immune field.
      Actor:canSeeNoCache(actor, def, def_pct) – updated to always return the correct chance to see the target (regardless of success).
      Actor:getTalentSpeed(t) – looks for a t.getEnergy function that returns the amount of game energy needed to use the talent (on the basis of 1 = 100% of normal, stacks with talent type speed).
      Combat:combatGetResist(type) -- results are properly bounded between -100% and + 100%.
      resolvers.talented_ai_tactic updated to better balance ai_tactic for more tactical flexibility.  Fixed an upvalue(!) bug that could cause failure when placing randbosses generated from an earlier save file.
      
      Some ToME TALENT CHANGES:
      Note many talent defintions have incorrect tactical tables.  A number of the most complex (for the AI) talents have been updates with new tactical information so that NPCs can use them.
      
      Talents can have .ai_level field to specify the (raw) talent level to use for AI purposes (For prodigies and other 1 point talents).
      
      Summoning Talents – Defined new functions in talents.lua (available to all talent definitions) supporting significant tactical changes which allow NPCs to better pick appropriate summoning talents and place summons.
      Poisons – use the updated AI changes to allow NPCs to switch between poison effects in combat.
      Psionic Projection talents – tactical tables for discharging the talent now take into account the loss of the aura effect
      Meditation – enabled for NPCs who will actively toggle this talent to manage their equilibrium.
      Spacetime Tuning – NPCs can learn the talent, but only benefit from the passive effects.
      Suncloak – enabled for NPCs (requires LOS to target)
      True Grit – enabled for NPCs (since they can now manage their resources)
      Nature Touch – NPCs will search for a target (favoring self) that needs healing
      
      Some ToDo Items:
      Update the way the Actor.ai_tactics table is used to allow for sustains/status effects to modify tactical priorities in the tactical AI.  So wild speed could reduce but not eliminate talent use, Unstoppable would prevent running away while active, etc...
      Finish enabling summoning talents for NPCs : Detonate, Rage, Phase Summon
      Wards: NPCs must match wards to target attack types
      Add a method in data.damage_types.lua to translate compound DamageTypes into the base types (that have resistances)
      bdc16947
  21. Jan 04, 2017
  22. Jul 30, 2016
    • Hachem_Muche's avatar
      Added log rollback functionality to LogDisplay. · 0e1f9d22
      Hachem_Muche authored
      Fixed a bug in ActorTalents:useTalent to correctly return the results of the talent action, activate, or deactivate code instead of the coroutine (co_wrapper) result (which normally always returns true).
      The return value now correctly reflects talent success or failure, allowing AIs to try other actions when the talent code aborts.  (Not addressed in this commit.)
      useTalent will automatically rollback log messages from aborted talents.  (i.e. no more "Monster rushes out!" spam when the Rush talent is attempted inside of minimum range)
      Fixed a bug that was allowing NPC's to bump attack without enough energy.
      Added some on_pre_use functions to staff-combat talents.
      0e1f9d22
  23. Jan 17, 2016
    • DarkGod's avatar
      load old data · 22beccde
      DarkGod authored
      if tactical AI finds a talent taht does exist, do not explode
      22beccde
  24. Jan 07, 2016
  25. Sep 07, 2015
    • Hachem_Muche's avatar
      Standardizes Resource definitions. · 15454174
      Hachem_Muche authored
      This revises the way Actor resources are handled to allow them to be defined in one place (at tome.load), simplifying their definition, eliminating the need for most hooks to handle them, and making them easier for the AI to manage properly.
      
      Engine:
      ActorResource:defineResource can now take a parameters field that merges additional information into the definition.
      An extra check is added to prevent redefining an existing resource.
      Defining a new resource now defines the string fields getFunction, getMinFunction, getMaxFunction, incFunction, incMinFunction, incMaxFunction to allow indirect reverence to the correct resource functions from the definition.
      Added support for an invert_values flag (resource increases when used), and sustain_prop and drain_prop fields for sustained talents.
      This allows the module code to loop through all the defined fields/functions when checking for the corresponding properties in actor and talent tables.
      
      ToME:
      Hard coded resource references have been replaced with a loop checking all defined sustains for:
      Actor:act (canceling sustains)
      Actor:resetToFull (will replenish all defined resources by default)
      Actor:checkPool, Actor:learnPool, Actor:learnTalent, Actor:unlearnTalent, Actor:preUseTalent, Actor:postUseTalent, Actor:getTalentFullDescription
      This eliminates the need to use the hooks/callbacks in these functions for (almost) all defined resources.
      Added comments in tome:load explain for addon developers how to create resource definitions to take advantage of these changes.
      
      Resource definitions can set .hidden_resource = true to prevent display in various player interfaces.
      Resource definitions have a .color ("#COLOR#") field set to display resources with a consistent color in various places.
      
      Updated the Classic and Minimalist uisets and the CharacterSheet to look through the list of all defined resources for resource values to display.
      Classic uiset:
      	Fixed some formatting problems that were causing some resource values not to display properly.
      	Added some variables to make resizing the player panel easier in the future.
      	Added the log_lines parameter to the Game Options menu.
      
      Minimalist uiset:
      	Reformatted resource graphics/text to be more clear and to avoid unreadable text.
      	The ui will go through a series of default checks to search for appropriate graphics for each resource.
      
      The general tab of the CharacterSheet has been adjusted to provide room for more resources and will now display their regeneration values.
      
      Added/updated tooltips for several ui elements.
      15454174
  26. Jul 31, 2015
  27. Jul 07, 2015
    • Hachem_Muche's avatar
      code cleanup · 0afd12bd
      Hachem_Muche authored
      0afd12bd
    • Hachem_Muche's avatar
      More cleanup of debugging code. · ac5ea75a
      Hachem_Muche authored
      Fixed tactical tables for several talents.
      
      Installed safety code in talented and tactical ai for failed talent use.
      Fixed bug in tactical ai causing mistargeting of combination damage and heal/cure talents.
      Fixed bug in Command Staff on_pre_use_ai check.
      
      Updated Rush talent to allow targeting unoccupied spots.
      ac5ea75a
  28. Jul 06, 2015
    • Hachem_Muche's avatar
      Command Staff talent available to NPCs, which will spawn with the most... · 7629a622
      Hachem_Muche authored
      Command Staff talent available to NPCs, which will spawn with the most appropriate aspect selected.  (Significant buff to staff wielders)
      Updated artifact staves to use the new flavor system.
      
      tactical AI will take duration of detrimental effects into consideration when evaluating cures.
      
      clean up debugging code
      7629a622
  29. Jul 04, 2015
  30. Jul 03, 2015
    • Hachem_Muche's avatar
      Updated remaining World Artifacts, Quest Artifacts, and Special Artifacts to use the new interface. · 4285b05f
      Hachem_Muche authored
      Artifact changes:
      Terrasca (which works the same) uses a new "absolute" resistance that is updated as needed by callbacks.
      Added new callbacks: callbackOnTemporaryEffectRemove and callbackOnTemporaryEffectAdd to supplement callbackOnTemporaryEffect
      Buffed Exiler to have a chance to affect non-summons.
      Modified Spellhunt remnants: They gain a maximum of 1 material level per artifact crushed, but can spawn at any level in the game (adjusting
      
      their material level to the zone).  Made more rare to compensate.
      Cuirass of the Dark Lord slightly buffed bleed damage based on Physical Power.
      Awakened staff of absorption, slightly buffed to bypass most defenses.
      
      Object use tactical tables can be an explicit function in the object definition.  This makes complex AI tactical tables simpler to code and
      
      more efficient to run.
      Objects that have an instant talent as their activatable ability use no energy by default.
      
      NPCs:
      
      Will try to equip their drops if possible (cannot replace normal equipment unless the replacement is the same type and is unique).
      Updated GameState:checkPowers with an "antimagic_only" mode that is used for test actor-equipment compatibility.
      Updated some boss definitions to be able to equip their unique drops.
      
      Moved after object use checks for breakStepUp, breakStealth, breakLightningSpeed, breakReloading, and breakSpacetimeTuning() from mod.Player to
      
      mod.Object.
      
      Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
      
      Adjusted talents for some bosses to compensate for the abilities of the equipment they can use.
      
      AI:
      Updated the tactical tables of several talents (that were used by various activatable items).
      Updated tactical and talented AI's to allow NPC's to act again immediately after using an instant talent.
      flee_dmap_keep_los AI will allow the ai to run farther if it has sufficient moves.
      The tactical AI writes the selected tactic to the ai_state table as a parameter for talent.action functions.  This fixes a bug where NPCs that
      
      were activating tageted abilities to flee were moving closer to their target instead.  So an NPC using phase door, for example, will try to
      
      teleport closer when the "closein" tactic is active and farther from its target when the "escape" tactic is active.
      4285b05f
  31. Jun 18, 2015
  32. Apr 29, 2015
  33. Apr 24, 2015
  34. Apr 12, 2015
  35. Apr 11, 2015
    • Hachem_Muche's avatar
      Updated callObjectTalent function to be more flexible and ensure talent... · a87e5ca6
      Hachem_Muche authored
      Updated callObjectTalent function to be more flexible and ensure talent functions are called with appropriate scope.
      Updated tactical function for use_talent powers to ensure the tactical functions are called with the correct scope.
      
      Added .never_fail flag (and support to Actor:preUseTalent) to actor object use talents to prevent failure to use objects when confused, etc.
      Added support for on_pre_use_ai function
      
      Updated game:logVisible to correctly identify projectiles (which get a .__is_projectile flag)
      
      Enabled automatic use of object activation talents (more development needed)
      
      Tactical AI:
      Fixed a bug causing NPC's to sometimes not use cure/heal abilities effectively
      tactical table functions are called with (self, t, aitarget, tact)
      
      Updated charm tactical tables to account for possible resource recovery,
      Updated definitions for several boss artifacts for NPC use: Wintertide (also fixed bug causing permanent ice walls), Crystal Shard,
      Choker of Dread (fixed bug causing summon to not taunt foes), Rod of Annulment, Psionic Fury.
      
      Talents:
      Dark Tendrils: updated target table for AI use
      Illumination: updated target and tactical tables so that NPC's will use it above level 3.
      Fire Breath: added disable to tactical table.
      Chain Lightning: updated target table for AI use
      Disperse Magic: expanded tactical table to allow for both offensive and defensive use.
      Tidal Wave: updated target table to allow AI use
      Shattering Blow: corrected tactical table
      Inertial Shot: updated on_pre_use function to check for enough ammo (temporary pending more general fix of archery talents)
      ***Note unrelated AI error with archery talents being used without ammo
      
      Sunder Armor/Arms effects: added gain/lose messages
      a87e5ca6
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