
APT.all-test.HauntBot.elaborations.parameters.soar Maven / Gradle / Ivy
echo "\nLoading elaborations/parameters"
#FIXME: We should remove the parameters that are not being (and will not be) used. -:AMN:
sp {elaborate*parameters
(state ^name haunt)
-->
( ^parameters )
(
^drift 40 # amount traveled after thurst off
# used to predict where walls and doors are
^actor-remember-time 300 # Remember emeny for 5 minutes when disappears
^sound-remember-time 8000 # time to remember sound after disappears
^detect-stuck-time 20 # if don't move in this time, assume stuck
^max-sound-range 1000
^min-sound-range 200
^near-node-range 30 #near-thresh = how close I have to be to a node for it to be "nearby"
^near-xy-range 50 #when to stop
^entryway-max-range 500 #maximum distance between two nodes that are an entryway between two areas
^right-angle-threshold 30 #maximum degrees off to the right before something is no longer "in front" of me
^left-angle-threshold 330 #maximum degrees off to the left before something is no longer "in front" of m
^floor-height -810
^floor-displacement
^position-achieved-pos 20
^position-achieved-neg -20
^entry-node-displacement 0 # have used 30 but causes a problem in stairways
^hurt-level 80
#REW: 2002-08-21 # HACK: See find-concealed-position
^window-half-width 35
^opposite
# REW: 2002-09-25
^error-codes
^connect-heading-opposite
# MJP: 2003-05-12
^max-grab-distance 72 # max/min distance from an object from which it can be picked up
^min-grab-distance 40 # (error was 39/71)
^grab-distance 56 # ~ average of max and min distances, this is where bot will ATTEMPT to move to
^at-target-range 15 # move-to-x uses this to determine when it is "at its target"
^status
^condition-colors # used for drawing health/hunger/etc bars
^behavior-priority #used to assign priorities to actions like "eat", "drink"
^record-entity-duration 10 #time to "remember" a detected entity
^haunted-area-duration 25 #time to "remember" that an area is 'haunted'
^floors ) # floor-specific info
( ^front back
^back front
^left right
^right left)
( ^one -600
^two 600 )
# REW: 2002--09-25
# These are the error codes from the simulator. Use these
# rather than hard-coding error codes into productions.
( ^jump-not-on-solid-ground-or-crouching 1
^turn-to-needs-direction 2
^must-be-on-off-value 3
^unknown-command 4
^invalid-direction-attribute 5
^no-object-with-that-name 6
^missing-or-invalid-attribute 7
^value-out-of-range 8
^invalid-value 9
^grab-failed-already-holding-something 10
^too-far-to-grab 11
^not-facing-object-to-grab 12
^object-cannot-be-picked-up 13
^no-room-to-lift-object 14
^not-holding-object-for-action 15
^cannot-use-held-object 16
^reload-failed-out-of-ammo 17
^reload-failed-clip-already-full 18
^weapon-jam 19
^unjam-failed 20
^alert-action-while-at-ease 21
)
( ^0 180
^180 0
^90 270
^270 90)
#MJP 5/12/03 -- status is classified as high/medium/low for priority purposes
( ^hunger
^thirst
^health
^temperature )
( ^high 400
^medium 200
^low 0)
( ^high 400
^medium 200
^low 0)
( ^high 80
^medium 40
^low 0)
( ^high 90
^medium 80
^low 0)
( ^high blue
^medium purple
^low red)
#MJP 5/23/03
# lower priorities are preferred... don't have any ties... ( ties will result in random decisions every cycle )
# ( ^read 2
# ^flee 11
# ^eat-and-drink 0
# ^warm-up 3
# ^gather 5 # debugging behavior
# ^move-to 10)
( ^low 1
^medium 2
^high 3)
( ^name one
^height-low -1600
^height-high -861
^displacement -600)
( ^name two
^height-low -20
^height-high 170
^displacement 600)
( ^name three
^height-low -700
^height-high -500
^displacement 1800)
}
#copy parameters down to each new state
sp {elaborate*sub-goal*parameters
(state ^superstate.parameters )
-->
( ^parameters
)
}