All Downloads are FREE. Search and download functionalities are using the official Maven repository.

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

) }