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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a-RC6] DroneLib v1.1.1  (Read 73038 times)

tomatopaste

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[0.95.1a-RC6] DroneLib v1.1.1
« on: July 12, 2021, 08:23:31 AM »


- discontinued -

Much of the code and concepts in this mod were moved to CMUtils for various reasons.
« Last Edit: December 13, 2022, 07:12:33 AM by tomatopaste »
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Klokinator

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #2 on: July 12, 2021, 09:01:34 AM »

Please modders, make use of this, and hopefully a lot of use. This sounds too cool to ignore. I'd love to see hullmods that instate specific drone behavior, just as one example.
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tomatopaste

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #3 on: July 12, 2021, 09:05:37 AM »

Oooh subsystems!
So how do they work with ship systems?
Are they completely independent?
Yep, 100% independent. Transferable across all ships.
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Sutopia

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #4 on: July 12, 2021, 10:20:01 AM »

Are drones affected by any skills?
Can I use this library to make custom wing AI instead of drone AI?
Are subsystems affected by system expertise?
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Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

Morrokain

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #5 on: July 12, 2021, 01:16:17 PM »

Well now, this looks very interesting!

Do you have an idea of how easy/difficult the framework will be to maintain in future Starsector updates? My one hesitation would be to rig a bunch of stuff to use the framework and then an update would render all of it inoperable for an indeterminable amount of time.

Still, this is very cool and I love how its even separate from ship systems so you could conceivably synergize the dual mechanics for a pretty unique ship.
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DecoyGrenadeOut

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #6 on: July 12, 2021, 04:15:09 PM »

This looks REALLY cool! I can't wait to see what other modders are going to do with it!

Speaking of GUI modifications, is there any way to modify the weapon GUI so that it notifies you when all weapons in a given weapon group is able to fire (an OK/READY right beside the weapon group in combat HUD)? Because I have quite some trouble timing cooldowns for weapon with high delays like AM Blaster.
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tomatopaste

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #7 on: July 12, 2021, 07:41:06 PM »

Are drones affected by any skills?
Can I use this library to make custom wing AI instead of drone AI?
Are subsystems affected by system expertise?

Player skills are not currently taken into account, I will add them once the initial proof of concept is rock steady.
Custom wing AI is currently outside the scope of this library, that would be a whole different can of worms to modularise and there would have to be sufficient motivation to do so, unless somebody else wanted to work on it.
Well now, this looks very interesting!

Do you have an idea of how easy/difficult the framework will be to maintain in future Starsector updates? My one hesitation would be to rig a bunch of stuff to use the framework and then an update would render all of it inoperable for an indeterminable amount of time.

Still, this is very cool and I love how its even separate from ship systems so you could conceivably synergize the dual mechanics for a pretty unique ship.

This framework could have existed in a number of previous updates since it is uses combat api functions that have been around for a while, so unless alex decides to revamp the entire combat engine and GUI I don't see future updates breaking it.
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6chad.noirlee9

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #8 on: July 12, 2021, 09:48:46 PM »

STOKED IS AN UNDERSTATEMENT: thanks for doing this
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Morrokain

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #9 on: July 13, 2021, 04:42:39 PM »

This framework could have existed in a number of previous updates since it is uses combat api functions that have been around for a while, so unless alex decides to revamp the entire combat engine and GUI I don't see future updates breaking it.

Ah nice good to know! Yeah never say never but I feel that its pretty unlikely that this would be reworked at this point.
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Thaago

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #10 on: July 17, 2021, 06:31:18 PM »

This looks awesome! I've always liked drones, and the ability to have multiple systems on a ship (applying to individual weapon groups even!!) is great.
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Cirind

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #11 on: July 18, 2021, 03:36:27 PM »

Just wanted to say that this is probably one of best things on this forum.
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tomatopaste

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Re: [0.95a] DroneLib - Evolved Combat Systems (Mod Utility Library)
« Reply #12 on: July 19, 2021, 10:30:01 AM »

DroneLib v1.0.1
Download v1.0.1
Fixed major problem with mod csv merging. A reminder that subsystem instances applied in combat via applySubsystemToShip(ShipAPI Ship, dl_Subsystem subsystem) will need to have .init(ShipAPI ship) and .aiInit() called externally.

v1.0.1
-fixed CSV merging between mods
-updated method documentation
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tomatopaste

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Quick showcase of some shenanigans implementing subsystems with RogueSynth hullmods, which I am working on updating to 0.95a.




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tomatopaste

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DroneLib v1.1.0
Download v1.1.0
Important update with refinements and fixes.

v1.1.0
-added centralised subsystem hullmod queuing function to dl_SubsystemUtils
    -queueSubsystemFromHullmodForShip(ShipAPI ship, Class<? extends dl_BaseSubsystem> subsystemClass)
    -Queues a subsystem for a ShipAPI instance so it will be applied upon entering combat. Allows subsystems to be
     cleanly added via hullmod
-fixed subsystem ai scripts running while player control active
-fixed subsystem gui showing with no subsystems installed on player ship
-added useful getter and setter methods to dl_BaseSubsystem
    -methods such as setCooldown(float cooldown) apply changes only to the subsystem instance, it does not globally
     change the subsystem spec data
-added default hotkey manager, if the 'hotkey' field in the csv is left blank it will use a unique default
    -custom hotkeys can be defined for subsystem slots 1-6, 6th slot will be copied with more subsystems
-added static getSubsystemsOnShip(ShipAPI ship) method to dl_SubsystemCombatManager
-added overridable methods in dl_BaseSubsystem to prevent subsystem being used while venting and/or overloaded
-changed a couple of method names for clarity - unfortunately will cause crashes with any mods using old method names
    -queueSubsystemFromHullmodForShip -> queueSubsystemForShip
        -method does not require a hullmod
    -getSystemId -> getSubsystemId
        -clear up any confusion with regular shipsystems
    -may have missed one or two, but nothing has been removed so the successor name should be obvious
-updated/added javadoc comments to several methods
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