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AI navmap overlay #32438

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metalgearsloth
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@metalgearsloth metalgearsloth commented Sep 25, 2024

It's not super pretty atm so open to suggestions.

image

LIDAR going to be reserved for a science item.

Don't merge without #32477 or else it looks bad.

🆑

  • tweak: Replaced AI static with a different background.

@Sadopeer
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brilliant idea

@ArcaneOcto
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This looks awesome. It is currently hard to tell the difference between walls and open space, perhaps you could draw diagonal lines inside the wall blocks? Like the station maps do it. Also, how does the green/orange color scheme look when compared to the AI eye? I'm curious to see how it would look with other colors, such as blue/yellow or blue/purple.

Another thing to note... Is there a way for the AI to tell the difference between a room and a hole in the hull? Perhaps the old static could stay to indicate where there is no floor?

@ScarKy0
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ScarKy0 commented Sep 25, 2024

You could use the navmap wall sprite that the station map uses
also slight static for the background

@metalgearsloth
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You could use the navmap wall sprite that the station map uses

It's not a sprite and it also doesn't look good blown up.

@ScarKy0
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ScarKy0 commented Sep 25, 2024

Also any chance we'll get the AI Eye to appear over the overlay too?

@ScarKy0
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ScarKy0 commented Sep 25, 2024

It's not a sprite and it also doesn't look good blown up.

something similiar then? The walls just feel empty and are hard to tll apart from the floor

@Errant-4
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Seems significantly more readable to me if the walls and doors are filled

ai_view

@metalgearsloth
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Yeah I might go with that, it's similar to what I did for shuttle control of a lower alpha fill. If we gave it some kind of vcr texture backing it might look good too.

@ScarKy0
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ScarKy0 commented Sep 25, 2024

Will this include seeing dots for crew with coordinates on? Or is that out of scope?

@metalgearsloth
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Out of scope.

I wanted this to share navmap code a bit but it's a bit too hard to do as it bakes some stuff in so we might need to do something about that if we ever added more than crew monitoring to it.

@f0x-n3rd
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make it look like you're walking on the station map overlay

@Ilya246
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Ilya246 commented Sep 25, 2024

AI should have an action to swap between camera and overlay sight even for camera'd areas so you can simplify looking for things

@metalgearsloth metalgearsloth marked this pull request as ready for review September 27, 2024 05:22
@Errant-4
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Errant-4 commented Sep 27, 2024

I spent some time floating around Fland, and I think it gets a bit visually weird that the Empty Squares don't have a left and top border when adjacent to visible tiles. Especially in situations where full-black Space tiles are around them, like this spot in Engine Containment. I think it would be easier to parse what I am looking at if the green contour always went all the way around

image

image

(A much more subjective thing, but I also really liked the Static effect in general, so even though I see the clear advantages to this change, I'm wondering if there was a way to faintly incorporate the static into this system, somewhere? Maybe either the walls OR the floor (but not both, for visual distinction) could have a mild version of it? (or perhaps Space tiles)

@ArcaneOcto
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I'm wondering if there was a way to faintly incorporate the static into this system, somewhere?

Maybe it could come back later if mechanics like processing power are added. Or maybe it could replace the navmap overlay if power goes out?

@superjj18
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Interesting, do you think AI should still be allowed to interface with powered machines even when there are no cams?

It would make sense that a ai would need not see a machine hardwired to the station to use it, and a lack of vision would still be debilitating.

Lots of gameplay implications

@LevitatingTree
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Or maybe it could replace the navmap overlay if power goes out?

this seems like the way to go, imo

@ScarKy0
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ScarKy0 commented Oct 9, 2024

this seems like the way to go, imo

The point of having a navmap overlay is that AI is not utterly useless when theres no power, as I believe cameras will stop providing vision when unpowered
Giving it a navmap that only exists when powered and also making unpowered cams give no vision is a terrible idea with how often power goes out

@Salinarin
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How about this. Static should be applied to space tiles out of camera view (or simply anything that is not on the AI's grid). This way the AI will have 4 different types of "objects" it will be able to recognize even beyond it's cameras view:

  • Dark green tiles for any type of floors
  • Bright green tiles for any type of walls (i think linear hatching like in default navmap will look good too and also add some consistency with it)
  • Whatever-it-is for any type of airlocks
  • Static for anything that is not a part of the station (because AI doesn't have any information about it)

This will be enough for the AI players to not get lost and understand what they are looking at. Because it was really hard for me to understand that these are space tiles (especially the bottom one, that looks more like a bug)
image

@SlamBamActionman SlamBamActionman added the S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. label Nov 14, 2024
@eoineoineoin eoineoineoin added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content D3: Low Difficulty: Some codebase knowledge required. S: Needs Review Status: Requires additional reviews before being fully accepted A: Silicons Area: Relates to Silicon roles, including AI. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Nov 22, 2024
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Some stuff I noticed:

The AI Eye sprite is drawn under the Wireframe Overlay. This was already the case with the current AI Static, but arguably now it matters more, since there is some actual "information" being displayed to which the player could orient their Eye, if only they could see it. It would make sense for the AI to see it's own position superimposed over the station plans, not hidden under them

Directional/thin windows do not appear on the overlay, but thindoors are shown as full-sized doors. This is both a bit inconsistent, and potentially confusing. I think that similar to the station map, thin walls and doors should look as such
image

@ASTRALIXIX
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Are they not working on this PR anymore?

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A: Silicons Area: Relates to Silicon roles, including AI. D3: Low Difficulty: Some codebase knowledge required. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted T: New Feature Type: New feature or content, or extending existing content
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