Conditions and actions

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Basics

A target can be shared between action and condition nodes.
The invert checkbox only inverts the condition and not the result of the entire node. There is no selected enemy (Step 2) therefore "is carrying a resource" and "is not carrying a resource" makes no difference.
The invert checkbox only inverts the condition and not the result of the entire node. Both enemies are selected by the any selector in step 3. Therefore both conditions "is carrying a resource" and "is not carrying a resource" are evaluated valid.

Both condition nodes and action nodes are mainly defined by a target and share almost the same evaluation process:

Step Condition node Action node
1. Get all the entities of the target type.
2. Remove all entities not matching the target filters. If there is not a single entity left the node is considered invalid except for counting conditions that check the target count.
3. Select the best remaining entity according to the target selector. The any and all selectors are special cases where all remaining entities are selected instead.
The any and all selectors can only be used for moving, fleeing, tagging and untagging.
4. Check the condition on the selected entity. The invert checkbox only inverts this condition and not the result of the entire node. Execute the action on the selected entity.
Any selector: Check if the condition is valid for at least one of the remaining entities. When moving or fleeing the any and all selectors result in moving to or fleeing from the average position[1] of all remaining entities. There is no difference between the any and all selector.
All selector: Check if the condition is valid for all of the remaining entities. When tagging or untagging the any and all selectors result in tagging or untagging all remaining entities. There is no difference between the any and all selector.
Information.png Condition nodes: Checking the condition is the very last step after filtering and selecting took place.

Example

Consider the following condition node:

  1. Target type: Enemy
  2. Target filters: Not carrying resource
  3. Target selector: Closest to me
  4. Condition: Shield is 0 to 25%

The following situation is evaluated like this:

  1. There are 4 entities of target type enemy. Allies, resources and bases are discarded.
  2. There are 3 entities not carrying a resource. The enemy moving to his base is removed from the list.
  3. The distance between the Shotgun and the remaining 3 entities is measured. Only the closest enemy of them is selected.
  4. The condition is only checked for the remaining entity. As this enemy has full shield, the condition is evaluated invalid.
The condition node is evaluated invalid in this situation.

Target filters

Multiple filters from the same filter category are connected either with OR or with AND between them.

  • If there are separate dots on the left of each filter from the same filter category, the filters are joined with OR within that filter category.
    • Example: In the filter category bot class filters are connected with OR. If the enemy is Assault class OR Machine gun class.
  • If there is a line and a single dot on the left of all filters from the same filter category, the filters are joined with AND within that filter category.
    • Example: In the filter category tag filters are connected with AND. If the enemy is tagged 1 AND not tagged 2.

The different filter categories are always connected with AND between them.

  • Example: The enemy satisfies the bot class filters AND the tag filters.
Yellow: In the filter category bot class filters are connected with OR (indicated by separate dots).
Orange: In the filter category tag filters are connected with AND (indicated by a line and a single dot).
Blue: The different filter categories are always connected with AND between them.

Target selectors

The following target selectors are valid for the different target types. As there is only one entity of the myself target type there is no need of a target selector in this case.

Targets Self.png Myself Targets Ally.png Ally Targets Enemy.png Enemy Targets Allybase.png Ally base Targets Enemybase.png Enemy base Targets Resource.png Resource
Distance from me

Selectors ClosestToMe.png Selectors FurthestFromMe.png

Distance from arena borders

Selectors ClosestToArenaBorders.png Selectors FurthestFromArenaBorders.png

Health

Selectors WeakestHealth.png Selectors WeakestHealthRatio.png Selectors StrongestHealth.png Selectors StrongestHealthRatio.png

Shield

Selectors WeakestShield.png Selectors WeakestShieldRatio.png Selectors StrongestShield.png Selectors StrongestShieldRatio.png

Health plus shield

Selectors WeakestHealthPlusShield.png Selectors StrongestHealthPlusShield.png

Misc

Selectors Any.png Selectors All.png

Weakest/strongest and weakest/strongest ratio

If a Sniper has 2700 of 3000 shield remaining (90%) and a Machine gun has 3900 of 5000 shield remaining (78%) weakest shield would select the Sniper (2700 < 3900), weakest shield ratio would select the Machine gun (78% < 90%).

Entity selection process in case of identical attributes

The entity selection process sorts the remaining entities using the following comparison rules and keeps the first one.

Closest Furthest
Closest to me
  1. Closest to self first
  2. In case of equality: Lowest instantiation order first.
Furthest from me
  1. Furthest from self first
  2. In case of equality: Lowest instantiation order first.
Closest to arena borders
  1. Closest to arena borders first
  2. In case of equality: Lowest instantiation order first.
Furthest from arena borders
  1. Furthest from arena borders first
  2. In case of equality: Lowest instantiation order first.
Weakest Strongest
Weakest health
  1. Weakest health first
  2. In case of equality: Weakest health ratio first
  3. In case of equality: Compare like closest to me
Strongest health
  1. Strongest health first
  2. In case of equality: Strongest health ratio first
  3. In case of equality: Compare like closest to me
Weakest health ratio
  1. Weakest health ratio first
  2. In case of equality: Weakest health first
  3. In case of equality: Compare like closest to me
Strongest health ratio
  1. Strongest health ratio first
  2. In case of equality: Strongest health first
  3. In case of equality: Compare like closest to me
Weakest shield
  1. Weakest shield first
  2. In case of equality: Weakest shield ratio first
  3. In case of equality: Compare like closest to me
Strongest shield
  1. Strongest shield first
  2. In case of equality: Strongest shield ratio first
  3. In case of equality: Compare like closest to me
Weakest shield ratio
  1. Weakest shield ratio first
  2. In case of equality: Weakest shield first
  3. In case of equality: Compare like closest to me
Strongest shield ratio
  1. Strongest shield ratio first
  2. In case of equality: Strongest shield first
  3. In case of equality: Compare like closest to me
Weakest health plus shield
  1. Weakest health plus shield first
  2. In case of equality: Compare like closest to me
Strongest health plus shield
  1. Strongest health plus shield first
  2. In case of equality: Compare like closest to me

Actions

The following target types are valid for the different actions.

Targets Self.png Myself Targets Ally.png Ally Targets Enemy.png Enemy Targets Allybase.png Ally base Targets Enemybase.png Enemy base Targets Resource.png Resource
Move Actions move.png Actions flee.png
Actions Idle.png
Attack Actions attack.png
Resource Actions grab.png
Actions score.png
Actions DropResource.png
Tag Actions ExclusiveBotTag1.png Actions ExclusiveBotTag2.png Actions ExclusiveBotTag3.png Actions ExclusiveBotTag4.png Actions ExclusiveBotTag5.png
Actions BotTag1.png Actions BotTag2.png Actions BotTag3.png Actions BotTag4.png Actions BotTag5.png
Actions BotUntag1.png Actions BotUntag2.png Actions BotUntag3.png Actions BotUntag4.png Actions BotUntag5.png
Team tag Actions ExclusiveTeamTagA.png Actions ExclusiveTeamTagB.png Actions ExclusiveTeamTagC.png Actions ExclusiveTeamTagD.png Actions ExclusiveTeamTagE.png
Actions TeamTagA.png Actions TeamTagB.png Actions TeamTagC.png Actions TeamTagD.png Actions TeamTagE.png
Actions TeamUntagA.png Actions TeamUntagB.png Actions TeamUntagC.png Actions TeamUntagD.png Actions TeamUntagE.png

Thoughts to include into this page

Warning.png The rest of the page is a work in progress.
  • Target filters
    • Lists of Filters per Target Type