/*joins server on localhost:1338 with name "jim"*/ (xpilot "-name jim -join localhost -port 1338");
1. General Functions
These functions allow general control of the Xpilot client
- (xpilot args) → void
-
Launches the xpilot client with the specified command line arguments.
; joins server on localhost:1338 with name "jim" (AI.xpilot.setargs "-name jim -join localhost -port 1338") (AI.xpilot.launch)
- (AI.xpilot.launch) → int
-
Launches the xpilot client. Returns 1 if successful
- (AI.setmaxturn degrees) → void
-
Sets the maximum turn for self in degrees per frame.
- (AI.teamplay void) → int
-
Returns 1 if teamplay is enabled.
See also: [AIself.team?], [AIship.team?]
- (AI.pressKey key) → void
-
Simulates a key press. AI.releaseKey must be called after to complete the key-stroke.
; A ship that tries to fire a laser every ; frame (if lasers are enabled by server (define (AImain) (AI.pressKey KEY_FIRE_LASER) (AI.releaseKey KEY_FIRE_LASER))
Here is a complete list of all the possible keys to press.
-
KEY_DUMMY
-
KEY_LOCK_NEXT
-
KEY_LOCK_PREV
-
KEY_LOCK_CLOSE
-
KEY_CHANGE_HOME
-
KEY_SHIELD
-
KEY_FIRE_SHOT
-
KEY_FIRE_MISSILE
-
KEY_FIRE_TORPEDO
-
KEY_TOGGLE_NUCLEAR
-
KEY_FIRE_HEAT
-
KEY_DROP_MINE
-
KEY_DETACH_MINE
-
KEY_TURN_LEFT
-
KEY_TURN_RIGHT
-
KEY_SELF_DESTRUCT
-
KEY_LOSE_ITEM
-
KEY_PAUSE
-
KEY_TANK_DETACH
-
KEY_TANK_NEXT
-
KEY_TANK_PREV
-
KEY_TOGGLE_VELOCITY
-
KEY_TOGGLE_CLUSTER
-
KEY_SWAP_SETTINGS
-
KEY_REFUEL
-
KEY_CONNECTOR
-
KEY_INCREASE_POWER
-
KEY_DECREASE_POWER
-
KEY_INCREASE_TURNSPEED
-
KEY_DECREASE_TURNSPEED
-
KEY_THRUST
-
KEY_CLOAK
-
KEY_ECM
-
KEY_DROP_BALL
-
KEY_TRANSPORTER
-
KEY_TALK
-
KEY_FIRE_LASER
-
KEY_LOCK_NEXT_CLOSE
-
KEY_TOGGLE_COMPASS
-
KEY_TOGGLE_MINI
-
KEY_TOGGLE_SPREAD
-
KEY_TOGGLE_POWER
-
KEY_TOGGLE_AUTOPILOT
-
KEY_TOGGLE_LASER
-
KEY_EMERGENCY_THRUST
-
KEY_TRACTOR_BEAM
-
KEY_PRESSOR_BEAM
-
KEY_CLEAR_MODIFIERS
-
KEY_LOAD_MODIFIERS_1
-
KEY_LOAD_MODIFIERS_2
-
KEY_LOAD_MODIFIERS_3
-
KEY_LOAD_MODIFIERS_4
-
KEY_SELECT_ITEM
-
KEY_PHASING
-
KEY_REPAIR
-
KEY_TOGGLE_IMPLOSION
-
KEY_REPROGRAM
-
KEY_LOAD_LOCK_1
-
KEY_LOAD_LOCK_2
-
KEY_LOAD_LOCK_3
-
KEY_LOAD_LOCK_4
-
KEY_EMERGENCY_SHIELD
-
KEY_HYPERJUMP
-
KEY_DETONATE_MINES
-
KEY_DEFLECTOR
-
KEY_UNUSED_65
-
KEY_UNUSED_66
-
KEY_UNUSED_67
-
KEY_UNUSED_68
-
KEY_UNUSED_69
-
KEY_UNUSED_70
-
KEY_UNUSED_71
-
NUM_KEYS
-
KEY_MSG_1
-
KEY_MSG_2
-
KEY_MSG_3
-
KEY_MSG_4
-
KEY_MSG_5
-
KEY_MSG_6
-
KEY_MSG_7
-
KEY_MSG_8
-
KEY_MSG_9
-
KEY_MSG_10
-
KEY_MSG_11
-
KEY_MSG_12
-
KEY_MSG_13
-
KEY_MSG_14
-
KEY_MSG_15
-
KEY_MSG_16
-
KEY_MSG_17
-
KEY_MSG_18
-
KEY_MSG_19
-
KEY_MSG_20
-
KEY_ID_MODE
-
KEY_TOGGLE_OWNED_ITEMS
-
KEY_TOGGLE_MESSAGES
-
KEY_POINTER_CONTROL
-
KEY_TOGGLE_RECORD
-
KEY_PRINT_MSGS_STDOUT
-
KEY_TALK_CURSOR_LEFT
-
KEY_TALK_CURSOR_RIGHT
-
KEY_TALK_CURSOR_UP
-
KEY_TALK_CURSOR_DOWN
-
KEY_SWAP_SCALEFACTOR
See also: [AI.releaseKey]
- (AI.releaseKey int key) → void
-
Simulates a key release. Call to release a key pressed by [AI.pressKey] See [AI.pressKey] for a complete list of keys.
See also: [AI.pressKey]
2. Self Control
- (AIself.thrust thrust) → void
-
Controls the ship’s thrust. 1 to thrust, 0 to not thrust. Resets to not-thrust after every frame.
; a ship that thrusts every frame (define (AImain) (AIself.thrust 1))
See Also: [AIself.turn], [AIself.shoot], [AIself.shield]
- (AIself.turn turn) → void
-
Turns the ship turn degrees (out of 360). Negative degrees are clockwise, positive counter-clockwise.
; a ship that turns 15 degrees clockwise every frame (define (AImain) (AIself.turn -15))
See Also: [AI.setmaxturn], [AIself.thrust], [AIself.shoot], [anglediff], [angleadd], [AIself.shield]
- (AIself.shoot shoot) → void
-
Makes the ship shoot. 1 to shoot, 0 to not shoot. Servers limit the shot rate and the number of shots, so AIself.shoot(1) will not always cause a shot to be fired. Use [AIself.reload?] to check the number of frames remaining before it is possible to shoot again.
; a ship that waits until "reload"
; says it can shoot and then shoots
(define (AImain)
(if (= (AIself.reload?) 0)
(AIself.shoot 1)))
See Also: [AIself.reload?], [AIself.turn], [AIself.thrust], [AIself.shield]
(AIself.shield shield) Turns on or off the ship’s shield. Use [AIself.shield?] to see the status of the shield.
; a ship whose shield is always on (define (AImain) (AIself.shield 1)))
See Also: [AIself.shield?], [AIself.turn], [AIself.thrust], [AIself.shoot]
- (AIself.destruct) → void
-
Start or stop the self-destruct sequence.
3. Self Variables
Functions that return values of variables concerning the self ship. [[ AIself.id?]] (AIself.id?) → int:: The id of self’s ship, according to the server.
See Also: [AIship.id?]
- (AIself.alive?) → int
-
1 if self is alive, 0 if not.
- (AIself.x?) → int
-
Self’s x position, where bottom left of map is [0, 0].
See Also: [AIself.y?], [AIship.x?], [AIradar.x?], [AIshot.x?]
- (AIself.y?) → int
-
Self’s y position, where bottom left of map is [0, 0].
See Also: [AIself.x?], [AIship.y?], [AIradar.y?], [AIshot.y?]
- (AIself.vel?) → int
-
Self’s velocity (number of pixels moved per frame).
See Also: [AIself.track?], [AIship.vel?], [AIshot.vel?]
- (AIself.heading?) → int
-
Self’s heading (direction ship’s nose is pointing). 0 degrees is to the right and 90 degrees is straight up.
See Also: [AIself.track?], [anglediff], [angleadd]
- (AIself.track?) → int
-
Self’s track (direction of movement). 0 degrees is to the right and 90 degrees is straight up.
See Also: [AIself.heading?], [anglediff], [angleadd]
- (AIself.mapx?) → int
-
Self’s x position on radar map, using radar map units.
See Also: [AIself.mapy?], [AIself.x?]
- (AIself.mapy?) → int
-
Self’s y position on radar map, using radar map units.
See Also: [AIself.mapx?], [AIself.y?]
- (AIself.team?) → int
-
Number of self’s team on server.
See Also: [AI.teamplay?], [AIship.team?]
- (AIself.life?) → int
-
Remaining lives on server.
See Also: [AIship.life?]
- (AIself.shield?) → int
-
Returns 1 if shield is up, 0 if shield is down.
See Also: [AIship.shield?]
- (AIself.name?) → string
-
Returns name of self on server.
See Also: [AIship.name?]
- (AIself.score?) → inexact number
-
Returns score of self as displayed in the rankings See Also: [AIself.HUD.score?]
- (AIself.reload?) → int
-
Number of frames remaining before self is able to shoot. When 0, self is able to shoot.
See Also: [AIship.reload?]
4. Ships
Functions returning information about other ships on screen. The ships are sorted from nearest to furthest.
- (AIship.x? index) → int
-
Ship’s x position, where bottom left of map is [0, 0].
See Also: [AIself.x?], [AIship.y?], [AIradar.x?], [AIshot.x?]
- (AIship.y? index) → int
-
Ship’s y position, where bottom left of map is [0, 0].
See Also: [AIself.y?], [AIship.x?], [AIradar.y?], [AIshot.y?]
- (AIship.heading? index) → int
-
Ship’s heading (angle nose is pointing). 0 degrees is to the right, and 90 straight up.
See Also: [AIship.track?], [anglediff], [angleadd]
- (AIship.track? index) → int
-
Ship’s track (direction of velocity). 0 degrees is to the right, and 90 straight up.
See Also: [AIship.heading?], [anglediff], [angleadd]
- (AIship.vel? index) → int
-
Ship’s velocity in pixels/frame.
See Also: [AIself.vel?], [AIshot.vel?]
- (AIship.dist? index) → int
-
Ship’s distance from self, in pixels.
See Also: [AIradar.dist?], [AIshot.dist?]
- (AIship.id? index) → int
-
server assigned id of ship
See Also: [AIself.id?]
- (AIship.xdir? index) → int
-
Direction of ship from self. 0 degrees is to the right and 90 upright.
; Self always points at nearest on screen ship
(define (AImain)
(if (not (= (AIship.x? 0) -1))
(AIself.turn (anglediff (AIself.heading?)
(AIship.xdir? 0)))))
(define (friendly? idx)
(= (AIself.team?) (AIship.team? idx)))
(define hostile? (complement friendly?))
(use srfi-1)
;; Get a list of ships that satisfy a predicate
(define (ships pred)
(filter pred (unfold (o negative? AIship.id?)
identity add1 0)))
;; Get a list of friendly on-screen ships
(ships friendly?)
;; Get a list of enemy on-screen ships
(ships hostile?)
See Also: [AIself.heading?], [anglediff], [angleadd], [AIradar.xdir?]
- (AIship.shield? index) → int
-
Returns 1 if ship’s shield is on, 0 if off, or -1 if ship is not on screen
See Also: [AIself.shield]
- (AIship.life? index) → int
-
See Also: [AIself.life?]
- (AIship.team? index) → int
-
See Also: [AIself.team?]
- (AIship.reload? index) → int
-
This is the number of frames remaining before the ship can fire again. This number is just an estimate, and may not always be correct.
See Also: [AIself.reload?]
- (AIship.name?* index) → name
-
Returns name of ship at index, or "" if ship does not exist.
See Also: [AIself.name?]
- (AIship.aimdir? index) → int
-
Calculates the direction that self would need to point to hit the ship, according to self’s track and velocity, the enemy ship’s track and velocity, and the default bullet’s shotspeed. This is a pretty deadly function. Sometimes it can’t calculate correctly and returns some negative number.
; bot that aims and shoots at nearest ship
(define (AImain)
(when (not (= (AIship.x? 0) -1))
(AIself.turn (anglediff (AIself.heading?)
(AIship.aimdir? 0)))
(AIself.shoot 1)))
See Also: [AIship.xdir?], [AIself.heading?], [anglediff], [angleadd]
5. Radar
Functions returning information about other ships on the radar. The ships are sorted from nearest to furthest.
- (AIradar.x? index) → int
-
Radar ship’s x position (approximate), where bottom left of map is [0, 0].
See Also: [AIself.x?], [AIship.x?], [AIradar.y?], [AIshot.x?]
- (AIradar.y? index) → int
-
Radar ship’s y position (approximate), where bottom left of map is [0, 0].
See Also: [AIself.y?], [AIship.y?], [AIradar.x?], [AIshot.y?]
- (AIradar.dist? index) → int
-
Radar ship’s distance from self, in pixels (approximate).
See Also: [AIship.dist?], [AIshot.dist?]
- (AIradar.xdir? index) → int
-
Direction of radar ship from self. 0 degrees is to the right and 90 upright.
; self always points at second-nearest radar ship
(define (AImain)
(if (not (= (AIradar.x? 1) -1))
(AIself.turn (anglediff (AIself.heading?)
(AIradar.xdir? 1)))))
See Also: [AIself.heading?], [AIship.xdir?], [anglediff], [angleadd]
- (AIradar.enemy? index) → int
-
Returns 0 if ship on radar is on team, 1 if ship is an enemy, or -1 if ship is not on screen
See Also: [AIship.team?]
6. Shots
Functions returning information about the shots on screen.
- (AIshot.x? index) → int
-
shot’s x position, where bottom left of map is [0, 0].
See Also: [AIself.x?], [AIshot.y?]
- (AIshot.y? index) → int
-
shot’s y position, where bottom left of map is [0, 0].
See Also: [AIself.y?], [AIshot.x?]
- (AIshot.track? index) → int
-
shot’s track (direction of velocity). 0 degrees is to the right, and 90 straight up.
See Also: [AIshot.vel?], [anglediff], [angleadd]
- (AIshot.vel? index) → int
-
shot’s velocity in pixels/frame.
See Also: [AIship.vel?], [AIshot.track?]
- (AIshot.dist? index) → int
-
shot’s distance from self, in pixels.
See Also: [AIship.dist?], [AIradar.dist?]
- (AIshot.imaginary? index) → int
-
Imaginary shots are calculated for every ship on screen. If a ship were to shoot this frame, imaginary bullets tell that shots attributes.
See Also: [AIshot.x?]
- (AIshot.xdir? index) → int
-
Direction of shot from self. 0 degrees is to the right and 90 upright.
See Also: [AIshot.idir?], [AIself.heading?], [anglediff], [angleadd]
- (AIshot.idir? index) → int
-
Direction of the location where the shot will be nearest to self, if both self velocity and bullet velocity remain constant. 0 degrees is to the right and 90 upright.
; self turns away from intercept dir and thrusts
(define (AImain)
(when (not (= (AIshot.x? 0) -1))
(AIself.turn (anglediff (AIself.heading?)
(angleadd (AIshot.idir? 0) 180)))
(AIself.thrust 1)))
See Also: [AIshot.idist?], [AIshot.itime?], [AIself.heading?], [anglediff], [angleadd]
- (AIshot.idist? index) → int
-
Distance to the location where the shot will be nearest to self, if both self velocity and bullet velocity remain constant, in pixels.
See Also: [AIshot.idir?], [AIshot.itime?], [AIself.heading?], [anglediff], [angleadd]
- (AIshot.itime? index) → int
-
Number of frames until the nearest intercept will occur, if both self velocity and bullet velocity remain constant.
See Also: [AIshot.idir?], [AIshot.idist?], [AIself.heading?], [anglediff], [angleadd]
- (AIshot.alert? index) → int
-
A value derived from [AIshot.idist?] and [AIshot.itime?] . An alert between 0 and 30 means that self will probably be killed by the shot, 30 to 120, that it is a dangerous shot and should be avoided, and above 120, it’s not very dangerous. This variable is just for convience, and should probably not be used in more advanced controllers.
See Also: [AIself.reload?]
7. Walls and Map
Functions to check for walls and to look at map tiles
- (AI.wallbetween x1 y1 x2 y2) → int
-
This function checks for walls in a straight line starting from point [x1, y1] to point [x2, y2]. If it finds a wall, it returns the distance (in pixels) from [x1, y1] to that point. If gets to [x2, y2] without finding a wall, it returns -1.
; this checks for a wall 200 pixels
; in front of the ships track
(define (wall_N )
(AI.wallbetween
(AIself.x?)
(AIself.y?)
(+ (AIself.x?)
(* 200 (cos (rad (AIself.track?)))))
(+ (AIself.y?)
(* 200 (sin (rad (AIself.track?)))))))
See Also: [AI.wallbetween.x], [AI.wallbetween.y]
- (AI.wallbetween.x x1 y1 x2 y2) → int
-
This function checks for walls in a straight line starting from point [x1, y1] to point [x2, y2]. If it finds a wall, it returns the x coordinate of that wall. If gets to [x2, y2] without finding a wall, it returns -1.
See Also: [AI.wallbetween], [AI.wallbetween.y]
- (AI.wallbetween.y x1 y1 x2 y2) → int
-
This function checks for walls in a straight line starting from point [x1, y1] to point [x2, y2]. If it finds a wall, it returns the y coordinate of that wall. If gets to [x2, y2] without finding a wall, it returns -1.
See Also: [AI.wallbetween], [AI.wallbetween.x]
- (AImap? map-x map-y) → integer
-
The map consists of tiles which are 35x35 pixels each. Each tile contains information about that spot on the map, and can have multiple values. For instance, a square block tile may have 5 bit flags set; one for each side, and one to indicate it is a wall tile. The possible flags are listed below. Use the bitwise "and" operator to check the tiles for the flags. To convert a regular game coordinate to a map coordinate, use [tomap] and [frmap] .
; checks to see if the map tile to the immediate
; right of the player contains a wall of some sort
(if (positive?
(bitwise-and (AImap? (+ (tomap (AIself.x?)) 1)
(+ (tomap (AIself.y?)) 1))
BLUE_BIT))
(print "To the right is a wall tile!")
See Also: [AImap.set], [tomap], [frmap]
Note: SETUP_SPACE 0 SETUP_FILLED 1 SETUP_FILLED_NO_DRAW 2 SETUP_FUEL 3 SETUP_REC_RU 4 SETUP_REC_RD 5 SETUP_REC_LU 6 SETUP_REC_LD 7 SETUP_ACWISE_GRAV 8 SETUP_CWISE_GRAV 9 SETUP_POS_GRAV 10 SETUP_NEG_GRAV 11 SETUP_WORM_NORMAL 12 SETUP_WORM_IN 13 SETUP_WORM_OUT 14 SETUP_CANNON_UP 15 SETUP_CANNON_RIGHT 16 SETUP_CANNON_DOWN 17 SETUP_CANNON_LEFT 18 SETUP_SPACE_DOT 19 SETUP_TREASURE 20 ; + team number (10) SETUP_BASE_LOWEST 30 ; lowest base number SETUP_BASE_UP 30 ; + team number (10) SETUP_BASE_RIGHT 40 ; + team number (10) SETUP_BASE_DOWN 50 ; + team number (10) SETUP_BASE_LEFT 60 ; + team number (10) SETUP_BASE_HIGHEST 69 ; highest base number SETUP_TARGET 70 ; + team number (10) SETUP_CHECK 80 ; + check point number (26) SETUP_ITEM_CONCENTRATOR 110 SETUP_DECOR_FILLED 111 SETUP_DECOR_RU 112 SETUP_DECOR_RD 113 SETUP_DECOR_LU 114 SETUP_DECOR_LD 115 SETUP_DECOR_DOT_FILLED 116 SETUP_DECOR_DOT_RU 117 SETUP_DECOR_DOT_RD 118 SETUP_DECOR_DOT_LU 119 SETUP_DECOR_DOT_LD 120 SETUP_UP_GRAV 121 SETUP_DOWN_GRAV 122 SETUP_RIGHT_GRAV 123 SETUP_LEFT_GRAV 124 SETUP_ASTEROID_CONCENTRATOR 125 BLUE_UP 0x01 BLUE_RIGHT 0x02 BLUE_DOWN 0x04 BLUE_LEFT 0x08 BLUE_OPEN 0x10 ; diagonal botleft -> rightup BLUE_CLOSED 0x20 ; diagonal topleft -> rightdown BLUE_FUEL 0x30 ; when filled block is fuelstation BLUE_BELOW 0x40 ; when triangle is below diagonal BLUE_BIT 0x80 ; set when drawn with blue lines DECOR_LEFT 0x01 DECOR_RIGHT 0x02 DECOR_DOWN 0x04 DECOR_UP 0x08 DECOR_OPEN 0x10 DECOR_CLOSED 0x20 DECOR_BELOW 0x40
- (AImap.set map-x map-y val) → void
-
The map tiles in Xpilot-AI are 32 bits. Only the lowest order bits are used for Xpilot, so the other bits can be set as desired.
; Sets a bit flag on the map tile underneath self (let ((newtile (AImap? (tomap (AIself.x?)) (tomap (AIself.y?))))) (set! newtile (bitwise-ior newtile 0x1000)) (AImap.set (tomap (AIself.x?)) (tomap (AIself.y?)) newtile))
- (tomap pixel-val) → tile-val
-
Converts a gamplay pixel value to a map value.
See Also: [AImap?], [AImap.set], [frmap]
- (frmap tile-val) → pixel-val
-
Takes a map value and returns the middle of that map tile, in pixels.
See Also: [AImap?], [AImap.set], [tomap]
8. Messages
(AI.talk message) Say a message through the player-to-player talk system in Xpilot.
Note: Sometimes xpilot servers kick out players that type too much, or send two messages in on frame. Because of this, if AI.talk is called more than once per frame, it will automatically spread sending the messages over several frames.
; Writes a message to everyone
(AI.talk "Hello everyone")
; Writes a private message to a player named "Jimmy"
(AI.talk "Jimmy: hello I'm at (22, 1004)")
; Change to team 5
(AI.talk "/team 5")
See Also: [AI.msg.to?], [AI.msg.from?], [AImsg.body]
(AI.msg.to? index) Look at a private message’s "to" field from the player-to-player messaging system. Returns NULL if there is no "to" field either because there is no message or it is a public message.
See Also: [AI.talk], [AI.msg.from?], [AImsg.body]
(AI.msg.from? index) Look at a message’s "from" field from the player-to-player messaging system. Returns NULL if there are no messages.
See Also: [AI.talk], [AI.msg.to?], [AImsg.body]
(AImsg.body index) Look at a message’s "body" field from the player-to-player messaging system. Returns NULL if there are no messages.
; cycles through all the messages recieved
; every frame and prints the body
(define (print-bodies)
(do ((i 0 (+ i 1)))
((= (length (AImsg.body i)) 0))
(print (AImsg.body i))))
See Also: [AI.talk], [AI.msg.to?], [AI.msg.from?]
9. HUD
The HUD is the informative box around the self’s ship. These functions access various information from the HUD, like the info about who killed who (Useful for determing kills).
(AIself.HUD.name? index) Look at a HUD slot’s name field. Returns "" if there is no name in that slot.
See Also: [AIself.HUD.score?], [AIself.HUD.name?]
(AIself.HUD.score? index) Look at a HUD slot’s score field. It is best to check for empty slots using [AIself.HUD.time?] . Returns -99999.0 if slot does not exist.
See Also: [AIself.HUD.time?], [AIself.HUD.name?]
(AIself.HUD.time? index) Number of frames that the HUD message has been on the HUD slot. When a score first appears it will have a value of 0, then increase each frame thereafter until it gets to about 99. [AIself.HUD.time?] .
(use srfi-1)
;; Return a list of all HUD messages
(define (HUD-list)
(unfold (o negative? AIself.HUD.time?)
identity add1 0))
;; Return a list of HUD messages with positive scores
(define (HUD-gains)
(filter (o positive? AIself.HUD.score?)
(HUD-list)))
See Also: [AIself.HUD.score?], [AIself.HUD.name?]
10. Math Functions
(anglediff a1 a2) Returns the smallest angle which angle1 could add to itself to be equal to angle2. This is useful for turning particular directions.
(anglediff 90 70) ;-> -20 (anglediff 350 10);-> 20
See Also: [angleadd], [rad], [deg]
(angleadd a1 a2) Adds two angles together.
(angleadd 90 70) ; -> 160 (angleadd 350 40); -> 30
See Also: [angleadd], [rad], [deg]
(rad degree) Converts a degree angle to radian, which is used in sin, cos, and tan.
See Also: [deg], [angleadd], [anglediff]
(deg radian) Converts a radian angle to degree, which is used in gameplay.
See Also: [rad], [angleadd], [anglediff]