oolite/Resources/Scripts/oolite-ailib.js

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/*
oolite-ailib.js
Priority-based Javascript AI library
Oolite
Copyright © 2004-2013 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
"use strict";
/* AI Library */
this.name = "oolite-libPriorityAI";
this.version = "1.79";
this.copyright = "© 2008-2013 the Oolite team.";
this.author = "cim";
/* Constructor */
this.AILib = function(ship)
{
// the ship property must be read-only
Object.defineProperty(this, "ship", {
value: ship,
writable: false,
enumerable: true,
configurable: true
});
this.__cache = {}; // short-term cache
this.__ltcache = {}; // long-term cache
this.__ltcachestart = clock.adjustedSeconds+60;
this.scannerRange = this.ship.scannerRange; // cached
this.ship.AIScript.oolite_intership = {};
this.ship.AIScript.oolite_priorityai = this;
var activeHandlers = [];
var handlerCache = {};
var priorityList = null;
var parameters = {};
var lastCommSent = 0;
var lastCommHeard = 0;
var commsRole = "generic";
var commsPersonality = "generic";
var waypointgenerator = null;
/* Cache variables used by utility functions */
var condmet = true;
/* Private utility functions. Cannot be called from external code */
// event handlers which must not be overridden
function _handlerAIAwoken()
{
if (this.ship)
{
_reconsider.call(this);
}
}
function _handlerShipDied()
{
{
this.cleanup();
}
}
/* Considers a priority list, potentially recursively */
function _reconsiderList(priorities) {
var logging = this.getParameter("oolite_flag_behaviourLogging");
var pl = priorities.length;
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if (pl == 0)
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had a branch with no entries. This may be caused by a template function not being executed during priority set up.");
}
if (logging)
{
log(this.ship.name,"Considering branch with "+pl+" entries");
}
for (var i = 0; i < pl; i++)
{
if (logging)
{
if (priorities[i].label)
{
log(this.ship.name,"Considering: "+priorities[i].label);
}
else
{
log(this.ship.name,"Considering: entry "+i);
}
}
// always call the preconfiguration function at this point
// to set up condition parameters
if (priorities[i].preconfiguration)
{
priorities[i].preconfiguration.call(this);
}
// allow inverted conditions
condmet = true;
if (priorities[i].notcondition)
{
condmet = !priorities[i].notcondition.call(this);
}
else if (priorities[i].condition)
{
condmet = priorities[i].condition.call(this);
}
// absent condition is always true
if (condmet)
{
if (logging)
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{
log(this.ship.name,"Conditions met");
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}
// always call the configuration function at this point
if (priorities[i].configuration)
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{
priorities[i].configuration.call(this);
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}
// this is what we're doing
if (priorities[i].behaviour)
{
if (logging)
{
log(this.ship.name,"Executing behaviour");
}
if (priorities[i].reconsider)
{
_resetReconsideration.call(this,priorities[i].reconsider);
}
return priorities[i].behaviour;
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}
// otherwise this is what we might be doing
if (priorities[i].truebranch)
{
if (logging)
{
log(this.ship.name,"Entering truebranch");
}
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var branch = _reconsiderList.call(this,priorities[i].truebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
else
{
if (priorities[i].falsebranch)
{
if (logging)
{
log(this.ship.name,"Entering falsebranch");
}
var branch = _reconsiderList.call(this,priorities[i].falsebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
}
if (this.getParameter(logging))
{
log(this.ship.name,"Exiting branch");
}
return null; // nothing in the list is usable, so return
};
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/* Only call this from aiAwoken to avoid loops */
function _reconsider() {
if (!this.ship || !this.ship.isValid || !this.ship.isInSpace)
{
return;
}
this.__cache = { }; // clear short-term cache
// maybe clear long-term cache
if (this.__ltcachestart < clock.adjustedSeconds)
{
this.__ltcache = {};
this.__ltcachestart = clock.adjustedSeconds + 60;
}
if (!this.__ltcache.oolite_nearestStation)
{
this.__ltcache.oolite_nearestStation = this.ship.findNearestStation();
}
var newBehaviour = _reconsiderList.call(this,priorityList);
if (newBehaviour == null) {
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had all priorities fail. All priority based AIs should end with an unconditional entry.");
return false;
}
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if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,newBehaviour);
}
newBehaviour.call(this);
return true;
};
/* Resets the reconsideration timer. (Can't make it later) */
function _resetReconsideration(delay)
{
if (this.ship)
{
var newwake = clock.adjustedSeconds + delay;
if (this.ship.AIScriptWakeTime > newwake || this.ship.AIScriptWakeTime == 0)
{
this.ship.AIScriptWakeTime = newwake;
}
}
};
/* ****************** General AI functions. ************** */
/* These privileged functions interface with the private functions
* and variables. Do not override them. */
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/* The simple implementation of this function requires a lot of
* creation and destruction of function objects, which aggravates
* the garbage collector. We avoid this where possible by keeping
* a cache (pre-binding) of the handler objects, and only
* replacing those which have changed. This requires the functions
* to be stored where possible as this. variables (or
* this.prototype. variables) */
this.applyHandlers = function(handlers)
{
/* This handler must always exist for a priority AI, and must
* be set here. */
handlers.aiAwoken = _handlerAIAwoken;
/* This handler must always exist for a priority AI, and must
* be set here. */
handlers.shipDied = _handlerShipDied;
// step 1: go through activeHandlers, and delete those
// functions from this.ship.AIScript that aren't in the new
// handler list
for (var i=0; i < activeHandlers.length ; i++)
{
if (handlerCache[activeHandlers[i]] != handlers[activeHandlers[i]])
{
delete this.ship.AIScript[activeHandlers[i]];
delete handlerCache[activeHandlers[i]];
}
}
// step 2: go through the keys in handlers and put those handlers
// into this.ship.AIScript and the keys into activeHandlers
activeHandlers = Object.keys(handlers);
for (var i=0; i < activeHandlers.length ; i++)
{
// unset or not deleted in step 1
if (!this.ship.AIScript[activeHandlers[i]])
{
handlerCache[activeHandlers[i]] = handlers[activeHandlers[i]];
if(handlers[activeHandlers[i]])
{
this.ship.AIScript[activeHandlers[i]] = handlers[activeHandlers[i]].bind(this);
}
else
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had an invalid entry for handler "+activeHandlers[i]+". Skipped.");
}
}
}
}
/* Do not call this directly. It is bcalled automatically on ship death */
this.cleanup = function()
{
// break links to disconnect this from GC roots a little sooner
delete this.ship.AIScript.oolite_priorityai;
this.applyHandlers({});
this.ship.AIScriptWakeTime = 0;
delete this.ship.AIScript.aiAwoken;
Object.defineProperty(this, "ship", {
value: ship,
writable: true,
enumerable: true,
configurable: true
});
delete this.ship;
delete this.parameters; // might contain entities
}
this.clearHandlers = function()
{
// delete all handlers to allow rebinding
activeHandlers = Object.keys(handlerCache);
for (var i=0; i < activeHandlers.length ; i++)
{
delete this.ship.AIScript[activeHandlers[i]];
}
handlerCache = {};
delete this.ship.AIScript.aiAwoken;
delete this.ship.AIScript.shipDied;
}
this.communicate = function(key,params,priority)
{
if (priority > 1)
{
var send = clock.adjustedSeconds - lastCommSent;
if (priority == 2)
{
if (send < 10)
{
return;
}
}
else
{
var recv = clock.adjustedSeconds - lastCommHeard;
if (priority == 3)
{
if (recv < 10 || send < 10)
{
return;
}
}
else
{
if (recv < 60 || send < 60)
{
return;
}
}
}
}
var template = worldScripts["oolite-libPriorityAI"]._getCommunication(commsRole,commsPersonality,key);
if (template != "")
{
if (params && params.isShip)
{
params = this.entityCommsParams(params);
}
var message = expandDescription(template,params);
if (message != "")
{
this.ship.commsMessage(message);
lastCommSent = clock.adjustedSeconds;
}
else
{
// this is for debugging: ordinarily this is legitimate
// log(this.name,"Empty message for "+key);
}
}
}
this.getParameter = function(key)
{
if (key in parameters)
{
return parameters[key];
}
return null;
}
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this.getWaypointGenerator = function()
{
return waypointgenerator;
}
this.noteCommsHeard = function()
{
lastCommHeard = clock.adjustedSeconds;
}
/* Requests reconsideration of behaviour ahead of schedule. */
this.reconsiderNow = function()
{
_resetReconsideration.call(this,0.1);
}
this.setCommunicationsRole = function(role)
{
commsRole = role;
// TODO: if personality is generic, pick a new one from the
// allowed list. If possible use the same as the group leader.
}
this.setCommunicationsPersonality = function(personality)
{
commsPersonality = personality;
}
// parameters created by Oolite must always be prefixed oolite_
this.setParameter = function(key, value)
{
parameters[key] = value;
}
this.setPriorities = function(priorities)
{
priorityList = priorities;
this.clearHandlers();
this.applyHandlers({});
_resetReconsideration.call(this,Math.random());
}
// set the waypoint generator function
this.setWaypointGenerator = function(value)
{
waypointgenerator = value;
}
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}; // end object constructor
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/* Object prototype */
AILib.prototype.constructor = AILib;
AILib.prototype.name = this.name;
/* ****************** AI utility functions. ************** */
/* These functions provide standard checks for consistency in
* conditions and other functions. */
AILib.prototype.allied = function(ship1,ship2)
{
// ships in same group
var g1 = ship1.group;
if (g1 && g1.containsShip(ship2))
{
return true;
}
if (g1 && g1.leader)
{
// ship1 is escort of ship in same group as ship2
if (g1.leader.group && g1.leader.group.containsShip(ship2))
{
return true;
}
}
// or in reverse, ship2 is the escort
var g2 = ship2.group;
if (g2 && g2.leader)
{
// ship2 is escort of ship in same group as ship1
if (g2.leader.group && g2.leader.group.containsShip(ship1))
{
return true;
}
}
// ship1 is escort of a ship, ship2 is escort of a ship, both
// those ships are in the same group
if (g1 && g2 && g1.leader && g2.leader && g1.leader.group && g1.leader.group.containsShip(g2.leader))
{
return true;
}
// all thargoids are allied with each other
// all police are allied with each other
if (ship1.scanClass == "CLASS_THARGOID" || ship1.scanClass == "CLASS_POLICE")
{
if (ship1.scanClass == ship2.scanClass)
{
return true;
}
}
// Okay, these ships really do have nothing to do with each other...
return false;
}
AILib.prototype.broadcastDistressMessage = function()
{
this.ship.broadcastDistressMessage();
if (this.ship.AIPrimaryAggressor)
{
this.communicate("oolite_makeDistressCall",this.ship.AIPrimaryAggressor,2);
}
}
AILib.prototype.checkScannerWithPredicate = function(predicate)
{
var scan = this.getParameter("oolite_scanResults");
if (scan == null || predicate == null)
{
return false;
}
// if current target matches, use that
if (this.ship.target && predicate.call(this,this.ship.target))
{
this.setParameter("oolite_scanResultSpecific",this.ship.target);
return true;
}
var sl = scan.length;
// use a random offset so if several ships make the same scan
// they don't all pick the same target
var offset = Math.floor(Math.random()*sl);
for (var i = 0 ; i < sl ; i++)
{
var io = (i+offset)%sl;
if (predicate.call(this,scan[io]))
{
this.setParameter("oolite_scanResultSpecific",scan[io]);
return true;
}
}
return false;
}
AILib.prototype.cruiseSpeed = function()
{
if (this.__ltcache.oolite_cruiseSpeed)
{
return this.__ltcache.oolite_cruiseSpeed;
}
var cruise = this.ship.maxSpeed * 0.8;
var ignore = this.ship.maxSpeed / 4;
var grouped = false;
if (this.ship.group)
{
var gs = this.ship.group.ships;
if (gs.length > 1)
{
grouped = true;
}
for (var i = gs.length-1 ; i >= 0 ; i--)
{
var spd = gs[i].maxSpeed;
if (spd >= ignore && cruise > spd)
{
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cruise = spd*0.95;
}
}
}
if (this.ship.escortGroup)
{
var gs = this.ship.escortGroup.ships;
if (gs.length > 1)
{
grouped = true;
}
for (var i = gs.length-1 ; i >= 0 ; i--)
{
var spd = gs[i].maxSpeed;
if (spd >= ignore && cruise > spd)
{
cruise = spd;
}
}
}
if (!grouped)
{
// not in a group, so don't need to slow down for others to catch up
cruise = this.ship.maxSpeed;
}
this.__ltcache.oolite_cruiseSpeed = cruise;
return cruise;
}
AILib.prototype.distance = function(entity)
{
if (this.__cache.oolite_position === undefined)
{
this.__cache.oolite_position = this.ship.position;
}
return this.__cache.oolite_position.distanceTo(entity);
}
// gets a standard comms params object
AILib.prototype.entityCommsParams = function(entity)
{
var params = {};
if (entity)
{
if (entity.isShip)
{
// TODO: extend the ship object so more precise names can be
// returned?
params["oolite_entityClass"] = entity.name; //ship.shipClassName;
params["oolite_entityName"] = entity.displayName; // ship.shipName;
}
else if (entity.name)
{
params["oolite_entityClass"] = entity.name;
params["oolite_entityName"] = entity.name;
}
}
return params;
}
AILib.prototype.fineThreshold = function()
{
if (!this.__ltcache.oolite_fineThreshold)
{
this.__ltcache.oolite_fineThreshold = 50 - (system.info.government * 6);
}
return this.__ltcache.oolite_fineThreshold;
}
// May need to move this and hostileStation to native code for efficiency
AILib.prototype.friendlyStation = function(station)
{
if (!station || !station.isInSpace)
{
return false;
}
var allegiance = this.stationAllegiance(station);
// thargoid stations unfriendly to non-thargoid and vice versa
if (allegiance == "thargoid" && this.ship.scanClass != "CLASS_THARGOID")
{
return false;
}
if (allegiance != "thargoid" && this.ship.scanClass == "CLASS_THARGOID")
{
return false;
}
// hunter stations attack any ship without bounty
if (allegiance == "hunter" && this.ship.bounty > 0)
{
return false;
}
// galcop stations likely to be hostile to certain ships
if (allegiance == "galcop" && this.ship.bounty > this.fineThreshold() || this.ship.isPirate)
{
return false;
}
// pirate stations hostile to bounty-free ships
if (allegiance == "pirate" && this.ship.bounty == 0 || this.ship.isPirateVictim)
{
return false;
}
// pirates won't dock at neutral stations
if (allegiance == "neutral" && this.ship.isPirate)
{
return false;
}
// restricted stations never count as friendly: AI must use custom routines
if (allegiance == "restricted")
{
return false;
}
return (station.target != this.ship || !station.hasHostileTarget);
}
AILib.prototype.homeStation = function()
{
if (this.__ltcache.oolite_homeStation !== undefined)
{
return this.__ltcache.oolite_homeStation;
}
// home station might be the owner of the ship, or might just
// be a group member
if (this.ship.owner && this.ship.owner.isStation && this.friendlyStation(this.ship.owner))
{
this.__ltcache.oolite_homeStation = this.ship.owner;
return this.ship.owner;
}
if (this.ship.group)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship && gs[i].isStation && this.friendlyStation(gs[i]))
{
this.__ltcache.oolite_homeStation = gs[i];
return gs[i];
}
}
}
this.__ltcache.oolite_homeStation = null;
return null;
}
// this is mostly, but not entirely, a mirror of friendlyStation to
// get certain things (e.g. pirates) to work, unfortunately, it can't
// be an exact negation
AILib.prototype.hostileStation = function(station)
{
if (!station || !station.isInSpace)
{
return false;
}
var allegiance = this.stationAllegiance(station);
// thargoid stations unfriendly to non-thargoid and vice versa
if (allegiance == "thargoid" && this.ship.scanClass != "CLASS_THARGOID")
{
return true;
}
if (allegiance != "thargoid" && this.ship.scanClass == "CLASS_THARGOID")
{
return true;
}
// hunter stations attack any ship without bounty
if (allegiance == "hunter" && this.ship.bounty > 0)
{
return true;
}
// galcop stations likely to be hostile to certain ships
if (allegiance == "galcop" && this.ship.bounty > this.fineThreshold() || this.ship.isPirate)
{
return true;
}
// pirate stations hostile to bounty-free ships
if (allegiance == "pirate" && this.ship.bounty == 0 || this.ship.isPirateVictim)
{
return true;
}
// neutral, chaotic and private stations don't count as unfriendly
// restricted stations should always be considered unfriendly
if (allegiance == "restricted")
{
return true;
}
return (station.target == this.ship && station.hasHostileTarget);
}
AILib.prototype.isAggressive = function(ship)
{
if (ship && ship.isPlayer)
{
return !ship.isFleeing;
}
return ship && ship.hasHostileTarget && !ship.isFleeing && !ship.isDerelict;
}
AILib.prototype.isEscaping = function(ship)
{
if (ai.getParameter("oolite_flag_continueUnlikelyPursuits") != null)
{
return false;
}
return !this.isAggressive(ship) && this.distance(ship) > 15000 && ship.speed > this.ship.maxSpeed && ship.speed > this.ship.speed;
}
AILib.prototype.isFighting = function(ship)
{
if (ship.isStation)
{
return ship.alertCondition == 3 && ship.target;
}
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else if (ship.isPlayer)
{
return !ship.isFleeing; // have to assume aggressive
}
return ship && ship.hasHostileTarget;
}
/* Call just before switching target to a more serious threat, whom is
* the more serious threat */
AILib.prototype.noteDistraction = function(whom)
{
if (this.ship.target)
{
if (this.ship.target.script && this.ship.target.script.shipAttackerDistracted)
{
this.ship.target.script.shipAttackerDistracted(whom);
}
if (this.ship.target.AIScript && this.ship.target.AIScript.shipAttackerDistracted)
{
this.ship.target.AIScript.shipAttackerDistracted(whom);
}
}
}
AILib.prototype.oddsAssessment = function()
{
if (this.__cache.oolite_oddsAssessment)
{
return this.__cache.oolite_oddsAssessment;
}
var target = this.ship.target;
if (!target)
{
return 10;
}
var us = 0;
var them = 0;
var i = 0;
var ship;
us += this.threatAssessment(this.ship,true)
var group;
if ((group = this.ship.group))
{
var gs = group.ships;
for (i = gs.length-1; i >= 0 ; i--)
{
ship = gs[i]
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
if (group.leader && group.leader.group != group)
{
gs = group.leader.group.ships;
// don't want escorts running off early
for (i = gs.length-1; i >= 0 ; i--)
{
ship = gs[i];
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
}
}
var egroup;
if ((egroup = this.ship.escortGroup) && egroup != this.ship.group)
{
var gs = egroup.ships;
for (i = gs.length-1 ; i >= 0 ; i--)
{
ship = gs[i];
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
}
them += this.threatAssessment(target,false)
if (target.group)
{
var gs = target.group.ships;
for (i = gs.length - 1 ; i >= 0 ; i--)
{
ship = gs[i]
if (ship != target && this.distance(ship) < this.scannerRange)
{
them += this.threatAssessment(ship,false);
}
}
}
if (target.escortGroup && target.escortGroup != target.group)
{
var gs = target.escortGroup.ships;
for (i = gs.length - 1 ; i >= 0 ; i--)
{
ship = gs[i]
if (ship != target && this.distance(ship) < this.scannerRange)
{
them += this.threatAssessment(ship,false);
}
}
}
this.__cache.oolite_oddsAssessment = us/them;
return this.__cache.oolite_oddsAssessment;
}
/* Be very careful with 'passon' parameter to avoid infinite loops */
AILib.prototype.respondToThargoids = function(whom,passon)
{
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
return false;
}
// non-thargoid being attacked by thargoid
if (this.ship.target && this.ship.target.scanClass != "CLASS_THARGOID")
{
if (passon)
{
this.noteDistraction(whom);
}
this.ship.target = whom; // thargoid gets priority
if (passon)
{
this.ship.requestHelpFromGroup(); // tell the rest!
this.communicate("oolite_thargoidAttack",whom,2);
}
}
var dts = this.ship.defenseTargets;
for (var i = 0; i < dts.length ; i++)
{
if (dts[i].scanClass != "CLASS_THARGOID" && dts[i].scanClass != "CLASS_MISSILE" && dts[i].scanClass != "CLASS_MINE")
{
// safe: dts is a copy of the real data
this.ship.removeDefenseTarget(dts[i]);
}
}
return true;
}
AILib.prototype.setWitchspaceRouteTo = function(dest)
{
if (!dest)
{
return this.configurationSelectWitchspaceDestination();
}
if (dest == system.ID)
{
this.setParameter("oolite_witchspaceDestination",-1);
return;
}
var info = System.infoForSystem(galaxyNumber,dest);
if (system.info.distanceToSystem(info) < this.ship.fuel)
{
this.setParameter("oolite_witchspaceDestination",dest);
return;
}
else
{
var route = system.info.routeToSystem(info);
if (!route)
{
this.setParameter("oolite_witchspaceDestination",-1);
return;
}
var next = route.route[1];
if (system.info.distanceToSystem(System.infoForSystem(galaxyNumber,next)) < this.ship.fuel)
{
this.setParameter("oolite_witchspaceDestination",next);
return;
}
this.setParameter("oolite_witchspaceDestination",null);
}
}
AILib.prototype.stationAllegiance = function(station)
{
if (station.allegiance)
{
return station.allegiance;
}
else
{
var allegiance = "neutral";
if (station.isMainStation)
{
allegiance = "galcop";
}
else if (station.scanClass == "CLASS_THARGOID")
{
allegiance = "thargoid";
}
else if (station.scanClass == "CLASS_MILITARY" || station.scanClass == "CLASS_POLICE")
{
allegiance = "hunter";
}
else if (station.bounty > 0)
{
allegiance = "pirate";
}
else
{
var ses = station.subEntities;
for (var i = 0; i < ses.length ; i++)
{
if (ses[i].isTurret)
{
allegiance = "hunter";
break;
}
}
}
if (allegiance == "neutral" && system.mainStation.position.distanceTo(station) < 51200)
{
allegiance = "galcop"; // neutral stations in aegis
}
// cache default value
station.allegiance = allegiance;
return allegiance;
}
}
AILib.prototype.threatAssessment = function(ship,full)
{
return worldScripts["oolite-libPriorityAI"]._threatAssessment(ship,full);
}
/* ****************** Condition functions ************** */
/* Conditions. Any function which returns true or false can be used as
* a condition. They do not have to be part of the AI library, but
* several common conditions are provided here. */
/*** Combat-related conditions ***/
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AILib.prototype.conditionCascadeDetected = function()
{
var cpos = this.getParameter("oolite_cascadeDetected");
if (cpos != null)
{
if (this.distance(cpos) < this.scannerRange)
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{
return true;
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}
this.setParameter("oolite_cascadeDetected",null);
}
return false;
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}
AILib.prototype.conditionCombatOddsTerrible = function()
{
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if (this.getParameter("oolite_flag_surrendersEarly"))
{
return this.oddsAssessment() < 0.75;
}
else
{
return this.oddsAssessment() < 0.375;
}
}
AILib.prototype.conditionCombatOddsBad = function()
{
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if (this.getParameter("oolite_flag_surrendersLate"))
{
return this.oddsAssessment() < 0.375;
}
else
{
return this.oddsAssessment() < 0.75;
}
}
AILib.prototype.conditionCombatOddsGood = function()
{
return this.oddsAssessment() >= 1.5;
}
AILib.prototype.conditionCombatOddsExcellent = function()
{
return this.oddsAssessment() >= 3.0;
}
// group has taken too many losses
AILib.prototype.conditionGroupAttritionReached = function()
{
var group;
if (!(group = this.ship.group))
{
return false;
}
var cgp = this.getParameter("oolite_groupPower");
if (!cgp)
{
this.setParameter("oolite_groupPower",group.count);
return false;
}
if (group.count > cgp)
{
this.setParameter("oolite_groupPower",group.count);
return false;
}
return group.count < cgp*0.75;
}
AILib.prototype.conditionInCombat = function()
{
if (this.__cache.oolite_conditionInCombat !== undefined)
{
return this.__cache.oolite_conditionInCombat;
}
if (this.isFighting(this.ship))
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
var dts = this.ship.defenseTargets;
for (var i=dts.length-1; i >= 0; i--)
{
if (this.isFighting(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
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if (this.isFighting(gs[i]) && this.distance(gs[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
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if (this.isFighting(gs[i]) && this.distance(gs[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
}
this.__cache.oolite_conditionInCombat = false;
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
}
/* Ships being attacked are firing back */
AILib.prototype.conditionInCombatWithHostiles = function()
{
if (this.isFighting(this.ship) && this.isAggressive(this.ship.target))
{
return true;
}
var dts = this.ship.defenseTargets;
for (var i=dts.length-1; i >= 0; i--)
{
if (this.isAggressive(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
else
{
// this is safe to do mid-loop as dts is a copy of the
// actual defense target list
this.ship.removeDefenseTarget(dts[i]);
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.isAggressive(gs[i].target))
{
return true;
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.isAggressive(gs[i].target))
{
return true;
}
}
}
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
}
AILib.prototype.conditionLosingCombat = function()
{
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < 25600)
{
return true;
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
var en = this.ship.energy;
var maxen = this.ship.maxEnergy;
if (en == maxen)
{
// forget previous defeats
if (!this.conditionCombatOddsTerrible())
{
this.setParameter("oolite_lastFleeing",null);
}
}
if (!this.conditionInCombat())
{
return false;
}
if (this.getParameter("oolite_flag_fleesPreemptively") && this.ship.fuel > 0 && this.ship.equipmentStatus("EQ_FUEL_INJECTION") == "EQUIPMENT_OK")
{
// ships of this behaviour will run away from anything if they
// still have fuel
return true;
}
var lastThreat = this.getParameter("oolite_lastFleeing");
if (lastThreat != null && this.distance(lastThreat) < 25600)
{
// the thing that attacked us is still nearby
return true;
}
if (en * 4 < maxen)
{
// TODO: adjust threshold based on group odds
return true; // losing if less than 1/4 energy
}
var dts = this.ship.defenseTargets;
for (var i = dts.length-1 ; i >= 0 ; i--)
{
if (dts[i].scanClass == "CLASS_MISSILE" && dts[i].target == this.ship)
{
return true;
}
if (dts[i].scanClass == "CLASS_MINE" && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
}
// if we've dumped cargo or the group leader has, then we're losing
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
if (en * 2 < maxen)
{
if (this.conditionCombatOddsBad())
{
// outnumbered; losing earlier
return true;
}
}
if (this.conditionCombatOddsTerrible())
{
if (!this.ship.isFleeing)
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader == this.ship)
{
this.communicate("oolite_groupIsOutnumbered",{},2);
}
else
{
this.communicate("oolite_groupIsOutnumbered",{},4);
}
}
// badly outnumbered; losing
return true;
}
if (!this.getParameter("oolite_flag_fightsNearHostileStations"))
{
if (this.__ltcache.oolite_nearestStation && this.distance(this.__ltcache.oolite_nearestStation) < 51200 && this.hostileStation(this.__ltcache.oolite_nearestStation))
{
// if there is a hostile station nearby, probably best to leave
return true;
}
}
return false; // not losing yet
}
AILib.prototype.conditionMothershipInCombat = function()
{
if (this.ship.group)
{
var leader = this.ship.group.leader;
if (leader && leader != this.ship)
{
if (this.distance(leader) > this.scannerRange)
{
return false; // can't tell
}
if (this.isFighting(leader))
{
return true;
}
var ltarget = leader.target;
if (ltarget && ltarget.target == leader && ltarget.hasHostileTarget)
{
return true;
}
var dts = leader.defenseTargets;
for (var i = dts.length-1 ; i >= 0 ; i--)
{
if (dts[i].target == leader && dts[i].hasHostileTarget)
{
return true;
}
}
return false;
}
}
// no mothership
return false;
}
AILib.prototype.conditionMothershipIsAttacking = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader.target && this.isFighting(leader) && this.distance(leader.target) < this.scannerRange)
2013-07-17 22:44:26 +01:00
{
return true;
}
}
return false;
}
// as MothershipIsAttacking, but leader.target must be aggressive
AILib.prototype.conditionMothershipIsAttackingHostileTarget = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader.target && this.isFighting(leader) && this.isAggressive(leader.target) && this.distance(leader.target) < this.scannerRange)
{
return true;
}
}
return false;
}
AILib.prototype.conditionMothershipUnderAttack = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader.target && leader.target.target == leader && leader.target.hasHostileTarget && this.distance(leader.target) < this.scannerRange)
{
return true;
2013-07-17 22:44:26 +01:00
}
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
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{
if (dts[i].target == leader && dts[i].hasHostileTarget && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
2013-07-24 21:56:50 +01:00
}
return false;
}
else
{
return false;
}
}
2013-07-24 21:56:50 +01:00
/*** Navigation-related conditions ***/
AILib.prototype.conditionCanWitchspaceOnRoute = function()
{
if (!this.ship.hasHyperspaceMotor)
{
return false;
}
var dest = this.getParameter("oolite_witchspaceDestination");
if (dest == null || dest == -1)
{
return false;
}
return (system.info.distanceToSystem(System.infoForSystem(galaxyNumber,dest)) <= this.ship.fuel);
}
AILib.prototype.conditionCanWitchspaceOut = function()
{
if (!this.ship.hasHyperspaceMotor)
{
return false;
}
return (system.info.systemsInRange(this.ship.fuel).length > 0);
}
2013-07-24 21:56:50 +01:00
AILib.prototype.conditionFriendlyStationExists = function()
{
var stations = system.stations;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
return true;
}
}
return false;
}
AILib.prototype.conditionFriendlyStationNearby = function()
{
return this.friendlyStation(this.__ltcache.oolite_nearestStation) && this.distance(this.__ltcache.oolite_nearestStation) < 25600;
}
AILib.prototype.conditionGroupIsSeparated = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
return false;
}
var leader = this.ship.group.leader;
if (leader.isStation)
{
// can get 2x as far from station
return (this.distance(leader) > this.scannerRange * 2);
}
else
{
return (this.distance(leader) > this.scannerRange);
}
}
2013-07-22 23:15:17 +01:00
AILib.prototype.conditionHasSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet && (!planet.isValid || !planet.isPlanet))
{
this.setParameter("oolite_selectedPlanet",null);
return false;
}
return planet != null;
}
AILib.prototype.conditionHasSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && (!station.isValid || !station.isStation))
{
this.setParameter("oolite_selectedStation",null);
return false;
}
return station != null;
}
2013-07-13 19:13:30 +01:00
AILib.prototype.conditionHomeStationExists = function()
{
return (this.homeStation() != null);
}
AILib.prototype.conditionHomeStationNearby = function()
{
var home = this.homeStation();
if (home == null)
{
return false;
}
return this.distance(home) < this.scannerRange;
}
AILib.prototype.conditionHostileStationNearby = function()
{
return this.hostileStation(this.__ltcache.oolite_nearestStation) && this.distance(this.__ltcache.oolite_nearestStation) < 51200;
}
AILib.prototype.conditionInInterstellarSpace = function()
{
return system.isInterstellarSpace;
}
AILib.prototype.conditionMainPlanetNearby = function()
{
if (!system.mainPlanet)
{
return false;
}
if (this.distance(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
AILib.prototype.conditionNearDestination = function()
{
return (this.distance(this.ship.destination) < this.ship.desiredRange);
}
AILib.prototype.conditionPlayerNearby = function()
{
return this.distance(player.ship) < this.scannerRange;
}
AILib.prototype.conditionReadyToSunskim = function()
{
return (system.sun && this.distance(system.sun) < system.sun.radius * 1.15);
}
AILib.prototype.conditionSelectedStationNearby = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && this.distance(station) < this.scannerRange)
{
return true;
}
return false;
}
2013-07-13 19:13:30 +01:00
AILib.prototype.conditionSelectedStationNearMainPlanet = function()
{
if (!system.mainPlanet)
{
return false;
}
var station = this.getParameter("oolite_selectedStation");
if (station && station.position.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
AILib.prototype.conditionSunskimPossible = function()
{
return (system.sun &&
!system.sun.hasGoneNova &&
!system.sun.isGoingNova &&
this.ship.fuel < 7 &&
this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" &&
(this.ship.heatInsulation > 1000/this.ship.maxSpeed || this.ship.heatInsulation >= 12));
}
/*** Pirate conditions ***/
AILib.prototype.conditionCargoDemandsMet = function()
{
if (!this.getParameter("oolite_flag_watchForCargo"))
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" is asking if cargo demands are met but has not set 'oolite_flag_watchForCargo'");
return true;
}
var seen = this.getParameter("oolite_cargoDropped");
if (seen != null)
{
var recorder = null;
var demand = 0;
if (this.ship.group)
2013-07-13 19:13:30 +01:00
{
if (this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.group.leader.AIScript.oolite_intership.cargodemandmet)
{
return true;
2013-07-13 19:13:30 +01:00
}
recorder = this.ship.group.leader;
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
}
else if (this.ship.group.ships[0].AIScript.oolite_intership && this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded > 0)
2013-07-13 19:13:30 +01:00
{
demand = this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded;
if (this.ship.group.ships[0].AIScript.oolite_intership.cargodemandmet)
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{
return true;
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}
recorder = this.ship.group.ships[0];
}
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}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.AIScript.oolite_intership.cargodemandmet)
{
return true;
}
demand = this.ship.AIScript.oolite_intership.cargodemanded;
recorder = this.ship;
}
}
if (demand == 0)
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{
return true; // no demand made
2013-07-21 23:25:41 +01:00
}
if (demand <= seen)
{
recorder.AIScript.oolite_intership.cargodemandmet = true;
return true;
}
}
return false;
}
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AILib.prototype.conditionGroupHasEnoughLoot = function()
{
var used = 0;
var available = 0;
if (!this.ship.group)
{
used = this.ship.cargoSpaceUsed;
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available = this.ship.cargoSpaceAvailable;
}
}
else
{
var gs = this.ship.group.ships;
for (var i = gs.length-1; i >= 0 ; i--)
{
used += gs[i].cargoSpaceUsed;
if (gs[i].equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available += gs[i].cargoSpaceAvailable;
}
}
}
if (available < used || available == 0)
{
/* Over half-full. This will do for now. TODO: cutting
* losses if group is taking damage, losing ships, running
* low on consumables, etc. */
return true;
}
return false;
}
AILib.prototype.conditionPiratesCanBePaidOff = function()
{
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return false;
}
// TODO: need some way for the player to set this
if (!this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
if (this.ship.cargoSpaceUsed < this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
return true;
}
/*** Scanner conditions ***/
AILib.prototype.conditionScannerContainsEscapePods = function()
{
if (!this.conditionCanScoopCargo())
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
return s.primaryRole == "escape-capsule" && s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.ship.maxSpeed;
});
}
AILib.prototype.conditionScannerContainsFineableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold();
return s.isInSpace && s.bounty <= threshold && s.bounty > 0 && !s.markedForFines && (s.scanClass == "CLASS_NEUTRAL" || s.isPlayer) && !s.isDerelict;
});
}
AILib.prototype.conditionScannerContainsFugitive = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.bounty > 50 && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK";
});
}
AILib.prototype.conditionScannerContainsHuntableOffender = function()
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{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold() / 2;
return s.isInSpace && s.bounty > threshold && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK";
});
}
AILib.prototype.conditionScannerContainsSeriousOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold();
return s.isInSpace && s.bounty > threshold && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK";
});
}
AILib.prototype.conditionScannerContainsHunters = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.primaryRole && s.primaryRole.match(/^hunter/)) || s.scanClass == "CLASS_POLICE" || (s.isStation && s.isMainStation);
});
}
AILib.prototype.conditionScannerContainsMiningOpportunity = function()
{
// if hold full, no
if (!this.conditionCanScoopCargo())
{
return false;
}
// need a mining laser, and for now a forward one
if (!this.ship.forwardWeapon == "EQ_WEAPON_MINING_LASER")
{
return false;
}
return this.conditionScannerContainsRocks();
}
AILib.prototype.conditionScannerContainsNonThargoid = function()
{
var prioritytargets = this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_CARGO";
});
if (prioritytargets)
{
return true;
}
return this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID";
});
}
AILib.prototype.conditionScannerContainsPirateLeader = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.group && s.group.leader == s && (s.primaryRole.match(/^pirate-.*-freighter$/));
});
}
AILib.prototype.conditionScannerContainsPirateVictims = function()
{
var lpv = this.getParameter("oolite_lastPirateVictim");
return this.checkScannerWithPredicate(function(s) {
// is a pirate victim
// has some cargo on board
// hasn't already paid up
return s != lpv && s.isPirateVictim && s.cargoSpaceUsed > 0 && (!s.AIScript || !s.AIScript.oolite_intership || !s.AIScript.oolite_intership.cargodemandpaid);
});
}
AILib.prototype.conditionScannerContainsReadyThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership") && (!s.escortGroup || s.escortGroup.count <= 16);
});
}
AILib.prototype.conditionScannerContainsRocks = function()
{
var scan1 = this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.isBoulder;
});
if (scan1)
{
return true;
}
// no boulders, what about asteroids?
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.hasRole("asteroid");
});
}
AILib.prototype.conditionScannerContainsSalvage = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO";
});
}
2013-07-25 20:09:53 +01:00
AILib.prototype.conditionScannerContainsSalvageForGroup = function()
{
if (!this.__ltcache.oolite_conditionScannerContainsSalvageForGroup)
{
var maxspeed = 0;
if (this.conditionCanScoopCargo())
{
maxspeed = this.ship.maxSpeed;
}
if (this.ship.group)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1; i >= 0 ; i--)
{
if (gs[i].cargoSpaceAvailable > 0 && gs[i].equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" && gs[i].maxSpeed > maxspeed)
{
maxspeed = gs[i].maxSpeed;
}
}
}
this.__ltcache.oolite_conditionScannerContainsSalvageForGroup = maxspeed;
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.__ltcache.oolite_conditionScannerContainsSalvageForGroup;
});
}
AILib.prototype.conditionScannerContainsSalvageForMe = function()
{
if (!this.conditionCanScoopCargo())
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.ship.maxSpeed;
});
}
AILib.prototype.conditionScannerContainsShipAttackingPirate = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.target && s.hasHostileTarget && s.target.isPirate;
});
}
AILib.prototype.conditionScannerContainsShipNeedingEscort = function()
{
if (this.ship.bounty == 0)
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty == 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
else
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty > 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
}
AILib.prototype.conditionScannerContainsThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership");
});
}
/*** State conditions ***/
AILib.prototype.conditionAllEscortsInFlight = function()
{
if (!this.ship.escortGroup)
{
return true; // there are no escorts not in flight
}
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i].status != "STATUS_IN_FLIGHT")
{
return false;
}
}
// if just exited witchspace, escorts might not have rejoined escort
// group yet.
if (!this.ship.group)
{
return true;
}
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i].status != "STATUS_IN_FLIGHT")
{
return false;
}
}
return true;
}
AILib.prototype.conditionCanScoopCargo = function()
{
if (this.__cache.oolite_conditionCanScoopCargo !== undefined)
{
return this.__cache.oolite_conditionCanScoopCargo;
}
if (this.ship.cargoSpaceAvailable == 0 || this.ship.equipmentStatus("EQ_FUEL_SCOOPS") != "EQUIPMENT_OK")
{
this.__cache.oolite_conditionCanScoopCargo = false;
return false;
}
this.__cache.oolite_conditionCanScoopCargo = true;
return true;
}
AILib.prototype.conditionCargoIsProfitableHere = function()
{
// only consider these values if the ship has a route defined
if (this.ship.homeSystem != this.ship.destinationSystem)
{
// cargo is always considered profitable in the designated
// destination system (assume they have a prepared buyer)
if (this.ship.destinationSystem && this.ship.destinationSystem == system.ID)
{
return true;
}
// cargo is never considered profitable in the designated source
// system (or you could get ships launching and immediately
// redocking)
if (this.ship.homeSystem && this.ship.homeSystem == system.ID)
{
return false;
}
// and allow ships to be given multi-system trips if wanted
if (this.getParameter("oolite_flag_noDockingUntilDestination"))
{
return false;
}
}
if (!system.mainStation)
{
return false;
}
if (this.__ltcache.oolite_conditionCargoIsProfitableHere == undefined)
{
if (this.ship.cargoSpaceUsed == 0)
{
this.__ltcache.oolite_conditionCargoIsProfitableHere = false;
}
else
{
var cargo = this.ship.cargoList;
var profit = 0;
var multiplier = (system.info.economy <= 3)?-1:1;
var market = system.mainStation.market;
for (var i = cargo.length-1 ; i >= 0 ; i--)
{
var commodity = cargo[i].commodity;
var quantity = cargo[i].quantity;
var adjust = market[commodity].marketEcoAdjustPrice * multiplier * quantity / market[commodity].marketMaskPrice;
profit += adjust;
}
this.__ltcache.oolite_conditionCargoIsProfitableHere = (profit >= 0);
}
}
return this.__ltcache.oolite_conditionCargoIsProfitableHere;
}
AILib.prototype.conditionGroupLeaderIsStation = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader.isStation);
}
AILib.prototype.conditionHasInterceptCoordinates = function()
{
return (this.getParameter("oolite_interceptCoordinates") != null);
}
AILib.prototype.conditionHasMothership = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship);
}
AILib.prototype.conditionHasNonThargoidTarget = function()
{
return (this.ship.target && this.ship.target.scanClass != "CLASS_THARGOID");
}
AILib.prototype.conditionHasReceivedDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
var ts = this.getParameter("oolite_distressTimestamp");
if (aggressor == null || !aggressor.isInSpace || sender == null || !sender.isInSpace || this.distance(sender) > this.scannerRange || ts+30 < clock.adjustedSeconds)
{
// no, or it has expired
this.setParameter("oolite_distressAggressor",null);
this.setParameter("oolite_distressSender",null);
this.setParameter("oolite_distressTimestamp",null);
return false;
}
return true;
}
AILib.prototype.conditionHasTarget = function()
{
return this.ship.target != null;
}
AILib.prototype.conditionHasWaypoint = function()
{
return this.getParameter("oolite_waypoint") != null;
}
AILib.prototype.conditionIsActiveThargon = function()
{
return this.ship.scanClass == "CLASS_THARGOID" && this.ship.hasRole("EQ_THARGON");
}
AILib.prototype.conditionIsEscorting = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return false;
}
var leader = this.ship.group.leader;
if (leader.escortGroup && leader.escortGroup.containsShip(this.ship))
{
if (leader.status == "STATUS_ENTERING_WITCHSPACE")
{
var hole = this.getParameter("oolite_witchspaceWormhole");
if (hole == null || hole.expiryTime < clock.seconds)
{
// has been left behind
this.configurationLeaveEscortGroup();
this.setParameter("oolite_witchspaceWormhole",false);
return false;
}
}
return true;
}
return false;
}
AILib.prototype.conditionIsGroupLeader = function()
{
if (!this.ship.group)
{
return true;
}
return (this.ship.group.leader == this.ship);
}
AILib.prototype.conditionMissileOutOfFuel = function()
{
var range = 30000; // 30 km default
if (this.ship.scriptInfo.oolite_missile_range)
{
range = this.ship.scriptInfo.oolite_missile_range;
}
return range < this.ship.distanceTravelled;
}
AILib.prototype.conditionPatrolIsOver = function()
{
return this.ship.distanceTravelled > 200000;
}
AILib.prototype.conditionWitchspaceEntryRequested = function()
{
return (this.getParameter("oolite_witchspaceWormhole") != null);
}
/* ****************** Behaviour functions ************** */
/* Behaviours. Behaviours are effectively a state definition,
* defining a set of events and responses. They are aided in this
* by the 'responses', which mean that the event handlers for the
* behaviour within the definition can itself be templated. */
AILib.prototype.behaviourApproachDestination = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipAchievedDesiredRange = this.responseComponent_standard_shipAchievedDesiredRange;
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
var blocker = this.ship.checkCourseToDestination();
if (blocker)
{
if (blocker.isPlanet || blocker.isSun)
{
// the selected planet can't block
if (blocker.isSun || this.getParameter("oolite_selectedPlanet") != blocker)
{
var dist = this.distance(blocker);
if (dist < blocker.radius * 1.3)
{
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.position.subtract(blocker.position.subtract(this.ship.position)));
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
else if (this.distance(blocker) < blocker.radius * 3)
{
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
}
}
else if (blocker.isShip)
{
if (this.distance(blocker) < 25600)
{
if (!blocker.group || !blocker.group.leader == this.ship)
{
// our own escorts are not a blocker!
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
}
}
}
this.setParameter("oolite_waypoints",waypoints);
this.applyHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
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AILib.prototype.behaviourAvoidCascadeExplosion = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
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var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < 25600)
2013-07-27 15:39:23 +01:00
{
if (this.ship.defenseTargets.length > 0 && this.ship.defenseTargets[0].scanClass == "CLASS_MINE")
{
// if the mine is still visible, conventional fleeing works
this.communicate("oolite_quiriumCascade",{},3);
this.ship.target = this.ship.defenseTargets[0];
this.ship.desiredRange = 30000;
this.ship.performFlee();
return;
}
else
{
if (this.ship.destination != cascade)
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{
this.communicate("oolite_quiriumCascade",{},3);
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}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
return;
}
2013-07-27 15:39:23 +01:00
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
2013-07-27 15:39:23 +01:00
}
AILib.prototype.behaviourBecomeInactiveThargon = function()
{
this.applyHandlers({});
this.ship.scanClass = "CLASS_CARGO";
this.ship.target = null;
this.ship.clearDefenseTargets();
if (this.ship.group)
{
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
if (this.ship.escortGroup)
{
this.ship.escortGroup.removeShip(this.ship);
}
this.ship.desiredSpeed = 0;
this.ship.performStop();
var nearby = this.ship.checkScanner(true);
for (var i = 0 ; i < nearby.length ; i++)
{
var ship = nearby[i];
if (ship.target == this.ship && !ship.isPlayer && ship.hasHostileTarget)
{
ship.target = null;
}
ship.removeDefenseTarget(this.ship);
}
}
AILib.prototype.behaviourCollectSalvage = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipScoopedOther = this.responseComponent_standard_shipScoopedOther;
this.applyHandlers(handlers);
this.ship.performCollect();
}
AILib.prototype.behaviourDestroyCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
if (this.ship.scanClass != "CLASS_THARGOID" && this.ship.target.scanClass != "CLASS_THARGOID" && this.ship.target.target.scanClass == "CLASS_THARGOID")
{
this.respondToThargoids(this.ship.target.target,true);
this.ship.performAttack();
return;
}
}
/* This doesn't work: ships which are removed from the list
* because they're unreachable then just end up being reselected the
* next time the ship scans for targets. */
/*
if (this.getParameter("oolite_flag_continueUnlikelyPursuits") == null)
{
if (this.ship.target)
{
if (this.isEscaping(this.ship.target))
{
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
}
}
*/
if (this.ship.target)
{
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.communicate("oolite_beginningAttack",this.ship.target,3);
}
else
{
this.communicate("oolite_continuingAttack",this.ship.target,4);
}
}
this.ship.performAttack();
}
// NOTE: this does not, and should not, check whether the station is friendly
AILib.prototype.behaviourDockWithStation = function()
{
// may need to release escorts
if (this.ship.escortGroup && this.ship.escortGroup.count > 1)
{
this.ship.dockEscorts();
}
var station = this.getParameter("oolite_dockingStation");
this.ship.target = station;
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddDocking(handlers);
this.ship.requestDockingInstructions();
if (!this.ship.dockingInstructions)
{
this.ship.performIdle();
this.reconsiderNow();
return;
}
switch (this.ship.dockingInstructions.ai_message)
{
case "TOO_BIG_TO_DOCK":
case "DOCKING_REFUSED":
this.ship.setParameter("oolite_dockingStation",null);
this.ship.target = null;
this.reconsiderNow();
break;
case "TRY_AGAIN_LATER":
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if (this.distance(this.ship.target) < 10000)
{
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 12500;
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.performFlyToRangeFromDestination();
break;
}
// else fall through
case "HOLD_POSITION":
this.communicate("oolite_dockingWait",{},4);
this.ship.destination = this.ship.target.position;
this.ship.performFaceDestination();
// and will reconsider in a little bit
break;
case "APPROACH":
case "APPROACH_COORDINATES":
case "BACK_OFF":
this.ship.performFlyToRangeFromDestination();
break;
}
this.applyHandlers(handlers);
}
AILib.prototype.behaviourEnterWitchspace = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole && wormhole.expiryTime < clock.adjustedSeconds)
{
// the wormhole we were trying for has expired
this.setParameter("oolite_witchspaceWormhole",null);
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.status == "STATUS_ENTERING_WITCHSPACE")
{
// left behind, so leave group
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
}
else if (wormhole)
{
handlers.playerWillEnterWitchspace = this.responseComponent_trackPlayer_playerWillEnterWitchspace;
this.ship.destination = wormhole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.applyHandlers(handlers);
return;
}
var destID = this.getParameter("oolite_witchspaceDestination");
if (destID == null)
{
// look for wormholes out of here
// no systems in range
handlers.playerWillEnterWitchspace = this.responseComponent_trackPlayer_playerWillEnterWitchspace;
this.applyHandlers(handlers);
return;
}
else
{
handlers.shipWitchspaceBlocked = this.responseComponent_standard_shipWitchspaceBlocked;
// set up the handlers before trying it
this.applyHandlers(handlers);
var entry = this.getParameter("oolite_witchspaceEntry");
// wait for escorts to launch
if (!this.conditionAllEscortsInFlight())
{
this.ship.destination = this.ship.position.add(this.ship.vectorForward.multiply(30000));
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
else if (entry != null && entry < clock.seconds)
{
// this should work
var result = this.ship.exitSystem(destID);
// if it doesn't, we'll get blocked
if (result)
{
this.ship.notifyGroupOfWormhole();
this.setParameter("oolite_witchspaceEntry",null);
}
}
else
{
if (entry == null)
{
this.communicate("oolite_engageWitchspaceDrive",{},4);
this.setParameter("oolite_witchspaceEntry",clock.seconds + 15);
}
this.ship.destination = this.ship.position.add(this.ship.vectorForward.multiply(30000));
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
}
}
AILib.prototype.behaviourEscortMothership = function()
{
var handlers = {};
if (this.ship.group.leader)
{
this.communicate("oolite_escortFormation",this.ship.group.leader,4);
}
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.applyHandlers(handlers);
this.ship.desiredRange = 0;
this.ship.performEscort();
}
AILib.prototype.behaviourFineCurrentTarget = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
if (this.ship.scanClass == "CLASS_POLICE" && this.ship.target)
{
this.communicate("oolite_markForFines",this.ship.target,1);
this.ship.markTargetForFines();
}
2013-07-24 21:56:50 +01:00
this.ship.performIdle();
}
AILib.prototype.behaviourFleeCombat = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < 25600)
{
if (this.ship.defenseTargets.length > 0 && this.ship.defenseTargets[0].scanClass == "CLASS_MINE")
{
// if the mine is still visible, conventional fleeing works
this.ship.target = this.ship.defenseTargets[0];
this.ship.desiredRange = 30000;
this.ship.performFlee();
return;
}
else
{
if (this.ship.destination != cascade)
{
this.communicate("oolite_quiriumCascade",{},4);
}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
return;
}
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
var aggressor = this.ship.AIPrimaryAggressor;
if (aggressor && aggressor.isInSpace && this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
}
if (!this.ship.target || this.distance(this.ship.target) > this.scannerRange)
{
var dts = this.ship.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (this.distance(dts[i]) < this.scannerRange && this.isFighting(dts[i]))
{
this.ship.target = dts[i];
break;
}
}
}
if (this.getParameter("oolite_lastFleeing") != null)
{
this.communicate("oolite_continueFleeing",this.ship.target,4);
}
else if (this.ship.energy < this.ship.maxEnergy / 4)
{
this.communicate("oolite_startFleeing",this.ship.target,3);
}
if (this.ship.target)
{
this.setParameter("oolite_lastFleeing",this.ship.target);
}
if (!this.__ltcache.oolite_considerWitchspaceFlee)
{
if (!this.getParameter("oolite_flag_neverFleeToWitchspace"))
{
this.__ltcache.oolite_considerWitchspaceFlee = (this.ship.hasHyperspaceMotor && (system.isInterstellarSpace && this.ship.fuel > 0) || (system.ID != this.ship.homeSystem && system.info.systemsInRange(this.ship.fuel).length > 0))?1:-1;
}
else
{
this.__ltcache.oolite_considerWitchspaceFlee = -1;
}
}
if (this.__ltcache.oolite_considerWitchspaceFlee == 1)
{
if (!this.__ltcache.oolite_considerWitchspaceFlee)
{
this.__ltcache.oolite_witchspaceflee = clock.seconds + 15;
}
if (this.__ltcache.oolite_witchspaceflee < clock.seconds)
{
if (this.ship.exitSystem())
{
this.ship.notifyGroupOfWormhole();
delete this.__ltcache.oolite_witchspaceflee;
}
}
}
this.ship.desiredRange = this.scannerRange;
this.ship.performFlee();
}
/* Follow the group leader in a less organised way than escorting them */
AILib.prototype.behaviourFollowGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.ship.performIdle();
}
else
{
this.ship.destination = this.ship.group.leader.position;
this.ship.desiredRange = 500+Math.random()*1000;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.behaviourApproachDestination();
}
}
AILib.prototype.behaviourGuardTarget = function()
{
if (!this.ship.target)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.target.position;
}
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 2500;
this.behaviourApproachDestination();
}
AILib.prototype.behaviourJoinTargetGroup = function()
{
if (this.ship.target && this.ship.target.group)
{
this.ship.target.group.addShip(this.ship);
this.ship.group = this.ship.target.group;
}
this.ship.performIdle();
}
AILib.prototype.behaviourLandOnPlanet = function()
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.applyHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet",{},4);
}
AILib.prototype.behaviourLeaveVicinityOfDestination = function()
{
this.ship.desiredRange = 60000;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.communicate("oolite_leaveVicinity",this.ship.target,3);
this.behaviourApproachDestination();
}
AILib.prototype.behaviourLeaveVicinityOfTarget = function()
{
if (!this.ship.target)
{
this.reconsiderNow();
return;
}
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 27500;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.communicate("oolite_leaveVicinity",this.ship.target,3);
this.behaviourApproachDestination();
}
AILib.prototype.behaviourMineTarget = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.communicate("oolite_mining",{},4);
this.ship.performMining();
}
AILib.prototype.behaviourOfferToEscort = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var possible = this.getParameter("oolite_scanResultSpecific");
if (possible == null)
{
this.reconsiderNow();
}
else
{
if (this.ship.offerToEscort(possible))
{
// accepted
this.reconsiderNow();
2013-07-13 19:13:30 +01:00
}
// if rejected, wait for next scheduled reconsideration
}
}
2013-07-13 19:13:30 +01:00
AILib.prototype.behaviourPayOffPirates = function()
{
this.ship.dumpCargo(this.ship.AIScript.oolite_intership.cargodemand);
this.communicate("oolite_agreeingToDumpCargo",{"oolite_demandSize":this.ship.AIScript.oolite_intership.cargodemand},1);
delete this.ship.AIScript.oolite_intership.cargodemand;
this.ship.AIScript.oolite_intership.cargodemandpaid = true;
this.behaviourFleeCombat();
}
AILib.prototype.behaviourReconsider = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.reconsiderNow();
}
// Separate behaviour to EscortMothership in case we want to change it later
// This is the one to catch up with a distant mothership
AILib.prototype.behaviourRejoinMothership = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.applyHandlers(handlers);
// to consider: should this behaviour use injectors if
// possible? so few escorts have them that it's probably not
// worth it.
this.ship.desiredRange = 0;
this.ship.performEscort();
}
AILib.prototype.behaviourRepelCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var target = this.ship.target
if (!target || !target.isValid || !target.isShip)
{
this.reconsiderNow();
return;
}
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
if (this.ship.scanClass != "CLASS_THARGOID" && target.scanClass != "CLASS_THARGOID" && target.target.scanClass == "CLASS_THARGOID")
{
this.respondToThargoids(target.target,true);
this.ship.performAttack();
return;
}
}
if (!this.isAggressive(target))
{
// repelling succeeded
if (this.ship.escortGroup)
{
// also tell escorts to stop attacking it
for (var i = 0 ; i < this.ship.escortGroup.ships.length ; i++)
{
this.ship.escortGroup.ships[i].removeDefenseTarget(target);
if (this.ship.escortGroup.ships[i].target == target)
{
this.ship.escortGroup.ships[i].target = null;
}
}
}
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
else
{
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.communicate("oolite_beginningAttack",target,3);
}
else if (this.ship.target)
{
this.communicate("oolite_continuingAttack",target,4);
}
this.ship.performAttack();
}
}
/* Standard "help the innocent" distress call response. Perhaps
* there should be a 'blood in the water' response available
* too... */
AILib.prototype.behaviourRespondToDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (aggressor && aggressor.isShip && sender && sender.isShip)
{
if (sender.bounty > aggressor.bounty)
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{
var tmp = sender;
sender = aggressor;
aggressor = tmp;
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}
if (this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
this.ship.performAttack();
this.reconsiderNow();
this.communicate("oolite_distressResponseAggressor",aggressor,2);
}
else
{ // we can't actually see what's attacking the sender yet
this.ship.destination = sender.position;
this.ship.desiredRange = 1000+sender.collisionRadius+this.ship.collisionRadius;
this.ship.desiredSpeed = 7 * this.ship.maxSpeed; // use injectors if possible
this.ship.performFlyToRangeFromDestination();
// and when we next reconsider, hopefully the aggressor will be on the scanner
this.communicate("oolite_distressResponseSender",sender,2);
}
}
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
}
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AILib.prototype.behaviourRobTarget = function()
{
var demand = null;
if (this.ship.group && this.ship.group.leader)
{
if (this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
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}
}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.AIScript.oolite_intership.cargodemanded;
}
}
if (demand == null)
{
var target = this.ship.target;
var hascargo = target.cargoSpaceCapacity; //cargoSpaceUsed?
// blowing them up probably gets ~10%, so how much we feel
// confident in demanding depends on how likely patrols
// are to come along and interfere.
demand = (hascargo/20);
demand = demand * (1+Math.random()+(8-system.info.government)/8);
// between 5% and 15% of cargo
demand = Math.ceil(demand); // round it up so there's always at least 1
var maxdemand = 0;
var gc = 1;
if (!this.ship.group)
{
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand = this.ship.cargoSpaceAvailable;
}
}
else
{
gc = this.ship.group.ships.length;
for (var i = 0; i < gc ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand += ship.cargoSpaceAvailable;
}
else
{
gc--; // this ship can't help scoop
}
}
}
if (demand > maxdemand)
{
demand = maxdemand; // don't ask for more than we can carry
}
while (demand > gc * 5)
{
// asking for more than 5TC each probably means there
// won't be time to pick it all up anyway
demand = Math.ceil(demand/2);
}
if (demand < 2)
{
demand = 2;
}
/* Record our demand with the group leader */
if (this.ship.group && this.ship.group.leader)
{
this.ship.group.leader.AIScript.oolite_intership.cargodemanded = demand;
}
else
{
this.ship.AIScript.oolite_intership.cargodemanded = demand;
}
/* Inform the victim of the demand, if possible */
if (target.AIScript && target.AIScript.oolite_intership)
{
target.AIScript.oolite_intership.cargodemand = demand;
}
var commsparams = this.entityCommsParams(target);
commsparams["oolite_demandSize"] = demand;
this.communicate("oolite_makePirateDemand",commsparams,1);
this.ship.requestHelpFromGroup();
// prevents choosing this ship twice in a row
// either it beat us, or we just robbed it
this.setParameter("oolite_lastPirateVictim",target);
/* }
else
{
log(this.ship.displayName,"Already asked for "+demand); */
}
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.ship.performAttack();
this.ship.requestHelpFromGroup();
}
AILib.prototype.behaviourSunskim = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddScooping(handlers);
this.applyHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
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AILib.prototype.behaviourTumble = function()
{
this.applyHandlers({});
this.ship.performTumble();
}
/* Missile behaviours: have different standard handler sets */
AILib.prototype.behaviourMissileInterceptTarget = function()
{
var handlers = {};
this.responsesAddMissile(handlers);
this.applyHandlers(handlers);
if (this.ship.scriptInfo.oolite_missile_proximity)
{
this.ship.desiredRange = this.ship.scriptInfo.oolite_missile_proximity;
}
else
{
this.ship.desiredRange = 25;
}
this.ship.performIntercept();
}
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AILib.prototype.behaviourMissileInterceptCoordinates = function()
{
var handlers = {};
this.responsesAddMissile(handlers);
this.applyHandlers(handlers);
if (this.ship.scriptInfo.oolite_missile_proximity)
{
this.ship.desiredRange = this.ship.scriptInfo.oolite_missile_proximity;
}
else
{
this.ship.desiredRange = 25;
}
var dest = this.getParameter("oolite_interceptCoordinates");
if (dest == null)
{
return;
}
this.ship.destination = dest
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
// if we have an intercept target, try to restore it
var oldtarget = this.getParameter("oolite_interceptTarget");
if (oldtarget && !oldtarget.isCloaked && oldtarget.isInSpace)
{
this.ship.target = oldtarget;
}
}
AILib.prototype.behaviourMissileSelfDestruct = function() {
this.ship.explode();
}
/* Station behaviours: have different standard handler sets */
AILib.prototype.behaviourStationLaunchDefenseShips = function()
{
if (this.ship.target && this.isAggressive(this.ship.target))
{
this.alertCondition = 3;
this.ship.launchDefenseShip();
this.communicate("oolite_launchDefenseShips",this.ship.target,3);
this.ship.requestHelpFromGroup();
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
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AILib.prototype.behaviourStationLaunchMiner = function()
{
if (this.alertCondition > 1)
{
this.alertCondition--;
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].primaryRole == "miner")
{
// only one in flight at once
return;
}
}
}
this.communicate("oolite_launchMiner",this.ship.target,3);
this.ship.launchMiner();
}
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AILib.prototype.behaviourStationLaunchPatrol = function()
{
if (this.alertCondition > 1)
{
this.alertCondition--;
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
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if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
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{
if (this.ship.group.ships[i].primaryRole == this.getParameter("oolite_stationPatrolRole"))
{
// only one in flight at once
return;
}
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}
}
this.communicate("oolite_launchPatrol",this.ship.target,3);
this.ship.launchPatrol();
}
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AILib.prototype.behaviourStationLaunchSalvager = function()
{
if (this.alertCondition > 1)
{
this.alertCondition--;
}
this.communicate("oolite_launchSalvager",this.ship.target,3);
this.ship.launchScavenger();
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
AILib.prototype.behaviourStationManageTraffic = function()
{
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
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// does nothing special in this state, just waits around being a station
}
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AILib.prototype.behaviourStationRespondToDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (sender.bounty > aggressor.bounty)
{
var tmp = sender;
sender = aggressor;
aggressor = tmp;
}
if (this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
this.ship.alertCondition = 3;
this.ship.launchDefenseShip();
this.communicate("oolite_distressResponseAggressor",aggressor,2);
this.ship.requestHelpFromGroup();
}
else
{
this.communicate("oolite_distressResponseSender",sender,3);
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
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/* ****************** Configuration functions ************** */
/* Configurations. Configurations are set up actions for a behaviour
* or behaviours. They can also be used on a fall-through conditional
* to set parameters for later tests */
/*** Target acquisition configuration ***/
AILib.prototype.configurationAcquireCombatTarget = function()
{
var target = this.ship.target;
if (target && this.allied(this.ship,target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
if (target && target.scanClass == "CLASS_CARGO")
{
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (target)
{
if (target.isInSpace)
{
return;
}
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
var dts = this.ship.defenseTargets
var dtsl = dts.length; // we need to iterate up this time
var scan = this.scannerRange;
for (var i = 0; i < dtsl ; i++)
{
if (this.distance(dts[i]) < scan)
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[i];
return;
}
}
else
{
this.ship.removeDefenseTarget(dts[i]);
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < scan)
{
this.ship.target = gs[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < scan)
{
this.ship.target = gs[i].target;
return;
}
}
}
}
}
AILib.prototype.configurationAcquireDefensiveEscortTarget = function()
{
if (this.ship.group && this.ship.group.leader)
{
var leader = this.ship.group.leader;
if (this.isFighting(leader) && leader.target.target == leader && this.distance(leader.target) < this.scannerRange)
{
this.ship.target = leader.target;
}
else
{
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && this.isAggressive(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[i];
}
}
}
}
}
}
// TODO: reuse code from AcquireCombatTarget better
AILib.prototype.configurationAcquireHostileCombatTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (this.ship.target)
{
if (this.ship.target.isInSpace && this.isAggressive(this.ship.target))
{
return;
}
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
var dts = this.ship.defenseTargets
for (var i = 0; i < dts.length ; i++)
{
if (this.distance(dts[i]) < this.scannerRange && this.isAggressive(dts[i]))
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[0];
return;
}
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < this.scannerRange && this.isAggressive(gs[i].target))
{
this.ship.target = gs[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < this.scannerRange && this.isAggressive(gs[i].target))
{
this.ship.target = gs[i].target;
return;
}
}
}
}
}
AILib.prototype.configurationAcquireOffensiveEscortTarget = function()
{
if (this.ship.group && this.ship.group.leader)
{
var leader = this.ship.group.leader;
var lt;
if ((lt = leader.target) && leader.hasHostileTarget)
{
if (this.distance(lt) < this.scannerRange)
{
if (!lt.isCloaked)
{
this.ship.target = lt;
this.ship.addDefenseTarget(lt);
}
}
}
}
}
AILib.prototype.configurationAcquirePlayerAsTarget = function()
{
this.ship.target = player.ship;
}
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AILib.prototype.configurationAcquireScannedTarget = function()
{
this.ship.target = this.getParameter("oolite_scanResultSpecific");
}
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AILib.prototype.configurationCheckScanner = function()
{
if (this.getParameter("oolite_flag_scanIgnoresUnpowered") != null)
{
this.setParameter("oolite_scanResults",this.ship.checkScanner(true));
}
else
{
this.setParameter("oolite_scanResults",this.ship.checkScanner());
}
this.setParameter("oolite_scanResultSpecific",null);
}
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/*** Navigation configuration ***/
AILib.prototype.configurationSelectPlanet = function()
{
var possibles = system.planets;
this.setParameter("oolite_selectedPlanet",possibles[Math.floor(Math.random()*possibles.length)]);
}
AILib.prototype.configurationSelectRandomTradeStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
if (this.ship.bounty == 0)
{
if (Math.random() < 0.9 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
return;
}
}
else if (this.ship.bounty <= this.fineThreshold())
{
if (Math.random() < 0.5 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
return;
}
}
var friendlies = 0;
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for (var i = stations.length -1 ; i >= 0 ; i--)
{
var station = stations[i];
if (this.friendlyStation(station))
{
friendlies++;
// equivalent to filtering the list to only contain
// friendlies, then picking a random element.
if (Math.random() < 1/friendlies)
{
chosenStation = station;
}
}
}
this.setParameter("oolite_selectedStation",chosenStation);
this.communicate("oolite_selectedStation",chosenStation,4);
}
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AILib.prototype.configurationSelectShuttleDestination = function()
{
var possibles = system.planets.concat(system.stations);
var destinations1 = [];
var destinations2 = [];
for (var i = 0; i < possibles.length ; i++)
{
var possible = possibles[i];
// travel at least a little way
var distance = this.distance(possible);
if (distance > possible.collisionRadius + 10000)
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{
// must be friendly destination and not moving too fast
if (possible.isPlanet || this.friendlyStation(possible) || possible.maxSpeed > this.ship.maxSpeed / 5)
{
if (distance > system.mainPlanet.radius * 5)
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{
destinations2.push(possible);
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}
else
{
destinations1.push(possible);
}
}
}
}
// no nearby destinations
if (destinations1.length == 0)
{
destinations1 = destinations2;
}
// no destinations
if (destinations1.length == 0)
{
return;
}
var destination = destinations1[Math.floor(Math.random()*destinations1.length)];
if (destination.isPlanet)
{
this.setParameter("oolite_selectedPlanet",destination);
this.setParameter("oolite_selectedStation",null);
}
else
{
this.setParameter("oolite_selectedStation",destination);
this.setParameter("oolite_selectedPlanet",null);
}
}
AILib.prototype.configurationSelectWitchspaceDestination = function()
{
if (!this.ship.hasHyperspaceMotor)
{
this.setParameter("oolite_witchspaceDestination",null);
return;
}
var preselected = this.getParameter("oolite_witchspaceDestination");
if (preselected != system.ID && system.info.distanceToSystem(System.infoForSystem(galaxyNumber,preselected)) <= this.ship.fuel)
{
// we've already got a destination
return;
}
var possible = system.info.systemsInRange(this.ship.fuel);
if (possible.length > 0)
{
var selected = possible[Math.floor(Math.random()*possible.length)];
this.setParameter("oolite_witchspaceDestination",selected.systemID);
this.communicate("oolite_selectedWitchspaceDestination",{"oolite_witchspaceDestination":selected.name},4);
}
else
{
this.setParameter("oolite_witchspaceDestination",null);
}
}
AILib.prototype.configurationSelectWitchspaceDestinationInbound = function()
{
if (this.ship.homeSystem == this.ship.destinationSystem)
{
return this.configurationSelectWitchspaceDestination();
}
this.setWitchspaceRouteTo(this.ship.homeSystem);
}
AILib.prototype.configurationSelectWitchspaceDestinationOutbound = function()
{
if (this.ship.homeSystem == this.ship.destinationSystem)
{
return this.configurationSelectWitchspaceDestination();
}
this.setWitchspaceRouteTo(this.ship.destinationSystem);
}
/*** Destination configuration ***/
AILib.prototype.configurationSetDestinationToHomeStation = function()
{
var home = this.homeStation();
if (home != null)
{
this.ship.destination = home.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
else
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
}
AILib.prototype.configurationSetDestinationToGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.group.leader.position;
}
this.ship.desiredRange = 2000;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
AILib.prototype.configurationSetDestinationToMainPlanet = function()
{
if (system.mainPlanet)
{
this.ship.destination = system.mainPlanet.position;
this.ship.desiredRange = system.mainPlanet.radius * 3;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToMainStation = function()
{
this.ship.destination = system.mainStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
AILib.prototype.configurationSetDestinationToNearestFriendlyStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
var distance = this.distance(station);
if (distance < threshold)
{
threshold = distance;
chosenStation = station;
}
}
}
if (chosenStation == null)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
else
{
this.ship.destination = chosenStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToNearestHostileStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.hostileStation(station))
{
var distance = this.distance(station);
if (distance < threshold)
{
threshold = distance;
chosenStation = station;
}
}
}
if (chosenStation == null)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
else
{
this.ship.destination = chosenStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToNearestStation = function()
{
if (this.__ltcache.oolite_nearestStation)
{
this.ship.destination = this.__ltcache.oolite_nearestStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
else
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
}
AILib.prototype.configurationSetDestinationToPirateLurk = function()
{
var lurk = this.getParameter("oolite_pirateLurk");
if (lurk != null)
{
this.ship.destination = lurk;
}
else
{
if (this.distance(system.sun) > system.sun.radius*3 && this.distance(system.mainPlanet) > system.mainPlanet.radius * 3)
{
var p = this.ship.position;
// if already on a lane, stay on it
if (p.z < (system.mainPlanet.position.z - system.mainPlanet.radius*2) && ((p.x * p.x) + (p.y * p.y)) < this.scannerRange * this.scannerRange * 4)
{
lurk = p;
}
else if (p.subtract(system.mainPlanet).direction().dot(p.subtract(system.sun).direction()) < -0.9)
{
lurk = p;
}
else if (p.direction().dot(system.sun.position.direction()) > 0.9)
{
lurk = p;
}
}
if (lurk == null)
{
// not on a lane, or too close to a sun/planet
var code;
var choice = Math.random();
if (choice < 0.7)
{
code = "LANE_WP";
}
else if (choice < 0.8)
{
code = "LANE_PS";
}
else if (choice < 0.9)
{
code = "LANE_WS";
}
else
{
code = "WITCHPOINT";
}
lurk = system.locationFromCode(code);
}
this.setParameter("oolite_pirateLurk",lurk);
}
this.ship.desiredRange = 1000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
AILib.prototype.configurationSetDestinationToSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet)
{
this.ship.destination = planet.position;
this.ship.desiredRange = planet.radius+100;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station)
{
this.ship.destination = station.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToSunskimEnd = function()
{
if (system.sun)
{
var direction = Vector3D.random().cross(this.ship.position.subtract(system.sun.position));
// 2km parallel to local sun surface for every LY of fuel
this.ship.destination = this.ship.position.add(direction.multiply(2000*(7-this.ship.fuel)));
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
}
AILib.prototype.configurationSetDestinationToSunskimStart = function()
{
if (system.sun)
{
this.ship.destination = system.sun.position;
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = system.sun.radius * 1.125;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
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AILib.prototype.configurationSetDestinationToWaypoint = function()
{
if (this.getParameter("oolite_waypoint") != null && this.getParameter("oolite_waypointRange") != null)
{
this.ship.destination = this.getParameter("oolite_waypoint");
this.ship.desiredRange = this.getParameter("oolite_waypointRange");
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
AILib.prototype.configurationSetDestinationToWitchpoint = function()
{
this.ship.destination = new Vector3D(0,0,0);
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
2013-07-13 19:13:30 +01:00
AILib.prototype.configurationSetWaypoint = function()
{
var gen = this.getWaypointGenerator();
if(gen != null)
{
gen.call(this);
this.configurationSetDestinationToWaypoint();
}
}
/*** Docking configurations ***/
AILib.prototype.configurationSetNearbyFriendlyStationForDocking = function()
{
if (this.friendlyStation(this.__ltcache.oolite_nearestStation))
{
if (this.distance(this.__ltcache.oolite_nearestStation) < this.scannerRange)
{
this.setParameter("oolite_dockingStation",this.__ltcache.oolite_nearestStation)
return;
}
}
}
AILib.prototype.configurationSetHomeStationForDocking = function()
{
var station = this.homeStation();
if (station)
{
this.setParameter("oolite_dockingStation",station)
return;
}
}
AILib.prototype.configurationSetSelectedStationForDocking = function()
{
this.setParameter("oolite_dockingStation",this.getParameter("oolite_selectedStation"));
}
/*** Miscellaneous configuration ***/
AILib.prototype.configurationAppointGroupLeader = function()
{
if (this.ship.group && !this.ship.group.leader)
{
this.ship.group.leader = this.ship.group.ships[0];
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].hasHyperspaceMotor)
{
// bias towards jump-capable ships
this.ship.group.leader = this.ship.group.ships[i];
break;
}
}
var leadrole = this.getParameter("oolite_leaderRole")
if (leadrole != null)
{
this.ship.group.leader.primaryRole = leadrole;
}
}
}
AILib.prototype.configurationEscortGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return;
}
if (this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
return;
}
var escrole = this.getParameter("oolite_escortRole")
if (escrole != null)
{
var oldrole = this.ship.primaryRole;
this.ship.primaryRole = escrole;
var accepted = this.ship.offerToEscort(this.ship.group.leader);
if (!accepted)
{
this.ship.primaryRole = oldrole;
}
}
}
AILib.prototype.configurationForgetCargoDemand = function()
{
/* if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
} */ // not sure about this, maybe not needed
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.AIScript.oolite_intership.cargodemanded;
delete this.ship.AIScript.oolite_intership.cargodemandmet;
// and make the group lose the cargo count from the last demand
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.AIScript && ship.AIScript.oolite_priorityai)
{
ship.AIScript.oolite_priorityai.setParameter("oolite_cargoDropped",0);
}
}
}
}
}
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AILib.prototype.configurationLeaveEscortGroup = function()
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
this.ship.group.leader.escortGroup.removeShip(this.ship);
if (this.ship.group)
2013-07-27 15:39:23 +01:00
{
this.ship.group.removeShip(this.ship);
this.ship.group = null;
2013-07-27 15:39:23 +01:00
}
}
2013-07-27 15:39:23 +01:00
}
/*** Station configuration ***/
AILib.prototype.configurationStationReduceAlertLevel = function()
{
if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
}
2013-07-23 21:21:49 +01:00
AILib.prototype.configurationStationValidateTarget = function()
{
if (this.ship.target)
{
if(this.distance(this.ship.target) > this.scannerRange)
2013-07-23 21:21:49 +01:00
{
// station behaviour does not generally validate target
this.ship.target = null;
2013-07-23 21:21:49 +01:00
}
}
}
/* ****************** Response definition functions ************** */
/* Standard state-machine responses. These set up a set of standard
* state machine responses where incoming events will cause reasonable
* default behaviour and often force a reconsideration of
* priorities. Many behaviours will need to supplement the standard
* responses with additional definitions. */
AILib.prototype.responsesAddStandard = function(handlers)
{
handlers.approachingPlanetSurface = this.responseComponent_standard_approachingPlanetSurface;
handlers.cargoDumpedNearby = this.responseComponent_standard_cargoDumpedNearby;
handlers.cascadeWeaponDetected = this.responseComponent_standard_cascadeWeaponDetected;
handlers.commsMessageReceived = this.responseComponent_standard_commsMessageReceived;
handlers.distressMessageReceived = this.responseComponent_standard_distressMessageReceived;
handlers.escortAccepted = this.responseComponent_standard_escortAccepted;
handlers.helpRequestReceived = this.responseComponent_standard_helpRequestReceived;
handlers.offenceCommittedNearby = this.responseComponent_standard_offenceCommittedNearby;
handlers.playerWillEnterWitchspace = this.responseComponent_standard_playerWillEnterWitchspace;
handlers.shipAcceptedEscort = this.responseComponent_standard_shipAcceptedEscort;
handlers.shipAttackedOther = this.responseComponent_standard_shipAttackedOther;
handlers.shipAttackedWithMissile = this.responseComponent_standard_shipAttackedWithMissile;
handlers.shipAttackerDistracted = this.responseComponent_standard_shipAttackerDistracted;
handlers.shipBeingAttacked = this.responseComponent_standard_shipBeingAttacked;
handlers.shipBeingAttackedUnsuccessfully = this.responseComponent_standard_shipBeingAttackedUnsuccessfully;
handlers.shipFiredMissile = this.responseComponent_standard_shipFiredMissile;
handlers.shipKilledOther = this.responseComponent_standard_shipKilledOther;
handlers.shipLaunchedEscapePod = this.responseComponent_standard_shipLaunchedEscapePod;
handlers.shipLaunchedFromStation = this.responseComponent_standard_shipLaunchedFromStation;
handlers.shipTargetLost = this.responseComponent_standard_shipTargetLost;
handlers.shipWillEnterWormhole = this.responseComponent_standard_shipWillEnterWormhole;
handlers.wormholeSuggested = this.responseComponent_standard_wormholeSuggested;
// TODO: more event handlers
}
/* Additional handlers for use while docking */
AILib.prototype.responsesAddDocking = function(handlers)
{
handlers.stationWithdrewDockingClearance = this.responseComponent_docking_stationWithdrewDockingClearance;
handlers.shipAchievedDesiredRange = this.responseComponent_docking_shipAchievedDesiredRange;
}
/* Override of standard handlers for use while escorting */
AILib.prototype.responsesAddEscort = function(handlers)
{
handlers.helpRequestReceived = this.responseComponent_escort_helpRequestReceived;
handlers.escortDock = this.responseComponent_escort_escortDock;
}
/* Additional handlers for scooping */
AILib.prototype.responsesAddScooping = function(handlers)
{
handlers.shipAchievedDesiredRange = this.responseComponent_scooping_shipAchievedDesiredRange
handlers.shipScoopedFuel = this.responseComponent_scooping_shipScoopedFuel;
}
// shorter list than before
AILib.prototype.responsesAddStation = function(handlers)
{
handlers.cascadeWeaponDetected = this.responseComponent_station_cascadeWeaponDetected;
handlers.commsMessageReceived = this.responseComponent_station_commsMessageReceived;
handlers.distressMessageReceived = this.responseComponent_station_distressMessageReceived;
handlers.helpRequestReceived = this.responseComponent_station_helpRequestReceived;
handlers.offenceCommittedNearby = this.responseComponent_station_offenceCommittedNearby;
handlers.shipAttackedOther = this.responseComponent_station_shipAttackedOther;
handlers.shipAttackedWithMissile = this.responseComponent_station_shipAttackedWithMissile;
handlers.shipBeingAttacked = this.responseComponent_station_shipBeingAttacked;
handlers.shipFiredMissile = this.responseComponent_station_shipFiredMissile;
handlers.shipKilledOther = this.responseComponent_station_shipKilledOther;
handlers.shipTargetLost = this.responseComponent_station_shipTargetLost;
}
AILib.prototype.responsesAddMissile = function(handlers) {
handlers.commsMessageReceived = this.responseComponent_missile_commsMessageReceived;
handlers.shipHitByECM = this.responseComponent_missile_shipHitByECM;
handlers.shipTargetCloaked = this.responseComponent_missile_shipTargetCloaked;
handlers.shipTargetLost = this.responseComponent_missile_shipTargetLost;
handlers.shipAchievedDesiredRange = this.responseComponent_missile_shipAchievedDesiredRange;
}
/* ******************* Response components *********************** */
/* Response components. These are standard response component
* functions which can be passed by reference to save on variable
* destruction/creation */
AILib.prototype.responseComponent_standard_approachingPlanetSurface = function()
{
if (this.getParameter("oolite_flag_allowPlanetaryLanding"))
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.applyHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet",{},4);
}
else
{
this.reconsiderNow();
}
}
AILib.prototype.responseComponent_standard_cargoDumpedNearby = function(cargo,ship)
{
if (this.getParameter("oolite_flag_watchForCargo"))
{
var previously = this.getParameter("oolite_cargoDropped");
if (previously == null)
{
previously = 0;
}
previously++;
this.setParameter("oolite_cargoDropped",previously);
}
}
AILib.prototype.responseComponent_standard_cascadeWeaponDetected = function(weapon)
{
this.ship.clearDefenseTargets();
this.ship.addDefenseTarget(weapon);
this.setParameter("oolite_cascadeDetected",weapon.position);
this.ship.target = weapon;
this.ship.performFlee();
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_commsMessageReceived = function(message)
{
this.noteCommsHeard();
}
AILib.prototype.responseComponent_standard_distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.setParameter("oolite_distressTimestamp",clock.adjustedSeconds);
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_escortAccepted = function(escort)
{
this.communicate("oolite_escortAccepted",escort,2);
}
// overridden for escorts
AILib.prototype.responseComponent_standard_helpRequestReceived = function(ally, enemy)
{
if (this.allied(this.ship,enemy))
{
return;
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
}
if (enemy.scanClass == "CLASS_THARGOID" && this.ship.scanClass != "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(enemy,false))
{
this.reconsiderNow();
return; // not in a combat mode
}
}
if (!this.ship.hasHostileTarget)
{
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.communicate("oolite_startHelping",enemy,4);
this.ship.target = enemy;
this.reconsiderNow();
}
}
}
AILib.prototype.responseComponent_standard_offenceCommittedNearby = function(attacker, victim)
{
if (this.getParameter("oolite_flag_markOffenders"))
{
if (attacker.bounty & 7 != 7)
{
this.communicate("oolite_offenceDetected",attacker,3);
}
else
{
this.communicate("oolite_offenceDetected",attacker,4);
}
attacker.setBounty(attacker.bounty | 7,"seen by police");
this.ship.addDefenseTarget(attacker);
this.reconsiderNow();
}
}
AILib.prototype.responseComponent_standard_playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null && wormhole.isWormhole)
{
this.ship.enterWormhole(wormhole);
}
}
AILib.prototype.responseComponent_standard_shipAcceptedEscort = function(mother)
{
this.communicate("oolite_escortMotherAccepted",mother,2);
}
// not always applied
AILib.prototype.responseComponent_standard_shipAchievedDesiredRange = function()
{
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
if (waypoints.length > 0)
{
waypoints.pop();
if (waypoints.length == 0)
{
waypoints = null;
}
this.setParameter("oolite_waypoints",waypoints);
}
}
else
{
var patrol = this.getParameter("oolite_waypoint");
if (patrol != null && this.ship.destination.distanceTo(patrol) < 1000+this.getParameter("oolite_waypointRange"))
{
// finished patrol to waypoint
// clear route
this.communicate("oolite_waypointReached",{},3);
this.setParameter("oolite_waypoint",null);
this.setParameter("oolite_waypointRange",null);
if (this.getParameter("oolite_flag_patrolStation"))
{
if (this.ship.group)
{
var station = this.ship.group.leader;
if (station != null && station.isStation)
{
this.communicate("oolite_patrolReportIn",station,4);
this.ship.patrolReportIn(station);
}
}
}
}
}
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_shipAttackedOther = function(other)
{
this.communicate("oolite_hitTarget",other,4);
}
AILib.prototype.responseComponent_standard_shipAttackedWithMissile = function(missile,whom)
{
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
// but don't reconsider immediately, because the ECM will
// probably get it
}
else
{
this.communicate("oolite_incomingMissile",whom,3);
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
var tmp = this.ship.target;
this.ship.target = whom;
this.ship.requestHelpFromGroup();
this.ship.target = tmp;
this.reconsiderNow();
}
}
AILib.prototype.responseComponent_standard_shipAttackerDistracted = function(whom)
{
if (this.ship.scanClass != "CLASS_THARGOID" && whom.scanClass == "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
// frying pan, fire
if (this.respondToThargoids(whom,false))
{
this.reconsiderNow();
return;
}
}
var last = this.getParameter("oolite_lastAssist");
if (last != whom)
{
if (whom.isPlayer)
{
this.communicate("oolite_thanksForHelp",whom,1);
}
else
{
this.communicate("oolite_thanksForHelp",whom,3);
}
if (this.ship.scanClass == "CLASS_POLICE")
{
if (whom.scanClass != "CLASS_POLICE" && whom.scanClass != "CLASS_THARGOID" && whom.bounty > 0)
{
whom.setBounty(whom.bounty*4/5,"assisting police");
}
}
this.setParameter("oolite_lastAssist",whom);
}
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_shipBeingAttacked = function(whom)
{
if (whom.target != this.ship && !whom.isPlayer)
{
// was accidental
if (this.allied(whom,this.ship))
{
this.communicate("oolite_friendlyFire",whom,3);
// ignore it
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway
return;
}
}
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.isFleeing)
{
this.communicate("oolite_surrender",{},3);
}
if ((whom.scanClass == "CLASS_THARGOID") && (this.ship.scanClass != "CLASS_THARGOID") && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(whom,true))
{
this.reconsiderNow();
return;
}
}
if (whom.scanClass != "CLASS_THARGOID" && this.ship.target && this.ship.target.scanClass == "CLASS_THARGOID")
{
// now is not a good time. Everything is friendly fire right now...
return;
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.communicate("oolite_newAssailiant",whom,3);
this.ship.addDefenseTarget(whom);
}
else
{
// else we know about this attacker already
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
this.communicate("oolite_attackLowEnergy",whom,2);
// but at low energy still reconsider
this.ship.requestHelpFromGroup();
}
}
if (this.ship.hasHostileTarget)
{
if (!this.isAggressive(this.ship.target))
{
// if our current target is running away, switch targets
this.noteDistraction(whom);
this.ship.target = whom;
}
else if (this.ship.target.target != this.ship)
{
// if our current target isn't aiming at us
if (Math.random() < 0.2)
{
// occasionally switch
this.noteDistraction(whom);
this.ship.target = whom;
}
}
else
{
// tend to switch to the more dangerous one
if (this.threatAssessment(whom,true) > this.threatAssessment(this.ship.target,true) * (1+Math.random()))
{
this.noteDistraction(whom);
this.ship.target = whom;
}
}
}
if (this.ship.escortGroup != null)
{
this.ship.requestHelpFromGroup();
}
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_shipBeingAttackedUnsuccessfully = function(whom)
{
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
}
AILib.prototype.responseComponent_standard_shipFiredMissile = function(missile,target)
{
this.communicate("oolite_firedMissile",target,4);
}
AILib.prototype.responseComponent_standard_shipKilledOther = function(other)
{
this.communicate("oolite_killedTarget",other,3);
}
AILib.prototype.responseComponent_standard_shipLaunchedEscapePod = function()
{
this.communicate("oolite_eject",{},1);
}
AILib.prototype.responseComponent_standard_shipLaunchedFromStation = function(station)
{
// clear the station
this.ship.destination = station.position;
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 15000;
this.ship.performFlyToRangeFromDestination();
}
AILib.prototype.responseComponent_standard_shipScoopedOther = function(other)
{
this.communicate("oolite_scoopedCargo",{"oolite_goodsDescription":displayNameForCommodity(other.commodity)},4);
this.setParameter("oolite_cargoDropped",null);
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_shipTargetLost = function(target)
{
this.reconsiderNow();
}
AILib.prototype.responseComponent_standard_shipWillEnterWormhole = function()
{
this.setParameter("oolite_witchspaceWormhole",null);
this.applyHandlers({});
}
AILib.prototype.responseComponent_standard_shipWitchspaceBlocked = function(blocker)
{
this.communicate("oolite_witchspaceBlocked",blocker,3);
this.ship.setDestination = blocker.position;
this.ship.setDesiredRange = 30000;
this.ship.setDesiredSpeed = this.cruiseSpeed();
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceEntry",null);
// no reconsidering yet
}
AILib.prototype.responseComponent_standard_wormholeSuggested = function(hole)
{
this.ship.destination = hole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceWormhole",hole);
// don't reconsider
}
/* Missile response components */
AILib.prototype.responseComponent_missile_commsMessageReceived = function(message)
{
this.noteCommsHeard();
}
AILib.prototype.responseComponent_missile_shipHitByECM = function()
{
if (this.ship.scriptInfo.oolite_missile_ecmResponse)
{
var fn = this.ship.scriptInfo.oolite_missile_ecmResponse;
if (this.ship.AIScript[fn])
{
this.ship.AIScript[fn]();
this.reconsiderNow();
return;
}
if (this.ship.script[fn])
{
this.ship.script[fn]();
this.reconsiderNow();
return;
}
}
/* This section for the hardheads should be an ECM
* response function, and that is used in the default
* shipdata.plist, but for compatibility with older OXPs
* it's also hardcoded here for now.
*
* OXPs wanting to overrule this for hardheads can set a
* response function to do so.
*/
if (this.ship.primaryRole == "EQ_HARDENED_MISSILE")
{
if (Math.random() < 0.1) //10% chance per pulse
{
if (Math.random() < 0.5)
{
// 50% chance responds by detonation
this.ship.AIScript.shipAchievedDesiredRange();
return;
}
// otherwise explode as normal below
}
else // 90% chance unaffected
{
return;
}
}
this.ship.explode();
}
AILib.prototype.responseComponent_missile_shipTargetCloaked = function()
{
this.setParameter("oolite_interceptCoordinates",this.ship.target.position);
this.setParameter("oolite_interceptTarget",this.ship.target);
// stops performIntercept sending AchievedDesiredRange
this.ship.performIdle();
}
AILib.prototype.responseComponent_missile_shipTargetLost = function()
{
this.reconsiderNow();
}
AILib.prototype.responseComponent_missile_shipAchievedDesiredRange = function()
{
if (this.ship.scriptInfo.oolite_missile_detonation)
{
var fn = this.ship.scriptInfo.oolite_missile_detonation;
if (this.ship.AIScript[fn])
{
this.ship.AIScript[fn]();
this.reconsiderNow();
return;
}
if (this.ship.script[fn])
{
this.ship.script[fn]();
this.reconsiderNow();
return;
}
}
/* Defaults to standard missile settings, in case they're
* not specified in scriptInfo */
var blastpower = 170;
var blastradius = 32.5;
var blastshaping = 0.25;
if (this.ship.scriptInfo.oolite_missile_blastPower)
{
blastpower = this.ship.scriptInfo.oolite_missile_blastPower;
}
if (this.ship.scriptInfo.oolite_missile_blastRadius)
{
blastradius = this.ship.scriptInfo.oolite_missile_blastRadius;
}
if (this.ship.scriptInfo.oolite_missile_blastShaping)
{
blastshaping = this.ship.scriptInfo.oolite_missile_blastShaping;
}
this.ship.dealEnergyDamage(blastpower,blastradius,blastshaping);
this.ship.explode();
}
/* Station response components */
AILib.prototype.responseComponent_station_commsMessageReceived = function(message)
{
this.noteCommsHeard();
}
AILib.prototype.responseComponent_station_cascadeWeaponDetected = function(weapon)
{
this.ship.alertCondition = 3;
this.reconsiderNow();
};
AILib.prototype.responseComponent_station_shipAttackedWithMissile = function(missile,whom)
{
this.ship.alertCondition = 3;
if (this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
// but don't reconsider immediately
}
else
{
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
var tmp = this.ship.target;
this.ship.target = whom;
this.ship.requestHelpFromGroup();
this.ship.target = tmp;
this.reconsiderNow();
}
};
AILib.prototype.responseComponent_station_shipBeingAttacked = function(whom)
{
if (!whom)
{
this.reconsiderNow();
return;
}
if (whom.target != this.ship && whom != player.ship)
{
// was accidental
if (this.allied(whom,this.ship))
{
this.communicate("oolite_friendlyFire",whom,4);
// ignore it
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway
return;
}
}
this.ship.alertCondition = 3;
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
else
{
// else we know about this attacker already
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
// but at low energy still reconsider
this.reconsiderNow();
this.ship.requestHelpFromGroup();
}
}
if (this.ship.hasHostileTarget)
{
if (!this.isAggressive(this.ship.target))
{
// if our current target is running away, switch targets
this.ship.target = whom;
}
else if (this.ship.target.target != this.ship)
{
// if our current target isn't aiming at us
if (Math.random() < 0.2)
{
// occasionally switch
this.ship.target = whom;
}
}
}
}
AILib.prototype.responseComponent_station_shipAttackedOther = function(other)
{
this.communicate("oolite_hitTarget",other,4);
}
AILib.prototype.responseComponent_station_shipFiredMissile = function(missile,target)
{
this.communicate("oolite_firedMissile",target,4);
}
AILib.prototype.responseComponent_station_shipKilledOther = function(other)
{
this.communicate("oolite_killedTarget",other,3);
}
AILib.prototype.responseComponent_station_shipTargetLost = function(target)
{
this.reconsiderNow();
};
AILib.prototype.responseComponent_station_helpRequestReceived = function(ally, enemy)
{
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
return;
}
if (!this.ship.alertCondition == 3)
{
this.ship.target = enemy;
this.reconsiderNow();
return; // not in a combat mode
}
this.ship.target = enemy;
}
AILib.prototype.responseComponent_station_distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.setParameter("oolite_distressTimestamp",clock.adjustedSeconds);
this.reconsiderNow();
}
AILib.prototype.responseComponent_station_offenceCommittedNearby = function(attacker, victim)
{
if (this.getParameter("oolite_flag_markOffenders"))
{
attacker.setBounty(attacker.bounty | 7,"seen by police");
this.ship.addDefenseTarget(attacker);
if (this.ship.alertCondition < 3)
{
this.ship.alertCondition = 3;
this.ship.target = attacker;
}
this.reconsiderNow();
}
}
/* Non-standard response components */
AILib.prototype.responseComponent_docking_shipAchievedDesiredRange = function()
{
var message = this.ship.dockingInstructions.ai_message;
if (message == "APPROACH" || message == "BACK_OFF" || message == "APPROACH_COORDINATES")
{
this.reconsiderNow();
}
}
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AILib.prototype.responseComponent_docking_stationWithdrewDockingClearance = function()
{
this.setParameter("oolite_dockingStation",null);
this.reconsiderNow();
}
AILib.prototype.responseComponent_escort_escortDock = function()
{
this.reconsiderNow();
}
AILib.prototype.responseComponent_escort_helpRequestReceived = function(ally,enemy)
{
if (this.allied(this.ship,enemy))
{
return;
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
}
if (enemy.scanClass == "CLASS_THARGOID" && this.ship.scanClass != "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(enemy,false))
{
this.reconsiderNow();
return;
}
}
// always help the leader
if (ally == this.ship.group.leader)
{
if (!this.ship.target || this.ship.target.target != ally)
{
this.ship.target = enemy;
this.reconsiderNow();
return;
}
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
return;
}
if (!this.ship.hasHostileTarget)
{
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.ship.target = enemy;
this.reconsiderNow();
2013-07-23 21:21:49 +01:00
}
}
}
2013-07-23 21:21:49 +01:00
2013-07-24 21:56:50 +01:00
AILib.prototype.responseComponent_scooping_shipAchievedDesiredRange = function()
{
this.reconsiderNow();
}
AILib.prototype.responseComponent_scooping_shipScoopedFuel = function()
{
if (this.ship.fuel == 7)
{
this.reconsiderNow();
}
}
AILib.prototype.responseComponent_trackPlayer_playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null)
{
this.ship.enterWormhole(wormhole);
}
else
{
this.ship.enterWormhole();
}
}
/* ******************* Templates *************************** */
/* Templates. Common AI priority list fragments which may be useful to
* multiple AIs. These functions take no parameters and return a
* list. This can either be used straightforwardly as a truebranch or
* falsebranch value, or appended to a list using Array.concat() */
2013-08-10 08:34:33 +01:00
AILib.prototype.templateLeadHuntingMission = function()
{
return [
{
condition: this.conditionHasWaypoint,
configuration: this.configurationSetDestinationToWaypoint,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
{
condition: this.conditionHasSelectedStation,
truebranch: [
{
condition: this.conditionSelectedStationNearby,
configuration: this.configurationSetSelectedStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionSelectedStationNearMainPlanet,
truebranch: [
{
notcondition: this.conditionMainPlanetNearby,
configuration: this.configurationSetDestinationToMainPlanet,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
// either the station isn't near the planet, or we are
{
configuration: this.configurationSetDestinationToSelectedStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
{
condition: this.conditionMainPlanetNearby,
truebranch: [
{
condition: this.conditionPatrolIsOver,
configuration: this.configurationSelectRandomTradeStation,
behaviour: this.behaviourReconsider
}
]
},
/* No patrol route set up. Make one */
{
configuration: this.configurationSetWaypoint,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
AILib.prototype.templateLeadPirateMission = function()
{
return [
{
label: "Pirate mission",
preconfiguration: this.configurationForgetCargoDemand,
condition: this.conditionScannerContainsPirateVictims,
configuration: this.configurationAcquireScannedTarget,
truebranch: [
{
label: "Check odds",
condition: this.conditionCombatOddsGood,
behaviour: this.behaviourRobTarget,
reconsider: 5
}
]
},
{
/* move to a position on one of the space lanes, preferring lane 1 */
label: "Lurk",
configuration: this.configurationSetDestinationToPirateLurk,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
];
}
AILib.prototype.templateReturnToBase = function()
{
return [
{
label: "Return to base",
condition: this.conditionHasSelectedStation,
truebranch: [
{
condition: this.conditionSelectedStationNearby,
configuration: this.configurationSetSelectedStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionSelectedStationNearMainPlanet,
truebranch: [
{
notcondition: this.conditionMainPlanetNearby,
configuration: this.configurationSetDestinationToMainPlanet,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
// either the station isn't near the planet, or we are
{
configuration: this.configurationSetDestinationToSelectedStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
],
falsebranch: [
{
configuration: this.configurationSelectRandomTradeStation,
behaviour: this.behaviourReconsider
}
]
}
];
}
AILib.prototype.templateReturnToBaseOrPlanet = function()
{
return [
{
label: "Return to base or planet",
condition: this.conditionFriendlyStationNearby,
configuration: this.configurationSetNearbyFriendlyStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionFriendlyStationExists,
configuration: this.configurationSetDestinationToNearestFriendlyStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
{
condition: this.conditionHasSelectedPlanet,
truebranch: [
{
preconfiguration: this.configurationSetDestinationToSelectedPlanet,
condition: this.conditionNearDestination,
behaviour: this.behaviourLandOnPlanet
},
{
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
{
condition: this.conditionPlanetExists,
configuration: this.configurationSelectPlanet,
behaviour: this.behaviourReconsider
},
{
condition: this.conditionCanWitchspaceOut,
configuration: this.configurationSelectWitchspaceDestination,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
}
];
}
AILib.prototype.templateWitchspaceJumpInbound = function()
{
return [
{
label: "Jump inbound",
preconfiguration: this.configurationSelectWitchspaceDestinationInbound,
condition: this.conditionCanWitchspaceOnRoute,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
},
{
condition: this.conditionReadyToSunskim,
configuration: this.configurationSetDestinationToSunskimEnd,
behaviour: this.behaviourSunskim,
reconsider: 20
},
{
condition: this.conditionSunskimPossible,
configuration: this.configurationSetDestinationToSunskimStart,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
AILib.prototype.templateWitchspaceJumpOutbound = function()
{
return [
{
label: "Jump outbound",
preconfiguration: this.configurationSelectWitchspaceDestinationOutbound,
condition: this.conditionCanWitchspaceOnRoute,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
},
{
condition: this.conditionReadyToSunskim,
configuration: this.configurationSetDestinationToSunskimEnd,
behaviour: this.behaviourSunskim,
reconsider: 20
},
{
condition: this.conditionSunskimPossible,
configuration: this.configurationSetDestinationToSunskimStart,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
/* ******************* Waypoint generators *********************** */
/* Waypoint generators. When these are called, they should set up
* the next waypoint for the ship. Ideally ships should either
* reach that waypoint or formally give up on it before asking for
* the next one, but the generator shouldn't assume that unless
* it's one written specifically for a particular AI . */
2013-07-24 21:56:50 +01:00
AILib.prototype.waypointsSpacelanePatrol = function()
{
var p = this.ship.position;
var choice = "";
if (p.magnitude() < 10000)
{
// near witchpoint
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
2013-07-24 21:56:50 +01:00
}
}
else if (p.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 2)
{
// near planet
if (Math.random() < 0.75)
{
// mostly go to witchpoint
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else if (p.distanceTo(system.sun) < system.sun.radius * 3)
{
// near sun
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.z < system.mainPlanet.position.z && ((p.x * p.x) + (p.y * p.y)) < this.scannerRange * this.scannerRange * 4)
{
// on lane 1
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "WITCHPOINT";
}
}
else if (p.subtract(system.mainPlanet).dot(p.subtract(system.sun)) < -0.9)
{
// on lane 2
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.dot(system.sun.position) > 0.9)
{
// on lane 3
if (Math.random() < 0.5)
{
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else
{
// we're not on any lane. Return to the planet
choice = "PLANET";
}
// having chosen, now set up the next stop on the patrol
switch (choice) {
case "WITCHPOINT":
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
break;
case "PLANET":
this.setParameter("oolite_waypoint",system.mainPlanet.position);
this.setParameter("oolite_waypointRange",system.mainPlanet.radius*2);
break;
case "SUN":
this.setParameter("oolite_waypoint",system.sun.position);
this.setParameter("oolite_waypointRange",system.sun.radius*2.5);
break;
}
}
AILib.prototype.waypointsStationPatrol = function()
{
var station = null;
if (this.ship.group)
{
station = this.ship.group.leader;
}
if (!station)
{
station = system.mainStation;
if (!station)
{
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
return;
}
}
var z = station.vectorForward;
var tmp = new Vector3D(0,1,0);
if (system.sun)
{
tmp = z.cross(system.sun.position.direction());
}
var x = z.cross(tmp);
var y = z.cross(x);
// x and y now consistent vectors relative to a rotating station
var waypoints = [
station.position.add(x.multiply(25000)),
station.position.add(y.multiply(25000)),
station.position.add(x.multiply(-25000)),
station.position.add(y.multiply(-25000))
];
var waypoint = waypoints[0];
for (var i=0;i<=3;i++)
{
if (this.distance(waypoints[i]) < 500)
{
waypoint = waypoints[(i+1)%4];
break;
}
}
this.setParameter("oolite_waypoint",waypoint);
this.setParameter("oolite_waypointRange",100);
}
AILib.prototype.waypointsWitchpointPatrol = function()
{
if (this.ship.distanceTravelled > system.mainPlanet.position.z + 200000)
{
this.setParameter("oolite_waypoint",system.mainStation.position);
this.setParameter("oolite_waypointRange",10000);
}
else
{
var waypoints = [
new Vector3D(15E3,0,5E3),
new Vector3D(0,15E3,-5E3),
new Vector3D(-15E3,0,5E3),
new Vector3D(0,-15E3,-5E3)
];
var waypoint = waypoints[0];
for (var i=0;i<=3;i++)
{
if (this.distance(waypoints[i]) < 500)
{
waypoint = waypoints[(i+1)%4];
break;
}
}
this.setParameter("oolite_waypoint",waypoint);
this.setParameter("oolite_waypointRange",100);
}
}
/* ********** Communications data ****************/
/* Warning: OXPs should only interact with this through the provided
* API functions. The internals of data storage may be changed at any
* time. This data is global. */
this.startUp = function()
{
// initial definition is just essential communications for now
this.$commsSettings = {};
this._setCommunications({
generic: {
generic: {
oolite_thanksForHelp: "[oolite-comms-thanksForHelp]",
oolite_surrender: "[oolite-comms-surrender]"
}
},
trader: {
generic: {
oolite_acceptPirateDemand: "[oolite-comms-acceptPirateDemand]",
oolite_makeDistressCall: "[oolite-comms-makeDistressCall]"
}
},
police: {
generic: {
oolite_thanksForHelp: "[oolite-comms-police-thanksForHelp]",
oolite_markForFines: "[oolite-comms-markForFines]",
oolite_distressResponseAggressor: "[oolite-comms-distressResponseAggressor]",
oolite_offenceDetected: "[oolite-comms-offenceDetected]",
}
},
pirate: {
generic: {
oolite_makePirateDemand: "[oolite-comms-makePirateDemand]",
}
},
_thargoid: {
thargoid: {
oolite_continuingAttack: "[thargoid_curses]"
}
}
});
/* These are temporary for testing. Remove before release... */
this.$commsSettings.generic.generic.oolite_continuingAttack = "I've got the [oolite_entityClass]";
this.$commsSettings.generic.generic.oolite_beginningAttack = "Die, [oolite_entityClass]!";
this.$commsSettings.generic.generic.oolite_hitTarget = "Take that, scum.";
this.$commsSettings.generic.generic.oolite_killedTarget = "[oolite_entityClass] down!";
this.$commsSettings.pirate.generic.oolite_hitTarget = "Where's the cargo, [oolite_entityClass]?";
this.$commsSettings.generic.generic.oolite_friendlyFire = "Watch where you're shooting, [oolite_entityClass]!";
this.$commsSettings.generic.generic.oolite_eject = "Condition critical! I'm bailing out...";
this.$commsSettings.generic.generic.oolite_thargoidAttack = "%N! A thargoid warship!";
this.$commsSettings.generic.generic.oolite_firedMissile = "Dodge this for a bit, [oolite_entityClass].";
this.$commsSettings.generic.generic.oolite_incomingMissile = "Help! Help! Missile!";
this.$commsSettings.generic.generic.oolite_startHelping = "Hold on! I'm on them.";
this.$commsSettings.generic.generic.oolite_switchTarget = "I'll get the [oolite_entityClass].";
this.$commsSettings.generic.generic.oolite_newAssailant = "Where did that [oolite_entityClass] come from?";
this.$commsSettings.generic.generic.oolite_startFleeing = "I can't take this much longer! I'm getting out of here.";
this.$commsSettings.generic.generic.oolite_continueFleeing = "I'm still not clear. Someone please help!";
this.$commsSettings.generic.generic.oolite_groupIsOutnumbered = "Please, let us go!";
this.$commsSettings.pirate.generic.oolite_groupIsOutnumbered = "Argh! They're tougher than they looked. Break off the attack!";
this.$commsSettings.generic.generic.oolite_dockingWait = "Bored now.";
this.$commsSettings.generic.generic.oolite_quiriumCascade = "Cascade! %N! Get out of here!";
this.$commsSettings.pirate.generic.oolite_scoopedCargo = "Ah, [oolite_goodsDescription]. We should have shaken them down for more.";
}
/* Search through communications from most specific to least specific.
* role+personality
* "generic"+personality
* role+"generic"
* "generic"+"generic"
* A return value of "" means no communication is set.
*
* Roles or personalities starting with _ do not fall back to generic
*/
this._getCommunication = function(role, personality, key)
{
if (this.$commsSettings[role] && this.$commsSettings[role][personality] && this.$commsSettings[role][personality][key] && this.$commsSettings[role][personality][key] != "")
{
return this.$commsSettings[role][personality][key];
}
if (role.charAt(0) != "_")
{
if (this.$commsSettings["generic"] && this.$commsSettings["generic"][personality] && this.$commsSettings["generic"][personality][key] && this.$commsSettings["generic"][personality][key] != "")
{
return this.$commsSettings["generic"][personality][key];
}
}
if (personality.charAt(0) != "_")
{
if (this.$commsSettings[role] && this.$commsSettings[role]["generic"] && this.$commsSettings[role]["generic"][key] && this.$commsSettings[role]["generic"][key] != "")
{
return this.$commsSettings[role]["generic"][key];
}
}
if (role.charAt(0) != "_" && personality.charAt(0) != "_")
{
if (this.$commsSettings["generic"] && this.$commsSettings["generic"]["generic"] && this.$commsSettings["generic"]["generic"][key] && this.$commsSettings["generic"]["generic"][key] != "")
{
return this.$commsSettings["generic"]["generic"][key];
}
}
return "";
}
/* Returns the available personalities for a particular role */
this._getCommunicationPersonalities = function(role)
{
if (!this.$commsSettings[role])
{
return [];
}
else
{
return Object.keys(this.$commsSettings[role]);
}
}
/* Set a communication for the specified role, personality and comms
* key. "generic" is used as a fallback role and personality. */
this._setCommunication = function(role, personality, key, value)
{
if (!this.$commsSettings[role])
{
this.$commsSettings[role] = {};
}
if (!this.$commsSettings[role][personality])
{
this.$commsSettings[role][personality] = {};
}
this.$commsSettings[role][personality][key] = value;
}
/* Bulk setting of communications */
this._setCommunications = function(obj)
{
var roles = Object.keys(obj);
for (var i = 0; i<roles.length ; i++)
{
var personalities = Object.keys(obj[roles[i]]);
for (var j = 0; j<personalities.length ; j++)
{
var keys = Object.keys(obj[roles[i]][personalities[j]]);
for (var k = 0; k<keys.length ; k++)
{
var val = obj[roles[i]][personalities[j]][keys[k]];
this._setCommunication(roles[i],personalities[j],keys[k],val);
}
}
}
}
this._threatAssessment = function(ship,full)
{
full = full || ship.hasHostileTarget || (ship.isPlayer && player.alertCondition == 3);
return ship.threatAssessment(full);
}