oolite/Resources/AIs/pirateInterceptorAI.js

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/*
pirateInterceptorAI.js
Priority-based AI for pirate interceptors (fly defense for other
pirates)
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";
this.name = "Oolite Pirate Interceptor AI";
this.version = "1.79";
this.aiStarted = function() {
this.ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_surrendersLate",true);
ai.setParameter("oolite_flag_fightsNearHostileStations",true);
// to hunt the hunters, go where they go
var searchalgorithm = ai.conditionScannerContainsHunters;
if (this.ship.primaryRole == "pirate-aegis-raider")
{
searchalgorithm = ai.conditionScannerContainsCleanShip;
ai.setWaypointGenerator(ai.waypointsStationPatrol);
}
else
{
ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
}
ai.setCommunicationsRole("pirate");
var common = [
/* Combat */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
truebranch: [
{
/* If supplies are low, flee */
condition: ai.conditionSuppliesLow,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 10
}
]
},
{
/* If supplies are low, return to base */
condition: ai.conditionSuppliesLow,
falsebranch: [
{
/* don't check odds first, make sure we get at
* least a little weapons fire */
preconfiguration: ai.configurationCheckScanner,
condition: searchalgorithm, // varied by role above
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 20
},
{
condition: ai.conditionScannerContainsShipAttackingPirate,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 20
}
]
}
];
var specific;
if (this.ship.homeSystem == this.ship.destinationSystem)
{
/* Patrol waypoints for a bit, then return */
specific = [
{
condition: ai.conditionHasWaypoint,
configuration: ai.configurationSetDestinationToWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
{
condition: ai.conditionPatrolIsOver,
truebranch: ai.templateReturnToBaseOrPlanet()
},
{
configuration: ai.configurationSetWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
];
}
else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
{
// jump to destination system independently of freighters
// (since interceptors are just added *with* them, not to
// their group)
2013-08-10 08:34:33 +01:00
specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBaseOrPlanet());
}
else if (this.ship.homeSystem == system.ID)
{
// if not at full fuel, we're probably returning home. Or
// something went wrong when trying to enter witchspace that
// needed injectors to fix.
specific = ai.templateReturnToBaseOrPlanet();
}
else
{
/* Patrol waypoints for a bit, then return */
specific = [
{
condition: ai.conditionHasWaypoint,
configuration: ai.configurationSetDestinationToWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
{
condition: ai.conditionPatrolIsOver,
truebranch: ai.templateWitchspaceJumpOutbound()
},
{
configuration: ai.configurationSetWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
];
}
var fallback = ai.templateWitchspaceJumpAnywhere();
var priorities = common.concat(specific).concat(fallback);
ai.setPriorities(priorities);
}