2013-09-14 13:50:49 +01:00
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/*
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assassinAI.js
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Priority-based AI for assassins
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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"use strict";
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this.name = "Oolite Assassin AI";
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this.version = "1.79";
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this.aiStarted = function() {
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var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
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2013-11-18 18:04:12 +00:00
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if (system.mainStation && system.mainStation.position.distanceTo(this.ship) < 25000 && Math.random() < 0.5)
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2013-09-19 18:45:25 +01:00
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{
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// if launching from (near) main station, sometimes hang around the
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// aegis to wait for a launching courier
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ai.setWaypointGenerator(ai.waypointsStationPatrol);
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}
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else
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{
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ai.setWaypointGenerator(ai.waypointsWitchpointPatrol);
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}
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2013-09-14 13:50:49 +01:00
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ai.setCommunicationsRole("assassin");
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ai.setParameter("oolite_flag_witchspacePursuit",true);
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2013-09-15 16:00:26 +01:00
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ai.setParameter("oolite_flag_surrendersLate",true);
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2013-09-14 13:50:49 +01:00
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ai.setPriorities([
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/* Fight */
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{
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condition: ai.conditionLosingCombat,
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behaviour: ai.behaviourFleeCombat,
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reconsider: 5
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},
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{
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condition: ai.conditionInCombat,
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configuration: ai.configurationAcquireCombatTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 5
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},
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/* Follow targets to witchspace */
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{
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condition: ai.conditionWitchspaceEntryRequested,
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behaviour: ai.behaviourEnterWitchspace,
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reconsider: 15
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},
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{
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condition: ai.conditionHasRememberedTarget,
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behaviour: ai.behaviourFollowCurrentTarget,
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reconsider: 15
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},
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/* Check for couriers */
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{
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsCourier,
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truebranch: [
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{
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condition: ai.conditionStationNearby,
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truebranch: [
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{
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourFollowCurrentTarget,
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reconsider: 15
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}
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],
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falsebranch: [
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{
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2013-10-11 22:01:55 +01:00
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preconfiguration: ai.configurationAcquireScannedTarget,
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condition: ai.conditionCombatOddsGood,
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2013-09-14 13:50:49 +01:00
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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}
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]
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}
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]
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},
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/* Shoot the escape pods */
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{
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condition: ai.conditionScannerContainsAssassinationTarget,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 20
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},
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{
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preconfiguration: ai.configurationAppointGroupLeader,
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condition: ai.conditionIsGroupLeader,
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truebranch: ai.templateLeadHuntingMission(),
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/* then follow the group leader */
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falsebranch: [
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{
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behaviour: ai.behaviourFollowGroupLeader,
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reconsider: 15
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}
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],
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}
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].concat(ai.templateWitchspaceJumpAnywhere()));
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}
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