2013-08-09 18:00:18 +01:00
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/*
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pirateInterceptorAI.js
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Priority-based AI for pirate interceptors (fly defense for
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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 Pirate Interceptor AI";
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this.version = "1.79";
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this.aiStarted = function() {
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2013-08-31 16:21:07 +01:00
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this.ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
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2013-08-09 18:00:18 +01:00
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ai.setParameter("oolite_flag_surrendersLate",true);
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// to hunt the hunters, go where they go
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ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
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ai.setCommunicationsRole("pirate");
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var common = [
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/* Combat */
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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: 10
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},
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{
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/* don't check odds first, make sure we get at least a little
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* weapons fire */
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsHunters,
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configuration: ai.configurationAcquireScannedTarget,
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2013-08-16 18:00:46 +01:00
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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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condition: ai.conditionScannerContainsShipAttackingPirate,
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configuration: ai.configurationAcquireScannedTarget,
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2013-08-09 18:00:18 +01:00
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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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var specific;
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if (this.ship.homeSystem == this.ship.destinationSystem)
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{
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/* Patrol waypoints for a bit, then return */
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specific = [
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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{
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condition: ai.conditionPatrolIsOver,
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truebranch: ai.templateReturnToBaseOrPlanet()
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},
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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];
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}
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else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
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{
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// jump to destination system independently of freighters
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// (since interceptors are just added *with* them, not to
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// their group)
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2013-08-10 08:34:33 +01:00
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specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBaseOrPlanet());
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2013-08-09 18:00:18 +01:00
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}
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else if (this.ship.homeSystem == system.ID)
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{
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// if not at full fuel, we're probably returning home. Or
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// something went wrong when trying to enter witchspace that
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// needed injectors to fix.
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specific = ai.templateReturnToBaseOrPlanet();
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}
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else
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{
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/* Patrol waypoints for a bit, then return */
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specific = [
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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{
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condition: ai.conditionPatrolIsOver,
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truebranch: ai.templateWitchspaceJumpOutbound()
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},
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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];
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}
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2013-08-31 18:07:17 +01:00
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var fallback = ai.templateWitchspaceJumpAnywhere();
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2013-08-09 18:00:18 +01:00
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var priorities = common.concat(specific).concat(fallback);
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ai.setPriorities(priorities);
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}
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