Bounty hunter AI in JS

This commit is contained in:
cim 2013-07-13 19:13:30 +01:00
parent b036000ef4
commit 3cdd7af7b1
2 changed files with 544 additions and 62 deletions

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@ -0,0 +1,108 @@
/*
bountyHunterAI.js
Priority-based AI for bounty hunters
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 Bounty Hunter AI";
this.version = "1.79";
this.aiStarted = function() {
this.ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
ai.setParameter("oolite_flag_listenForDistressCall",true);
/* Communications currently for debugging purposes. Need to either
* be removed or given a much bigger set of phrases to choose from
* before 1.79 */
ai.setCommunication("oolite_spacelanePatrol","Setting course for the [p1]");
ai.setCommunication("oolite_distressResponseSender","Hold on, [p1]!");
ai.setCommunication("oolite_distressResponseAggressor","[p1]. Cease your attack or be destroyed!");
ai.setCommunication("oolite_beginningAttack","Scan confirms criminal status of [p1]. Commencing attack run");
ai.setCommunication("oolite_quiriumCascade","%N! Q-bomb!");
ai.setCommunication("oolite_friendlyFire","Hey! Watch where you're shooting, [p1].");
ai.setPriorities([
/* Fight */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
/* Check for distress calls */
{
condition: ai.conditionHasReceivedDistressCall,
behaviour: ai.behaviourRespondToDistressCall,
reconsider: 20
},
/* Check for profitable targets */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsFugitive,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 1
},
{
condition: ai.conditionScannerContainsHuntableOffender,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 1
},
/* What about loot? */
{
condition: ai.conditionScannerContainsSalvage,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
},
/* Check we're in a real system */
{
condition: ai.conditionInInterstellarSpace,
configuration: ai.configurationSelectWitchspaceDestination,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 20
},
/* Nothing interesting here. Patrol for a bit */
{
condition: ai.conditionHasPatrolRoute,
configuration: ai.configurationSetDestinationFromPatrolRoute,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
/* No patrol route set up. Make one */
{
configuration: ai.configurationMakeSpacelanePatrolRoute,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
]);
}

View File

@ -43,6 +43,7 @@ this.AILib = function(ship)
var priorityList = null;
var reconsiderationTimer = null;
var parameters = {};
var communications = {};
/* Private utility functions */
@ -56,7 +57,7 @@ this.AILib = function(ship)
// to set up condition parameters
if (priority.preconfiguration)
{
priority.preconfiguration.call(this.ship.AIScript);
priority.preconfiguration.call(this);
}
// absent condition is always true
if (!priority.condition || priority.condition.call(this))
@ -64,7 +65,7 @@ this.AILib = function(ship)
// always call the configuration function at this point
if (priority.configuration)
{
priority.configuration.call(this.ship.AIScript);
priority.configuration.call(this);
}
// this is what we're doing
if (priority.behaviour)
@ -102,44 +103,8 @@ this.AILib = function(ship)
return null; // nothing in the list is usable, so return
};
/* Resets the reconsideration timer. */
function _resetReconsideration(delay)
{
if (reconsiderationTimer != null)
{
reconsiderationTimer.stop();
reconsiderationTimer = null;
}
reconsiderationTimer = new Timer(this, this.reconsider, delay);
};
/* ****************** General AI functions ************** */
this.setPriorities = function(prioritylist)
{
priorityList = prioritylist;
this.reconsider();
}
// parameters created by Oolite must always be prefixed oolite-
this.setParameter = function(key, value)
{
parameters[key] = value;
}
this.getParameter = function(key)
{
if (key in parameters)
{
return parameters[key];
}
return null;
}
this.reconsider = function() {
/* Only call this from the timer to avoid loops */
function _reconsider() {
if (reconsiderationTimer != null)
{
reconsiderationTimer.stop();
@ -157,8 +122,59 @@ this.AILib = function(ship)
newBehaviour.call(this);
return true;
};
/* Resets the reconsideration timer. */
function _resetReconsideration(delay)
{
if (reconsiderationTimer != null)
{
reconsiderationTimer.stop();
reconsiderationTimer = null;
}
reconsiderationTimer = new Timer(this, _reconsider.bind(this), delay);
};
/* ****************** General AI functions ************** */
this.setPriorities = function(prioritylist)
{
priorityList = prioritylist;
this.reconsiderNow();
}
// parameters created by Oolite must always be prefixed oolite-
this.setCommunication = function(key, value)
{
communications[key] = value;
}
// parameters created by Oolite must always be prefixed oolite-
this.setParameter = function(key, value)
{
parameters[key] = value;
}
this.getParameter = function(key)
{
if (key in parameters)
{
return parameters[key];
}
return null;
}
/* Requests reconsideration of behaviour ahead of schedule. */
this.reconsiderNow = function() {
_resetReconsideration.call(this,0.25);
}
this.setUpHandlers = function(handlers)
{
// step 1: go through activeHandlers, and delete those
@ -168,10 +184,6 @@ this.AILib = function(ship)
delete this.ship.AIScript[activeHandlers[i]];
}
if (handlers.entityDestroyed)
{
handlers.oolite_entityDestroyedAux = handlers.entityDestroyed;
}
handlers.entityDestroyed = function()
{
if (reconsiderationTimer != null)
@ -179,7 +191,6 @@ this.AILib = function(ship)
reconsiderationTimer.stop();
reconsiderationTimer = null;
}
this.ship.AIScript.oolite_entityDestroyedAux();
};
// step 2: go through the keys in handlers and put those handlers
@ -192,6 +203,34 @@ this.AILib = function(ship)
}
this.checkScannerWithPredicate = function(predicate)
{
var scan = this.getParameter("oolite_scanResults");
if (scan == null || predicate == null)
{
return false;
}
for (var i = 0 ; i < scan.length ; i++)
{
if (predicate(scan[i]))
{
this.setParameter("oolite_scanResultSpecific",scan[i]);
return true;
}
}
return false;
}
this.communicate = function(key,parameter)
{
if (key in communications)
{
this.ship.commsMessage(expandDescription(communications[key],{"p1":parameter}));
}
}
/* ****************** Condition functions ************** */
/* Conditions. Any function which returns true or false can be used as
@ -250,7 +289,7 @@ this.AILib = function(ship)
this.conditionInCombat = function()
{
if (this.ship.target && this.ship.target.target == this.ship && this.ship.target.hasHostileTarget)
if (this.ship.hasHostileTarget)
{
return true;
}
@ -292,6 +331,56 @@ this.AILib = function(ship)
}
this.conditionScannerContainsFugitive = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.bounty > 50;
});
}
this.conditionScannerContainsHuntableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = 50 - (system.info.government * 7);
return s.isInSpace && s.bounty > threshold;
});
}
this.conditionScannerContainsSalvage = function()
{
if (this.ship.cargoSpaceAvailable == 0)
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO";
});
}
this.conditionHasReceivedDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (aggressor == null || !aggressor.isInSpace || sender == null || !sender.isInSpace || sender.position.distanceTo(this.ship) > this.ship.scannerRange)
{
// no, or it has expired
this.setParameter("oolite_distressAggressor",null);
this.setParameter("oolite_distressSender",null);
return false;
}
return true;
}
this.conditionHasPatrolRoute = function()
{
return this.getParameter("oolite_patrolRoute") != null;
}
this.conditionInInterstellarSpace = function()
{
return system.isInterstellarSpace;
}
/* ****************** Behaviour functions ************** */
/* Behaviours. Behaviours are effectively a state definition,
@ -310,6 +399,10 @@ this.AILib = function(ship)
{
if (cascade.distanceTo(this.ship) < 25600)
{
if (this.ship.destination != cascade)
{
this.communication("oolite_quiriumCascade");
}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
@ -322,7 +415,7 @@ this.AILib = function(ship)
}
}
this.ship.target = this.ship.AIPrimaryAggressor;
if (this.ship.position.distanceTo(this.ship.target) > 25600)
if (!this.ship.target || this.ship.position.distanceTo(this.ship.target) > 25600)
{
var dts = this.ship.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
@ -342,10 +435,28 @@ this.AILib = function(ship)
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.communicate("oolite_beginningAttack",this.ship.target.displayName);
}
this.ship.performAttack();
}
this.behaviourCollectSalvage = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipScoopedOther = function(other)
{
this.reconsiderNow();
}
this.setUpHandlers(handlers);
this.ship.performCollect();
}
this.behaviourApproachDestination = function()
{
var handlers = {};
@ -354,13 +465,11 @@ this.AILib = function(ship)
handlers.shipAchievedDesiredRange = function()
{
var waypoints = this.getParameter("oolite_waypoints");
log(this.name,"Reached desired range");
if (waypoints != null)
{
if (waypoints.length > 0)
{
waypoints.pop();
log(this.name,"Reached waypoint");
if (waypoints.length == 0)
{
waypoints = null;
@ -368,7 +477,18 @@ this.AILib = function(ship)
this.setParameter("oolite_waypoints",waypoints);
}
}
this.reconsider();
else
{
var patrol = this.getParameter("oolite_patrolRoute");
if (patrol != null && this.ship.destination.distanceTo(patrol) < 1000)
{
// finished patrol to waypoint
// clear route
this.communicate("oolite_waypointReached");
this.setParameter("oolite_patrolRoute",null);
}
}
this.reconsiderNow();
};
var waypoints = this.getParameter("oolite_waypoints");
@ -389,7 +509,6 @@ this.AILib = function(ship)
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
log(this.name,"Set new waypoint "+waypoints[waypoints.length-1]);
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 1000;
}
@ -428,7 +547,7 @@ this.AILib = function(ship)
case "DOCKING_REFUSED":
this.ship.setParameter("oolite_dockingStation",null);
this.ship.target = null;
this.reconsider();
this.reconsiderNow();
break;
case "HOLD_POSITION":
case "TRY_AGAIN_LATER":
@ -445,6 +564,103 @@ this.AILib = function(ship)
this.setUpHandlers(handlers);
}
/* Standard "help the innocent" distress call response. Perhaps
* there should be a 'blood in the water' response available
* too... */
this.behaviourRespondToDistressCall = 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 (aggressor.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = aggressor;
this.ship.performAttack();
this.reconsiderNow();
this.communicate("oolite_distressResponseAggressor",aggressor.displayName);
}
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.displayName);
}
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
}
this.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);
}
var destID = this.getParameter("oolite_witchspaceDestination");
if (destID == null)
{
// look for wormholes out of here
// no systems in range
handlers.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
}
handlers.playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null)
{
this.ship.enterWormhole(wormhole);
}
else
{
this.ship.enterWormhole();
}
}
this.setUpHandlers(handlers);
return;
}
else
{
handlers.shipWitchspaceBlocked = function(blocker)
{
this.ship.setDestination = blocker.position;
this.ship.setDesiredRange = 30000;
this.ship.setDesiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
// no reconsidering yet
}
// set up the handlers before trying it
this.setUpHandlers(handlers);
// this should work
var result = this.ship.exitSystem(destID);
if (result)
{
this.reconsiderNow(); // reconsider AI on arrival
}
}
}
/* ****************** Configuration functions ************** */
/* Configurations. Configurations are set up actions for a behaviour
@ -495,6 +711,139 @@ this.AILib = function(ship)
}
}
this.configurationCheckScanner = function()
{
this.setParameter("oolite_scanResults",this.ship.checkScanner());
this.setParameter("oolite_scanResultSpecific",null);
}
this.configurationAcquireScannedTarget = function()
{
this.ship.target = this.getParameter("oolite_scanResultSpecific");
}
this.configurationSetDestinationFromPatrolRoute = function()
{
this.ship.destination = this.getParameter("oolite_patrolRoute");
this.ship.desiredRange = this.getParameter("oolite_patrolRouteRange");
this.ship.desiredSpeed = this.ship.maxSpeed;
}
this.configurationMakeSpacelanePatrolRoute = 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";
}
}
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)) < system.mainPlanet.radius * 3)
{
// 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_patrolRoute",new Vector3D(0,0,0));
this.setParameter("oolite_patrolRouteRange",7500);
break;
case "PLANET":
this.setParameter("oolite_patrolRoute",system.mainPlanet.position);
this.setParameter("oolite_patrolRouteRange",system.mainPlanet.radius*2);
break;
case "SUN":
this.setParameter("oolite_patrolRoute",system.sun.position);
this.setParameter("oolite_patrolRouteRange",system.sun.radius*2.5);
break;
}
this.communicate("oolite_spacelanePatrol",choice.toLowerCase());
this.configurationSetDestinationFromPatrolRoute();
}
this.configurationSelectWitchspaceDestination = function()
{
if (!this.ship.hasHyperspaceMotor)
{
this.setParameter("oolite_witchspaceDestination",null);
return;
}
var possible = system.info.systemsInRange(this.ship.fuel);
this.setParameter("oolite_witchspaceDestination",possible[Math.floor(Math.random()*possible.length)].systemID);
}
/* ****************** Response definition functions ************** */
@ -512,7 +861,7 @@ this.AILib = function(ship)
this.setParameter("oolite_cascadeDetected",weapon.position);
this.ship.target = weapon;
this.ship.performFlee();
this.reconsider();
this.reconsiderNow();
};
handlers.shipAttackedWithMissile = function(missile,whom)
@ -532,16 +881,31 @@ this.AILib = function(ship)
this.ship.target = whom;
this.ship.requestHelpFromGroup();
this.ship.target = tmp;
this.reconsider();
this.reconsiderNow();
}
};
handlers.shipBeingAttacked = function(whom)
{
if (whom.target != this.ship && whom != player.ship)
{
// was accidental
if (whom.group != null && whom.group == this.ship.group)
{
this.communicate("oolite_friendlyFire",whom.displayName);
// ignore it
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway
return;
}
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsider();
this.reconsiderNow();
}
else
{
@ -549,7 +913,7 @@ this.AILib = function(ship)
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
// but at low energy still reconsider
this.reconsider();
this.reconsiderNow();
this.ship.requestHelpFromGroup();
}
}
@ -563,12 +927,12 @@ this.AILib = function(ship)
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsider();
this.reconsiderNow();
}
};
handlers.shipTargetLost = function(target)
{
this.reconsider();
this.reconsiderNow();
};
// TODO: this one needs overriding for escorts
handlers.helpRequestReceived = function(ally, enemy)
@ -585,13 +949,23 @@ this.AILib = function(ship)
{
// not already helping, go for it...
this.ship.target = enemy;
this.reconsider();
this.reconsiderNow();
}
}
}
handlers.approachingPlanetSurface = function()
{
this.reconsider();
this.reconsiderNow();
}
handlers.distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.reconsiderNow();
}
// TODO: more event handlers
}
@ -600,7 +974,7 @@ this.AILib = function(ship)
handlers.stationWithdrewDockingClearance = function()
{
this.setParameter("oolite_dockingStation",null);
this.reconsider();
this.reconsiderNow();
};
handlers.shipAchievedDesiredRange = function()
@ -608,7 +982,7 @@ this.AILib = function(ship)
var message = this.ship.dockingInstructions.ai_message;
if (message == "APPROACH" || message == "BACK_OFF" || message == "APPROACH_COORDINATES")
{
this.reconsider();
this.reconsiderNow();
}
};