Bounty hunter AI in JS
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Resources/AIs/bountyHunterAI.js
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108
Resources/AIs/bountyHunterAI.js
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/*
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bountyHunterAI.js
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Priority-based AI for bounty hunters
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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 Bounty Hunter AI";
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this.version = "1.79";
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this.aiStarted = function() {
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this.ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
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ai.setParameter("oolite_flag_listenForDistressCall",true);
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/* Communications currently for debugging purposes. Need to either
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* be removed or given a much bigger set of phrases to choose from
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* before 1.79 */
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ai.setCommunication("oolite_spacelanePatrol","Setting course for the [p1]");
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ai.setCommunication("oolite_distressResponseSender","Hold on, [p1]!");
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ai.setCommunication("oolite_distressResponseAggressor","[p1]. Cease your attack or be destroyed!");
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ai.setCommunication("oolite_beginningAttack","Scan confirms criminal status of [p1]. Commencing attack run");
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ai.setCommunication("oolite_quiriumCascade","%N! Q-bomb!");
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ai.setCommunication("oolite_friendlyFire","Hey! Watch where you're shooting, [p1].");
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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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/* Check for distress calls */
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{
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condition: ai.conditionHasReceivedDistressCall,
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behaviour: ai.behaviourRespondToDistressCall,
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reconsider: 20
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},
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/* Check for profitable targets */
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{
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsFugitive,
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configuration: ai.configurationAcquireScannedTarget,
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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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condition: ai.conditionScannerContainsHuntableOffender,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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},
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/* What about loot? */
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{
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condition: ai.conditionScannerContainsSalvage,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourCollectSalvage,
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reconsider: 20
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},
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/* Check we're in a real system */
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{
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condition: ai.conditionInInterstellarSpace,
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configuration: ai.configurationSelectWitchspaceDestination,
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behaviour: ai.behaviourEnterWitchspace,
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reconsider: 20
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},
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/* Nothing interesting here. Patrol for a bit */
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{
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condition: ai.conditionHasPatrolRoute,
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configuration: ai.configurationSetDestinationFromPatrolRoute,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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/* No patrol route set up. Make one */
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{
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configuration: ai.configurationMakeSpacelanePatrolRoute,
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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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@ -43,6 +43,7 @@ this.AILib = function(ship)
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var priorityList = null;
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var reconsiderationTimer = null;
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var parameters = {};
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var communications = {};
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/* Private utility functions */
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@ -56,7 +57,7 @@ this.AILib = function(ship)
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// to set up condition parameters
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if (priority.preconfiguration)
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{
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priority.preconfiguration.call(this.ship.AIScript);
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priority.preconfiguration.call(this);
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}
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// absent condition is always true
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if (!priority.condition || priority.condition.call(this))
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@ -64,7 +65,7 @@ this.AILib = function(ship)
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// always call the configuration function at this point
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if (priority.configuration)
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{
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priority.configuration.call(this.ship.AIScript);
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priority.configuration.call(this);
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}
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// this is what we're doing
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if (priority.behaviour)
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@ -102,44 +103,8 @@ this.AILib = function(ship)
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return null; // nothing in the list is usable, so return
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};
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/* Resets the reconsideration timer. */
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function _resetReconsideration(delay)
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{
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if (reconsiderationTimer != null)
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{
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reconsiderationTimer.stop();
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reconsiderationTimer = null;
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}
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reconsiderationTimer = new Timer(this, this.reconsider, delay);
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};
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/* ****************** General AI functions ************** */
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this.setPriorities = function(prioritylist)
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{
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priorityList = prioritylist;
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this.reconsider();
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}
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// parameters created by Oolite must always be prefixed oolite-
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this.setParameter = function(key, value)
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{
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parameters[key] = value;
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}
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this.getParameter = function(key)
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{
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if (key in parameters)
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{
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return parameters[key];
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}
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return null;
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}
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this.reconsider = function() {
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/* Only call this from the timer to avoid loops */
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function _reconsider() {
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if (reconsiderationTimer != null)
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{
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reconsiderationTimer.stop();
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@ -157,8 +122,59 @@ this.AILib = function(ship)
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newBehaviour.call(this);
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return true;
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};
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/* Resets the reconsideration timer. */
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function _resetReconsideration(delay)
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{
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if (reconsiderationTimer != null)
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{
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reconsiderationTimer.stop();
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reconsiderationTimer = null;
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}
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reconsiderationTimer = new Timer(this, _reconsider.bind(this), delay);
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};
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/* ****************** General AI functions ************** */
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this.setPriorities = function(prioritylist)
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{
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priorityList = prioritylist;
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this.reconsiderNow();
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}
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// parameters created by Oolite must always be prefixed oolite-
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this.setCommunication = function(key, value)
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{
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communications[key] = value;
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}
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// parameters created by Oolite must always be prefixed oolite-
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this.setParameter = function(key, value)
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{
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parameters[key] = value;
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}
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this.getParameter = function(key)
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{
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if (key in parameters)
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{
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return parameters[key];
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}
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return null;
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}
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/* Requests reconsideration of behaviour ahead of schedule. */
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this.reconsiderNow = function() {
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_resetReconsideration.call(this,0.25);
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}
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this.setUpHandlers = function(handlers)
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{
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// step 1: go through activeHandlers, and delete those
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@ -168,10 +184,6 @@ this.AILib = function(ship)
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delete this.ship.AIScript[activeHandlers[i]];
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}
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if (handlers.entityDestroyed)
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{
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handlers.oolite_entityDestroyedAux = handlers.entityDestroyed;
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}
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handlers.entityDestroyed = function()
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{
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if (reconsiderationTimer != null)
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@ -179,7 +191,6 @@ this.AILib = function(ship)
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reconsiderationTimer.stop();
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reconsiderationTimer = null;
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}
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this.ship.AIScript.oolite_entityDestroyedAux();
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};
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// step 2: go through the keys in handlers and put those handlers
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@ -192,6 +203,34 @@ this.AILib = function(ship)
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}
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this.checkScannerWithPredicate = function(predicate)
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{
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var scan = this.getParameter("oolite_scanResults");
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if (scan == null || predicate == null)
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{
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return false;
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}
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for (var i = 0 ; i < scan.length ; i++)
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{
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if (predicate(scan[i]))
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{
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this.setParameter("oolite_scanResultSpecific",scan[i]);
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return true;
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}
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}
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return false;
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}
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this.communicate = function(key,parameter)
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{
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if (key in communications)
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{
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this.ship.commsMessage(expandDescription(communications[key],{"p1":parameter}));
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}
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}
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/* ****************** Condition functions ************** */
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/* Conditions. Any function which returns true or false can be used as
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@ -250,7 +289,7 @@ this.AILib = function(ship)
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this.conditionInCombat = function()
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{
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if (this.ship.target && this.ship.target.target == this.ship && this.ship.target.hasHostileTarget)
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if (this.ship.hasHostileTarget)
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{
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return true;
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}
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@ -292,6 +331,56 @@ this.AILib = function(ship)
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}
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this.conditionScannerContainsFugitive = function()
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{
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return this.checkScannerWithPredicate(function(s) {
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return s.isInSpace && s.bounty > 50;
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});
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}
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this.conditionScannerContainsHuntableOffender = function()
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{
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return this.checkScannerWithPredicate(function(s) {
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var threshold = 50 - (system.info.government * 7);
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return s.isInSpace && s.bounty > threshold;
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});
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}
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this.conditionScannerContainsSalvage = function()
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{
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if (this.ship.cargoSpaceAvailable == 0)
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{
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return false;
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}
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return this.checkScannerWithPredicate(function(s) {
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return s.isInSpace && s.scanClass == "CLASS_CARGO";
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});
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}
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this.conditionHasReceivedDistressCall = function()
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{
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var aggressor = this.getParameter("oolite_distressAggressor");
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var sender = this.getParameter("oolite_distressSender");
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if (aggressor == null || !aggressor.isInSpace || sender == null || !sender.isInSpace || sender.position.distanceTo(this.ship) > this.ship.scannerRange)
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{
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// no, or it has expired
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this.setParameter("oolite_distressAggressor",null);
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this.setParameter("oolite_distressSender",null);
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return false;
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}
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return true;
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}
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this.conditionHasPatrolRoute = function()
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{
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return this.getParameter("oolite_patrolRoute") != null;
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}
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this.conditionInInterstellarSpace = function()
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{
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return system.isInterstellarSpace;
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}
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/* ****************** Behaviour functions ************** */
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/* Behaviours. Behaviours are effectively a state definition,
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@ -310,6 +399,10 @@ this.AILib = function(ship)
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{
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if (cascade.distanceTo(this.ship) < 25600)
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{
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if (this.ship.destination != cascade)
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{
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this.communication("oolite_quiriumCascade");
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}
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this.ship.destination = cascade;
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this.ship.desiredRange = 30000;
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this.ship.desiredSpeed = 10*this.ship.maxSpeed;
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@ -322,7 +415,7 @@ this.AILib = function(ship)
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}
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}
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this.ship.target = this.ship.AIPrimaryAggressor;
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if (this.ship.position.distanceTo(this.ship.target) > 25600)
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if (!this.ship.target || this.ship.position.distanceTo(this.ship.target) > 25600)
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{
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var dts = this.ship.defenseTargets;
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for (var i = 0 ; i < dts.length ; i++)
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@ -342,10 +435,28 @@ this.AILib = function(ship)
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var handlers = {};
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this.responsesAddStandard(handlers);
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this.setUpHandlers(handlers);
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if (!this.ship.hasHostileTarget)
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{
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// entering attack mode
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this.communicate("oolite_beginningAttack",this.ship.target.displayName);
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}
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this.ship.performAttack();
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}
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this.behaviourCollectSalvage = function()
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{
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var handlers = {};
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this.responsesAddStandard(handlers);
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handlers.shipScoopedOther = function(other)
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{
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this.reconsiderNow();
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}
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this.setUpHandlers(handlers);
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this.ship.performCollect();
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}
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this.behaviourApproachDestination = function()
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{
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var handlers = {};
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@ -354,13 +465,11 @@ this.AILib = function(ship)
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handlers.shipAchievedDesiredRange = function()
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{
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var waypoints = this.getParameter("oolite_waypoints");
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log(this.name,"Reached desired range");
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if (waypoints != null)
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{
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if (waypoints.length > 0)
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{
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waypoints.pop();
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log(this.name,"Reached waypoint");
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if (waypoints.length == 0)
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{
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waypoints = null;
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@ -368,7 +477,18 @@ this.AILib = function(ship)
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this.setParameter("oolite_waypoints",waypoints);
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}
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}
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this.reconsider();
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else
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{
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var patrol = this.getParameter("oolite_patrolRoute");
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if (patrol != null && this.ship.destination.distanceTo(patrol) < 1000)
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{
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// finished patrol to waypoint
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// clear route
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this.communicate("oolite_waypointReached");
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this.setParameter("oolite_patrolRoute",null);
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}
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}
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this.reconsiderNow();
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};
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var waypoints = this.getParameter("oolite_waypoints");
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@ -389,7 +509,6 @@ this.AILib = function(ship)
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waypoints = [];
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}
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waypoints.push(this.ship.getSafeCourseToDestination());
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log(this.name,"Set new waypoint "+waypoints[waypoints.length-1]);
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this.ship.destination = waypoints[waypoints.length-1];
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this.ship.desiredRange = 1000;
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}
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@ -428,7 +547,7 @@ this.AILib = function(ship)
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case "DOCKING_REFUSED":
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this.ship.setParameter("oolite_dockingStation",null);
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this.ship.target = null;
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this.reconsider();
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this.reconsiderNow();
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break;
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case "HOLD_POSITION":
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case "TRY_AGAIN_LATER":
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@ -445,6 +564,103 @@ this.AILib = function(ship)
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this.setUpHandlers(handlers);
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}
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/* Standard "help the innocent" distress call response. Perhaps
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* there should be a 'blood in the water' response available
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* too... */
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this.behaviourRespondToDistressCall = function()
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{
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var aggressor = this.getParameter("oolite_distressAggressor");
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var sender = this.getParameter("oolite_distressSender");
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if (sender.bounty > aggressor.bounty)
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{
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var tmp = sender;
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sender = aggressor;
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aggressor = tmp;
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}
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if (aggressor.position.distanceTo(this.ship) < this.ship.scannerRange)
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{
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this.ship.target = aggressor;
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this.ship.performAttack();
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this.reconsiderNow();
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this.communicate("oolite_distressResponseAggressor",aggressor.displayName);
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}
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else
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{ // we can't actually see what's attacking the sender yet
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this.ship.destination = sender.position;
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this.ship.desiredRange = 1000+sender.collisionRadius+this.ship.collisionRadius;
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this.ship.desiredSpeed = 7 * this.ship.maxSpeed; // use injectors if possible
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this.ship.performFlyToRangeFromDestination();
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// and when we next reconsider, hopefully the aggressor will be on the scanner
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this.communicate("oolite_distressResponseSender",sender.displayName);
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}
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var handlers = {};
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this.responsesAddStandard(handlers);
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this.setUpHandlers(handlers);
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}
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this.behaviourEnterWitchspace = function()
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{
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var handlers = {};
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this.responsesAddStandard(handlers);
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var wormhole = this.getParameter("oolite_witchspaceWormhole");
|
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if (wormhole && wormhole.expiryTime < clock.adjustedSeconds)
|
||||
{
|
||||
// the wormhole we were trying for has expired
|
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this.setParameter("oolite_witchspaceWormhole",null);
|
||||
}
|
||||
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||||
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();
|
||||
}
|
||||
};
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user