/* pirateFighterAI.js Priority-based AI for pirate fighters (guards and extra capacity for organised pirate gangs) 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 Fighter AI"; this.version = "1.79"; this.aiStarted = function() { this.ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship); ai.setParameter("oolite_flag_watchForCargo",true); ai.setCommunicationsRole("pirate"); ai.setParameter("oolite_friendlyRoles",["oolite-pirate"]); ai.setPriorities([ /* Combat */ { condition: ai.conditionLosingCombat, behaviour: ai.behaviourFleeCombat, reconsider: 5 }, { label: "Cargo demands met?", condition: ai.conditionCargoDemandsMet, /* Let them go if they've dropped enough cargo and stop firing back */ truebranch: [ { condition: ai.conditionInCombatWithHostiles, configuration: ai.configurationAcquireHostileCombatTarget, behaviour: ai.behaviourRepelCurrentTarget, reconsider: 5 } ], falsebranch: [ { condition: ai.conditionInCombat, configuration: ai.configurationAcquireCombatTarget, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 5 } ] }, { condition: ai.conditionWitchspaceEntryRequested, behaviour: ai.behaviourEnterWitchspace, reconsider: 15 }, { preconfiguration: ai.configurationCheckScanner, condition: ai.conditionScannerContainsSalvageForGroup, truebranch: [ { condition: ai.conditionScannerContainsSalvageForMe, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourCollectSalvage, reconsider: 20 }, // if can't scoop, hang around waiting for the others, // unless the entire group has enough cargo { notcondition: ai.conditionGroupHasEnoughLoot, configuration: ai.configurationSetDestinationToGroupLeader, behaviour: ai.behaviourApproachDestination, reconsider: 15 } ] }, /* Stay out of the way of hunters */ { condition: ai.conditionScannerContainsHunters, configuration: ai.configurationAcquireScannedTarget, truebranch: [ { condition: ai.conditionCombatOddsExcellent, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 10 }, { behaviour: ai.behaviourLeaveVicinityOfTarget, reconsider: 20 } ] }, /* Follow leader */ { condition: ai.conditionHasMothership, configuration: ai.configurationSetDestinationToGroupLeader, behaviour: ai.behaviourApproachDestination, reconsider: 15 }, /* Find a new leader, or return to base */ { condition: ai.conditionScannerContainsPirateLeader, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourJoinTargetGroup, reconsider: 10, falsebranch: ai.templateReturnToBaseOrPlanet() } ].concat(ai.templateWitchspaceJumpAnywhere())); }