/* assassinAI.js Priority-based AI for assassins 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 Assassin AI"; this.version = "1.79"; this.aiStarted = function() { var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship); if (system.mainStation.position.distanceTo(this.ship) < 25000 && Math.random() < 0.5) { // if launching from (near) main station, sometimes hang around the // aegis to wait for a launching courier ai.setWaypointGenerator(ai.waypointsStationPatrol); } else { ai.setWaypointGenerator(ai.waypointsWitchpointPatrol); } ai.setCommunicationsRole("assassin"); ai.setParameter("oolite_flag_witchspacePursuit",true); ai.setParameter("oolite_flag_surrendersLate",true); ai.setPriorities([ /* Fight */ { condition: ai.conditionLosingCombat, behaviour: ai.behaviourFleeCombat, reconsider: 5 }, { condition: ai.conditionInCombat, configuration: ai.configurationAcquireCombatTarget, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 5 }, /* Follow targets to witchspace */ { condition: ai.conditionWitchspaceEntryRequested, behaviour: ai.behaviourEnterWitchspace, reconsider: 15 }, { condition: ai.conditionHasRememberedTarget, behaviour: ai.behaviourFollowCurrentTarget, reconsider: 15 }, /* Check for couriers */ { preconfiguration: ai.configurationCheckScanner, condition: ai.conditionScannerContainsCourier, truebranch: [ { condition: ai.conditionStationNearby, truebranch: [ { configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourFollowCurrentTarget, reconsider: 15 } ], falsebranch: [ { preconfiguration: ai.configurationAcquireScannedTarget, condition: ai.conditionCombatOddsGood, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 1 } ] } ] }, /* Shoot the escape pods */ { condition: ai.conditionScannerContainsAssassinationTarget, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 20 }, { preconfiguration: ai.configurationAppointGroupLeader, condition: ai.conditionIsGroupLeader, truebranch: ai.templateLeadHuntingMission(), /* then follow the group leader */ falsebranch: [ { behaviour: ai.behaviourFollowGroupLeader, reconsider: 15 } ], } ].concat(ai.templateWitchspaceJumpAnywhere())); }