/* scavengerAI.js Priority-based AI for scavengers and miners 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 Scavenger AI"; this.version = "1.79"; this.aiStarted = function() { var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship); ai.setCommunicationsRole("scavenger"); ai.setPriorities([ /* Fight */ { condition: ai.conditionInCombat, behaviour: ai.behaviourFleeCombat, reconsider: 5 }, /* Don't hang around near hostile stations */ { condition: ai.conditionHostileStationNearby, configuration: ai.configurationSetDestinationToNearestHostileStation, behaviour: ai.behaviourLeaveVicinityOfDestination, reconsider: 20 }, /* Is there any loot? */ { preconfiguration: ai.configurationCheckScanner, condition: ai.conditionScannerContainsSalvageForMe, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourCollectSalvage, reconsider: 20 }, /* Branch for mining ships: if we can usefully mine asteroids, do so */ { condition: ai.conditionScannerContainsMiningOpportunity, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourMineTarget, reconsider: 20 }, /* No loot and no safe way to make some; return to base */ { condition: ai.conditionHomeStationNearby, configuration: ai.configurationSetHomeStationForDocking, behaviour: ai.behaviourDockWithStation, reconsider: 30 }, { condition: ai.conditionHomeStationExists, configuration: ai.configurationSetDestinationToHomeStation, behaviour: ai.behaviourApproachDestination, reconsider: 30 }, /* Or at least return to somewhere */ { condition: ai.conditionFriendlyStationNearby, configuration: ai.configurationSetNearbyFriendlyStationForDocking, behaviour: ai.behaviourDockWithStation, reconsider: 30 }, { condition: ai.conditionFriendlyStationExists, configuration: ai.configurationSetDestinationToNearestFriendlyStation, behaviour: ai.behaviourApproachDestination, reconsider: 30 }, { // stuck and no friendly stations configuration: ai.configurationSetDestinationToWitchpoint, // TODO: behaviour search for wormholes behaviour: ai.behaviourApproachDestination, reconsider: 30 } ]); }