/* traderAI.js Priority-based AI for traders 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 Trader AI"; this.version = "1.79"; this.aiStarted = function() { var ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship); ai.setParameter("oolite_flag_sendsDistressCalls",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_selectedStation","Heading for [p1]"); ai.setCommunication("oolite_selectedWitchspaceDestination","Prepare for witchspace jump to [p1]"); ai.setCommunication("oolite_agreeingToDumpCargo","Take our cargo but please let us go!"); ai.setPriorities([ { condition: ai.conditionLosingCombat, truebranch: [ { condition: ai.conditionPiratesCanBePaidOff, behaviour: ai.behaviourPayOffPirates, reconsider: 5 }, { behaviour: ai.behaviourFleeCombat, reconsider: 5 } ] }, { condition: ai.conditionInCombat, configuration: ai.configurationAcquireCombatTarget, // not required to destroy target, just to get it to leave behaviour: ai.behaviourRepelCurrentTarget, reconsider: 5 }, { condition: ai.conditionCargoIsProfitableHere, // branch to head for station truebranch: [ { condition: ai.conditionHasSelectedStation, truebranch: [ { condition: ai.conditionSelectedStationNearby, configuration: ai.configurationSetSelectedStationForDocking, behaviour: ai.behaviourDockWithStation, reconsider: 30 }, { condition: ai.conditionSelectedStationNearMainPlanet, truebranch: [ { notcondition: ai.conditionMainPlanetNearby, configuration: ai.configurationSetDestinationToMainPlanet, behaviour: ai.behaviourApproachDestination, reconsider: 30 } ] }, // either the station isn't near the planet, or we are { configuration: ai.configurationSetDestinationToSelectedStation, behaviour: ai.behaviourApproachDestination, reconsider: 30 } ], falsebranch: [ { configuration: ai.configurationSelectRandomTradeStation, behaviour: ai.behaviourReconsider } ] } ], // jump to another system if possible, sunskim if not falsebranch: [ { condition: ai.conditionCanWitchspaceOut, configuration: ai.configurationSelectWitchspaceDestination, behaviour: ai.behaviourEnterWitchspace, reconsider: 20 }, { condition: ai.conditionReadyToSunskim, configuration: ai.configurationSetDestinationToSunskimEnd, behaviour: ai.behaviourSunskim, reconsider: 20 }, { condition: ai.conditionSunskimPossible, configuration: ai.configurationSetDestinationToSunskimStart, behaviour: ai.behaviourApproachDestination, reconsider: 30 } ] }, // end of cargoprofitable true/false branches { // if we're here, the cargo isn't profitable, and we can't // witchspace out or sunskim condition: ai.conditionInInterstellarSpace, configuration: ai.configurationSetDestinationToWitchpoint, // TODO: behaviour search for wormholes behaviour: ai.behaviourApproachDestination }, { 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 } ]); }