/* traderOpportunistAI.js Priority-based AI for trader opportunists (i.e. the ones who'll shoot you down if no-one's watching) 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 Opportunist AI"; this.aiStarted = function() { var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship); ai.setParameter("oolite_flag_sendsDistressCalls",true); if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("trader-opportunist").length > 0) { ai.setCommunicationsRole("trader-opportunist"); } else { ai.setCommunicationsRole("trader"); } 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.behaviourDestroyCurrentTarget, reconsider: 5 }, { condition: ai.conditionHostileStationNearby, configuration: ai.configurationSetDestinationToNearestStation, behaviour: ai.behaviourLeaveVicinityOfDestination, reconsider: 20 }, // opportunists scoop up cargo { preconfiguration: ai.configurationCheckScanner, condition: ai.conditionScannerContainsSalvageForMe, configuration: ai.configurationAcquireScannedTarget, behaviour: ai.behaviourCollectSalvage, reconsider: 20 }, { condition: ai.conditionScannerContainsLoneVictim, configuration: ai.configurationAcquireScannedTarget, truebranch: [ { condition: ai.conditionCombatOddsGood, behaviour: ai.behaviourDestroyCurrentTarget, reconsider: 20 } ] }, { condition: ai.conditionCargoIsProfitableHere, // branch to head for station truebranch: ai.templateReturnToBase(), // jump to another system if possible, sunskim if not falsebranch: ai.templateWitchspaceJumpOutbound() }, // 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 } ].concat(ai.templateWitchspaceJumpAnywhere())); }