oolite/Resources/AIs/oolite-assassinAI.js

124 lines
3.3 KiB
JavaScript

/*
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.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
if (system.mainStation && 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.setParameter("oolite_personalityMatchesLeader",0.9);
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
},
{
condition: ai.conditionInNovaSpace,
truebranch: ai.templateWitchspaceJumpAnywhere()
},
/* Follow targets to witchspace */
{
condition: ai.conditionWitchspaceEntryRequested,
behaviour: ai.behaviourEnterWitchspace,
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.behaviourAssassinateCurrentTarget,
reconsider: 10
}
]
}
]
},
/* Shoot the escape pods */
{
condition: ai.conditionScannerContainsAssassinationTarget,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 20
},
{
condition: ai.conditionHasRememberedTarget,
behaviour: ai.behaviourFollowCurrentTarget,
reconsider: 15
},
{
preconfiguration: ai.configurationAppointGroupLeader,
condition: ai.conditionIsGroupLeader,
truebranch: ai.templateLeadHuntingMission(),
/* then follow the group leader */
falsebranch: [
{
behaviour: ai.behaviourFollowGroupLeader,
reconsider: 15
}
],
}
].concat(ai.templateWitchspaceJumpAnywhere()));
}