oolite/Resources/AIs/oolite-policeAI.js

208 lines
6.1 KiB
JavaScript

/*
policeAI.js
Priority-based AI for police
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 Police AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_listenForDistressCall",true);
ai.setParameter("oolite_flag_markOffenders",true);
ai.setParameter("oolite_flag_fightsNearHostileStations",true);
ai.setParameter("oolite_flag_selfDestructAbandonedShip",true);
if (this.ship.primaryRole == "police-station-patrol")
{
ai.setParameter("oolite_leaderRole","police-station-patrol");
ai.setWaypointGenerator(ai.waypointsStationPatrol);
ai.setParameter("oolite_flag_patrolStation",true);
}
else if (this.ship.primaryRole == "police-witchpoint-patrol")
{
ai.setParameter("oolite_leaderRole","police-witchpoint-patrol");
ai.setWaypointGenerator(ai.waypointsWitchpointPatrol);
}
else
{
// chasing a bandit well off the spacelane is almost as good
// as destroying them
ai.setParameter("oolite_leaderRole","police");
ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
}
ai.setParameter("oolite_escortRole","wingman");
ai.setParameter("oolite_friendlyRoles",["oolite-trader","oolite-bounty-hunter","oolite-scavenger","oolite-shuttle"]);
ai.setParameter("oolite_personalityMatchesLeader",0.5);
ai.setCommunicationsRole("police");
ai.setPriorities([
/* Fight */
{
preconfiguration: ai.configurationLightsOn,
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
/* Check for distress calls */
{
condition: ai.conditionHasReceivedDistressCall,
behaviour: ai.behaviourRespondToDistressCall,
reconsider: 20
},
/* Check for offenders */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsFugitive,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCommenceAttackOnCurrentTarget,
reconsider: 1
},
{
condition: ai.conditionScannerContainsSeriousOffender,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCommenceAttackOnCurrentTarget,
reconsider: 1
},
{
preconfiguration: ai.configurationLightsOff,
condition: ai.conditionScannerContainsFineableOffender,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourFineCurrentTarget,
reconsider: 10
},
/* What about escape pods? */
{
condition: ai.conditionScannerContainsEscapePods,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
},
/* Regroup if necessary */
{
preconfiguration: ai.configurationAppointGroupLeader,
condition: ai.conditionGroupIsSeparated,
configuration: ai.configurationSetDestinationToGroupLeader,
behaviour: ai.behaviourApproachDestination,
reconsider: 15
},
{
condition: ai.conditionGroupLeaderIsStation,
/* Group leader is the station: a short-range patrol or
* defense ship */
truebranch: [
{
condition: ai.conditionHasWaypoint,
configuration: ai.configurationSetDestinationToWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
{
condition: ai.conditionPatrolIsOver,
truebranch: ai.templateReturnToBase()
},
/* No patrol route set up. Make one */
{
configuration: ai.configurationSetWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
],
/* Group leader is not station: i.e. this is a long-range
* patrol unit */
falsebranch: [
{
/* The group leader leads the patrol */
condition: ai.conditionIsGroupLeader,
truebranch: [
{
/* Sometimes follow, sometimes not */
label: "Consider following suspicious?",
condition: ai.conditionCoinFlip,
truebranch: [
/* Suspicious characters */
{
condition: ai.conditionScannerContainsSuspiciousShip,
configuration: ai.configurationSetDestinationToScannedTarget,
behaviour: ai.behaviourApproachDestination,
reconsider: 20
}
]
},
/* Nothing interesting here. Patrol for a bit */
{
condition: ai.conditionHasWaypoint,
configuration: ai.configurationSetDestinationToWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
{
condition: ai.conditionPatrolIsOver,
truebranch: [
{
condition: ai.conditionMainPlanetNearby,
truebranch: ai.templateReturnToBase()
}
]
},
/* No patrol route set up. Make one */
{
configuration: ai.configurationSetWaypoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
],
/* Other ships in the group will set themselves up
* as escorts if possible, or looser followers if
* not */
falsebranch: [
{
preconfiguration: ai.configurationEscortGroupLeader,
condition: ai.conditionIsEscorting,
behaviour: ai.behaviourEscortMothership,
reconsider: 30
},
/* if we can't set up as an escort */
{
behaviour: ai.behaviourFollowGroupLeader,
reconsider: 15
}
]
}
]
}
]);
}