oolite/Resources/AIs/oolite-traderAI.js

134 lines
4.0 KiB
JavaScript

/*
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.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_sendsDistressCalls",true);
ai.setParameter("oolite_flag_surrendersEarly",true);
ai.setParameter("oolite_flag_escortsCoverRetreat",true);
var commsrole = "trader";
var cautionscan = ai.conditionScannerContainsTraderEnemy;
// same AI works for freighters, couriers and smugglers with minimal
// modification
if (this.ship.primaryRole == "trader-smuggler")
{
if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("trader-smuggler").length > 0)
{
commsrole = "trader-smuggler";
}
cautionscan = ai.conditionScannerContainsTraderSmugglerEnemy;
ai.setParameter("oolite_flag_fleesPreemptively",true);
}
else if (this.ship.primaryRole == "trader-courier")
{
ai.setParameter("oolite_flag_noDockingUntilDestination",true);
if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("trader-courier").length > 0)
{
commsrole = "trader-courier";
}
}
ai.setCommunicationsRole(commsrole);
ai.setParameter("oolite_friendlyRoles",["oolite-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.behaviourRepelCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionHostileStationNearby,
configuration: ai.configurationSetDestinationToNearestStation,
behaviour: ai.behaviourLeaveVicinityOfDestination,
reconsider: 20
},
{
// if not near a friendly station, move away from
// potentially hostile ships
condition: ai.conditionFriendlyStationNearby,
falsebranch: [
{
preconfiguration: ai.configurationCheckScanner,
condition: cautionscan,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourLeaveVicinityOfTarget,
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()));
}