oolite/Resources/AIs/oolite-pirateFighterAI.js

128 lines
3.5 KiB
JavaScript

/*
pirateFighterAI.js
Priority-based AI for pirate fighters (guards and extra capacity for
organised pirate gangs)
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 Pirate Fighter AI";
this.version = "1.79";
this.aiStarted = function() {
this.ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_watchForCargo",true);
ai.setCommunicationsRole("pirate");
ai.setParameter("oolite_friendlyRoles",["oolite-pirate"]);
ai.setPriorities([
/* Combat */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
label: "Cargo demands met?",
condition: ai.conditionCargoDemandsMet,
/* Let them go if they've dropped enough cargo and stop firing back */
truebranch: [
{
condition: ai.conditionInCombatWithHostiles,
configuration: ai.configurationAcquireHostileCombatTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
}
],
falsebranch: [
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
}
]
},
{
condition: ai.conditionWitchspaceEntryRequested,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 15
},
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsSalvageForGroup,
truebranch: [
{
condition: ai.conditionScannerContainsSalvageForMe,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
},
// if can't scoop, hang around waiting for the others,
// unless the entire group has enough cargo
{
notcondition: ai.conditionGroupHasEnoughLoot,
configuration: ai.configurationSetDestinationToGroupLeader,
behaviour: ai.behaviourApproachDestination,
reconsider: 15
}
]
},
/* Stay out of the way of hunters */
{
condition: ai.conditionScannerContainsHunters,
configuration: ai.configurationAcquireScannedTarget,
truebranch: [
{
condition: ai.conditionCombatOddsExcellent,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 10
},
{
behaviour: ai.behaviourLeaveVicinityOfTarget,
reconsider: 20
}
]
},
/* Follow leader */
{
condition: ai.conditionHasMothership,
configuration: ai.configurationSetDestinationToGroupLeader,
behaviour: ai.behaviourApproachDestination,
reconsider: 15
},
/* Find a new leader, or return to base */
{
condition: ai.conditionScannerContainsPirateLeader,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourJoinTargetGroup,
reconsider: 10,
falsebranch: ai.templateReturnToBaseOrPlanet()
}
].concat(ai.templateWitchspaceJumpAnywhere()));
}