13b7c1afff
Adjust AIs to avoid hostile stations Adjust pirate AI to not rob the same target twice in a row
114 lines
3.3 KiB
JavaScript
114 lines
3.3 KiB
JavaScript
/*
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traderAI.js
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Priority-based AI for traders
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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"use strict";
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this.name = "Oolite Trader AI";
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this.version = "1.79";
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this.aiStarted = function() {
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var ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
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ai.setParameter("oolite_flag_sendsDistressCalls",true);
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ai.setParameter("oolite_flag_surrendersEarly",true);
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ai.setCommunicationsRole("trader");
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// same AI works for freighters, couriers and smugglers with minimal
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// modification
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if (this.ship.primaryRole == "trader-smuggler")
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{
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ai.setParameter("oolite_flag_fleesPreemptively",true);
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}
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else if (this.ship.primaryRole == "trader-courier")
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{
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ai.setParameter("oolite_flag_noDockingUntilDestination",true);
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}
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ai.setPriorities([
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{
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condition: ai.conditionLosingCombat,
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truebranch: [
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{
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condition: ai.conditionPiratesCanBePaidOff,
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behaviour: ai.behaviourPayOffPirates,
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reconsider: 5
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},
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{
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behaviour: ai.behaviourFleeCombat,
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reconsider: 5
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}
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]
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},
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{
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condition: ai.conditionInCombat,
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configuration: ai.configurationAcquireCombatTarget,
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// not required to destroy target, just to get it to leave
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behaviour: ai.behaviourRepelCurrentTarget,
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reconsider: 5
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},
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{
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condition: ai.conditionHostileStationNearby,
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configuration: ai.configurationSetDestinationToNearestHostileStation,
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behaviour: ai.behaviourLeaveVicinityOfDestination,
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reconsider: 20
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},
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{
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condition: ai.conditionCargoIsProfitableHere,
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// branch to head for station
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truebranch: ai.templateReturnToBase(),
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// jump to another system if possible, sunskim if not
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falsebranch: ai.templateWitchspaceJumpOutbound()
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}, // end of cargoprofitable true/false branches
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{
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// if we're here, the cargo isn't profitable, and we can't
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// witchspace out or sunskim
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condition: ai.conditionInInterstellarSpace,
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configuration: ai.configurationSetDestinationToWitchpoint,
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// TODO: behaviour search for wormholes
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behaviour: ai.behaviourApproachDestination
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},
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{
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condition: ai.conditionFriendlyStationNearby,
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configuration: ai.configurationSetNearbyFriendlyStationForDocking,
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behaviour: ai.behaviourDockWithStation,
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reconsider: 30
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},
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{
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condition: ai.conditionFriendlyStationExists,
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configuration: ai.configurationSetDestinationToNearestFriendlyStation,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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{
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// stuck and no friendly stations
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configuration: ai.configurationSetDestinationToWitchpoint,
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// TODO: behaviour search for wormholes
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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]);
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} |