oolite/Resources/AIs/oolite-bountyHunterAI.js

119 lines
3.3 KiB
JavaScript

/*
bountyHunterAI.js
Priority-based AI for bounty hunters
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 is the AI version for a local patrol or an assistant
this.name = "Oolite Bounty Hunter AI";
this.version = "1.79";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_listenForDistressCall",true);
ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
ai.setCommunicationsRole("hunter");
ai.setParameter("oolite_friendlyRoles",["oolite-bounty-hunter"]);
ai.setPriorities([
/* Fight */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
/* Follow leader to witchspace */
{
condition: ai.conditionWitchspaceEntryRequested,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 15
},
/* Check for distress calls */
{
condition: ai.conditionHasReceivedDistressCall,
behaviour: ai.behaviourRespondToDistressCall,
reconsider: 20
},
/* Regroup if necessary, but act relatively
* independently. Bounty hunters are not like police
* patrols. */
{
preconfiguration: ai.configurationAppointGroupLeader,
condition: ai.conditionGroupIsSeparated,
configuration: ai.configurationSetDestinationToGroupLeader,
behaviour: ai.behaviourApproachDestination,
reconsider: 15
},
/* Check for profitable targets */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsFugitive,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 1
},
{
condition: ai.conditionScannerContainsHuntableOffender,
configuration: ai.configurationAcquireScannedTarget,
truebranch: [
/* if we require bounty hunters to have actual *good*
* odds they'll never shoot anything */
{
notcondition: ai.conditionCombatOddsBad,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 1
}
]
},
/* What about loot? */
{
condition: ai.conditionScannerContainsSalvageForMe,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
},
{
condition: ai.conditionIsGroupLeader,
truebranch: ai.templateLeadHuntingMission(),
/* then follow the group leader */
falsebranch: [
{
behaviour: ai.behaviourFollowGroupLeader,
reconsider: 15
}
],
}
].concat(ai.templateWitchspaceJumpAnywhere()));
}