oolite/Resources/Scripts/oolite-priorityai.js
cim 2b7df8cce1 Adjust odds calculator
Groups will now engage in combat without needing an excessive advantage over
the opposing force - 3:1 or even lower odds will be fine (a Krait assassin
will sometimes attack a Cobra III, because of its high armament)
2014-09-22 16:21:39 +01:00

6751 lines
171 KiB
JavaScript

/*
oolite-priorityai.js
Priority-based Javascript AI library
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";
/* AI Library */
this.name = "oolite-libPriorityAI";
this.copyright = "© 2008-2013 the Oolite team.";
this.author = "cim";
/* Constructor */
this.PriorityAIController = function(ship)
{
// the ship property must be read-only
Object.defineProperty(this, "ship", {
value: ship,
writable: false,
enumerable: true,
configurable: true
});
this.__cache = {}; // short-term cache
this.__ltcache = {}; // long-term cache
this.__ltcachestart = clock.adjustedSeconds+60;
this.scannerRange = this.ship.scannerRange; // cached
this.ship.AIScript.oolite_intership = {};
this.ship.AIScript.oolite_priorityai = this;
var activeHandlers = [];
var handlerCache = {};
var priorityList = null;
var parameters = {};
var lastCommSent = 0;
var lastCommHeard = 0;
var commsRole = "generic";
var commsPersonality = "generic";
var waypointgenerator = null;
this.playerRole = this.playerRoleAssessment();
/* Cache variables used by utility functions */
var condmet = true;
/* Private utility functions. Cannot be called from external code */
// event handlers which must not be overridden
function _handlerAIAwoken()
{
if (this.ship)
{
_reconsider.call(this);
}
}
function _handlerShipDied()
{
this.cleanup();
}
/* Considers a priority list, potentially recursively */
function _reconsiderList(priorities) {
var logging = this.getParameter("oolite_flag_behaviourLogging");
var pl = priorities.length;
if (pl == 0)
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had a branch with no entries. This may be caused by a template function not being executed during priority set up.");
}
if (logging)
{
log(this.ship.name,"Considering branch with "+pl+" entries");
}
for (var i = 0; i < pl; i++)
{
if (logging)
{
if (priorities[i].label)
{
log(this.ship.name,"Considering: "+priorities[i].label);
}
else
{
log(this.ship.name,"Considering: entry "+i);
}
}
// always call the preconfiguration function at this point
// to set up condition parameters
if (priorities[i].preconfiguration)
{
priorities[i].preconfiguration.call(this);
}
// allow inverted conditions
condmet = true;
if (priorities[i].notcondition)
{
condmet = !priorities[i].notcondition.call(this);
}
else if (priorities[i].condition)
{
condmet = priorities[i].condition.call(this);
}
// absent condition is always true
if (condmet)
{
if (logging)
{
log(this.ship.name,"Conditions met");
}
// always call the configuration function at this point
if (priorities[i].configuration)
{
priorities[i].configuration.call(this);
}
// this is what we're doing
if (priorities[i].behaviour)
{
if (logging)
{
log(this.ship.name,"Executing behaviour");
}
if (priorities[i].reconsider)
{
_resetReconsideration.call(this,priorities[i].reconsider);
}
return priorities[i].behaviour;
}
// otherwise this is what we might be doing
if (priorities[i].truebranch)
{
if (logging)
{
log(this.ship.name,"Entering truebranch");
}
var branch = _reconsiderList.call(this,priorities[i].truebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
else
{
if (priorities[i].falsebranch)
{
if (logging)
{
log(this.ship.name,"Entering falsebranch");
}
var branch = _reconsiderList.call(this,priorities[i].falsebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
}
if (this.getParameter(logging))
{
log(this.ship.name,"Exiting branch");
}
return null; // nothing in the list is usable, so return
};
/* Only call this from aiAwoken to avoid loops */
function _reconsider() {
if (!this.ship || !this.ship.isValid || !this.ship.isInSpace)
{
return;
}
this.__cache = {}; // clear short-term cache
// maybe clear long-term cache
if (this.__ltcachestart < clock.adjustedSeconds)
{
this.__ltcache = {};
this.__ltcachestart = clock.adjustedSeconds + 60;
}
if (!this.__ltcache.oolite_nearestStation || !this.__ltcache.oolite_nearestStation.isValid)
{
this.__ltcache.oolite_nearestStation = this.ship.findNearestStation();
}
var newBehaviour = _reconsiderList.call(this,priorityList);
if (newBehaviour == null) {
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had all priorities fail. All priority based AIs should end with an unconditional entry.");
return false;
}
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,newBehaviour);
}
newBehaviour.call(this);
return true;
};
/* Resets the reconsideration timer. (Can't make it later) */
function _resetReconsideration(delay)
{
if (this.ship)
{
var newwake = clock.adjustedSeconds + delay;
if (this.ship.AIScriptWakeTime > newwake || this.ship.AIScriptWakeTime == 0)
{
this.ship.AIScriptWakeTime = newwake;
}
}
};
/* ****************** General AI functions. ************** */
/* These privileged functions interface with the private functions
* and variables. Do not override them. */
/* The simple implementation of this function requires a lot of
* creation and destruction of function objects, which aggravates
* the garbage collector. We avoid this where possible by keeping
* a cache (pre-binding) of the handler objects, and only
* replacing those which have changed. This requires the functions
* to be stored where possible as this. variables (or
* this.prototype. variables) */
this.applyHandlers = function(handlers)
{
/* This handler must always exist for a priority AI, and must
* be set here. */
handlers.aiAwoken = _handlerAIAwoken;
/* This handler must always exist for a priority AI, and must
* be set here. */
handlers.shipDied = _handlerShipDied;
// step 1: go through activeHandlers, and delete those
// functions from this.ship.AIScript that aren't in the new
// handler list
for (var i=activeHandlers.length-1; i >= 0 ; i--)
{
if (handlerCache[activeHandlers[i]] != handlers[activeHandlers[i]])
{
delete this.ship.AIScript[activeHandlers[i]];
delete handlerCache[activeHandlers[i]];
}
}
// step 2: go through the keys in handlers and put those handlers
// into this.ship.AIScript and the keys into activeHandlers
activeHandlers = Object.keys(handlers);
for (var i=activeHandlers.length-1; i >= 0 ; i--)
{
// unset or not deleted in step 1
if (!this.ship.AIScript[activeHandlers[i]])
{
handlerCache[activeHandlers[i]] = handlers[activeHandlers[i]];
if(handlers[activeHandlers[i]])
{
this.ship.AIScript[activeHandlers[i]] = handlers[activeHandlers[i]].bind(this);
}
else
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had an invalid entry for handler "+activeHandlers[i]+". Skipped.");
}
}
}
}
/* Do not call this directly. It is called automatically on ship death. Deliberately not documented. */
this.cleanup = function()
{
// stop timers
var etimer = this.getParameter("oolite_internal_ecmtimer");
if (etimer && etimer.isRunning)
{
etimer.stop();
}
// break links to disconnect this from GC roots a little sooner
delete this.ship.AIScript.oolite_priorityai;
this.applyHandlers({});
this.ship.AIScriptWakeTime = 0;
delete this.ship.AIScript.aiAwoken;
Object.defineProperty(this, "ship", {
value: ship,
writable: true,
enumerable: true,
configurable: true
});
delete this.ship;
delete this.parameters; // might contain entities
}
this.clearHandlers = function()
{
// delete all handlers to allow rebinding
activeHandlers = Object.keys(handlerCache);
for (var i=0; i < activeHandlers.length ; i++)
{
delete this.ship.AIScript[activeHandlers[i]];
}
handlerCache = {};
delete this.ship.AIScript.aiAwoken;
delete this.ship.AIScript.shipDied;
}
this.communicate = function(key,params,priority)
{
if (!worldScripts["oolite-libPriorityAI"].$commsAllowed)
{
// comms temporarily disabled
return;
}
if (priority > 1)
{
var send = clock.adjustedSeconds - lastCommSent;
if (priority == 2)
{
if (send < 10)
{
return;
}
}
else
{
var recv = clock.adjustedSeconds - lastCommHeard;
if (priority == 3)
{
if (recv < 10 || send < 10)
{
return;
}
}
else
{
if (recv < 60 || send < 60)
{
return;
}
}
}
}
var template = worldScripts["oolite-libPriorityAI"]._getCommunication(commsRole,commsPersonality,key);
if (template != "")
{
if (params && params.isShip)
{
params = this.entityCommsParams(params);
}
if (template instanceof Function)
{
var message = template(key,params);
}
else
{
var message = expandDescription(template,params);
}
if (message != "")
{
this.ship.commsMessage(message);
lastCommSent = clock.adjustedSeconds;
}
else
{
// this is for debugging: ordinarily this is legitimate
// log(this.name,"Empty message for "+key);
}
}
}
this.communicationsPersonality = function()
{
return commsPersonality;
}
this.communicationsRole = function()
{
return commsRole;
}
this.fireECM = function()
{
if (this.getParameter("oolite_internal_ecmtimer"))
{
return;
}
// give a chance for missiles fired close to their target to
// hit before it can use ECM
var delay = (12-this.ship.accuracy)/4; // 0.5 - 4.25
var etimer = new Timer(this,function() {
if (this.ship)
{
this.ship.fireECM()
this.setParameter("oolite_internal_ecmtimer",null);
}
}.bind(this),delay);
this.setParameter("oolite_internal_ecmtimer",etimer);
}
this.getParameter = function(key)
{
if (key in parameters)
{
return parameters[key];
}
return null;
}
this.getWaypointGenerator = function()
{
return waypointgenerator;
}
this.noteCommsHeard = function()
{
lastCommHeard = clock.adjustedSeconds;
}
/* Requests reconsideration of behaviour ahead of schedule. */
this.reconsiderNow = function()
{
if (this.ship && this.ship.accuracy !== undefined)
{
// 0.1 - 1.6 seconds depending on accuracy
_resetReconsideration.call(this,0.1+((10-this.ship.accuracy)/10));
}
}
this.reconsiderIn = function(delta)
{
if (delta >= 0.1)
{
_resetReconsideration.call(this,delta);
}
}
this.setCommunicationsRole = function(role)
{
commsRole = role;
// If personality is generic, or doesn't exist in this role,
// pick a new one from the allowed list.
var cps = worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities(role);
if (commsPersonality == "generic" || cps.indexOf(commsPersonality) == -1)
{
/* Allow group leaders to optionally set their own
* personality on ships in their group with the same
* role. This bit is for setting a follower's
* personality. */
var pmatch = this.getParameter("oolite_personalityMatchesLeader");
if (pmatch && Math.random() < pmatch)
{
if (this.ship.group)
{
var l = this.ship.group.leader;
if (l && l != this.ship && l.AIScript.oolite_priorityai)
{
if (l.AIScript.oolite_priorityai.communicationsRole() == role)
{
var lp = l.AIScript.oolite_priorityai.communicationsPersonality();
if (lp != "generic")
{
this.setCommunicationsPersonality(lp);
return;
}
}
}
}
}
if (cps.length > 0)
{
if (cps.length == 1)
{
this.setCommunicationsPersonality(cps[0]);
}
else
{
var cpx = this.ship.entityPersonality % cps.length;
if (cps[cpx] != "generic")
{
this.setCommunicationsPersonality(cps[cpx]);
}
else
{
var cpx2 = this.ship.entityPersonality % (cps.length-1);
if (cpx2 >= cpx)
{
++cpx2; // don't pick the same as cpx
}
this.setCommunicationsPersonality(cps[cpx2]);
}
}
}
/* Set personalities of followers */
if (pmatch && this.ship.group && this.ship.group.leader == this.ship)
{
var fs = this.ship.group.ships;
for (var i=fs.length-1;i>=0;--i)
{
if (fs[i] != this.ship && Math.random() < pmatch && fs[i].AIScript.oolite_priorityai)
{
if (fs[i].AIScript.oolite_priorityai.communicationsRole() == role)
{
fs[i].AIScript.oolite_priorityai.setCommunicationsPersonality(commsPersonality);
}
}
}
}
}
}
this.setCommunicationsPersonality = function(personality)
{
commsPersonality = personality;
}
// parameters created by Oolite must always be prefixed oolite_
this.setParameter = function(key, value)
{
parameters[key] = value;
}
this.setPriorities = function(priorities,delay)
{
priorityList = priorities;
this.clearHandlers();
this.applyHandlers({});
if (delay && delay > 0)
{
_resetReconsideration.call(this,delay);
}
else
{
_resetReconsideration.call(this,Math.random());
}
}
// set the waypoint generator function
this.setWaypointGenerator = function(value)
{
waypointgenerator = value;
}
}; // end object constructor
/* Object prototype */
PriorityAIController.prototype.constructor = PriorityAIController;
PriorityAIController.prototype.name = this.name;
/* ****************** AI utility functions. ************** */
/* These functions provide standard checks for consistency in
* conditions and other functions. */
PriorityAIController.prototype.allied = function(ship1,ship2)
{
if (!ship1.isShip || !ship2.isShip)
{
return false;
}
// ships in same group
var g1 = ship1.group;
if (g1 && g1.containsShip(ship2))
{
return true;
}
if (g1 && g1.leader)
{
// ship1 is escort of ship in same group as ship2
if (g1.leader.group && g1.leader.group.containsShip(ship2))
{
return true;
}
}
// or in reverse, ship2 is the escort
var g2 = ship2.group;
if (g2 && g2.leader)
{
// ship2 is escort of ship in same group as ship1
if (g2.leader.group && g2.leader.group.containsShip(ship1))
{
return true;
}
}
// ship1 is escort of a ship, ship2 is escort of a ship, both
// those ships are in the same group
if (g1 && g2 && g1.leader && g2.leader && g1.leader.group && g1.leader.group.containsShip(g2.leader))
{
return true;
}
// all thargoids are allied with each other
// all police are allied with each other
if (ship1.scanClass == "CLASS_THARGOID" || ship1.scanClass == "CLASS_POLICE")
{
if (ship1.scanClass == ship2.scanClass)
{
return true;
}
}
// main and other galcop stations allied with police
if (ship1.isStation && (ship1.allegiance == "galcop" || ship1.isMainStation) && ship2.scanClass == "CLASS_POLICE")
{
return true;
}
if (ship2.isStation && (ship2.allegiance == "galcop" || ship2.isMainStation) && ship1.scanClass == "CLASS_POLICE")
{
return true;
}
// Okay, these ships really do have nothing to do with each other...
return false;
}
PriorityAIController.prototype.broadcastAttackMessage = function(target,code,priority)
{
var msgcode = "oolite_"+code+"Attack";
var scan = target.scanClass;
if (scan == "CLASS_THARGOID") {
msgcode += "Thargoid";
} else if (scan == "CLASS_ROCK" || scan == "CLASS_CARGO" || scan == "CLASS_BUOY" || scan == "CLASS_MISSILE" || scan == "CLASS_MINE") {
msgcode += "Inanimate";
}
this.communicate(msgcode,target,priority);
}
PriorityAIController.prototype.broadcastDistressMessage = function()
{
if (this.__ltcache.oolite_sentDistressMessage)
{
return;
}
this.__ltcache.oolite_sentDistressMessage = true;
this.ship.broadcastDistressMessage();
if (this.ship.AIPrimaryAggressor)
{
this.communicate("oolite_makeDistressCall",this.ship.AIPrimaryAggressor,2);
}
}
PriorityAIController.prototype.checkScannerWithPredicate = function(predicate)
{
var scan = this.getParameter("oolite_scanResults");
if (scan == null || predicate == null)
{
return false;
}
// if current target matches, use that
if (this.ship.target && predicate.call(this,this.ship.target))
{
this.setParameter("oolite_scanResultSpecific",this.ship.target);
return true;
}
var sl = scan.length;
// use a random offset so if several ships make the same scan
// they don't all pick the same target
var offset = Math.floor(Math.random()*sl);
for (var i = 0 ; i < sl ; i++)
{
var io = (i+offset)%sl;
if (predicate.call(this,scan[io]))
{
// stops ships near the witchpoint beginning an attack on the player
// before they've even got ship control back
if (scan[io].status != "STATUS_EXITING_WITCHSPACE")
{
this.setParameter("oolite_scanResultSpecific",scan[io]);
return true;
}
else
{
// something's coming out; reconsider sooner
this.reconsiderIn(5);
}
}
}
return false;
}
PriorityAIController.prototype.cruiseSpeed = function()
{
if (this.__ltcache.oolite_cruiseSpeed)
{
return this.__ltcache.oolite_cruiseSpeed;
}
var cruise = this.ship.maxSpeed * 0.8;
var ignore = this.ship.maxSpeed / 4;
var grouped = false;
if (this.ship.group)
{
var gs = this.ship.group.ships;
if (gs.length > 1)
{
grouped = true;
}
for (var i = gs.length-1 ; i >= 0 ; i--)
{
var spd = gs[i].maxSpeed;
if (spd >= ignore && cruise > spd)
{
cruise = spd*0.95;
}
}
}
if (this.ship.escortGroup)
{
var gs = this.ship.escortGroup.ships;
if (gs.length > 1)
{
grouped = true;
}
for (var i = gs.length-1 ; i >= 0 ; i--)
{
var spd = gs[i].maxSpeed;
if (spd >= ignore && cruise > spd)
{
cruise = spd;
}
}
}
if (!grouped)
{
// not in a group, so don't need to slow down for others to catch up
cruise = this.ship.maxSpeed;
}
this.__ltcache.oolite_cruiseSpeed = cruise;
return cruise;
}
PriorityAIController.prototype.distance = function(entity)
{
if (!entity)
{
return 0;
}
if (this.__cache.oolite_position === undefined)
{
this.__cache.oolite_position = this.ship.position;
}
return this.__cache.oolite_position.distanceTo(entity);
}
// gets a standard comms params object
PriorityAIController.prototype.entityCommsParams = function(entity)
{
var params = {};
if (entity)
{
if (entity.isShip)
{
// TODO: extend the ship object so more precise names can be
// returned?
params["oolite_entityClass"] = entity.shipClassName;
if (entity.shipUniqueName != "")
{
params["oolite_entityName"] = entity.shipUniqueName;
}
else
{
params["oolite_entityName"] = entity.displayName;
}
if (!entity.isPlayer)
{
var crew = entity.crew;
if (entity.crew && entity.crew.length > 0)
{
params["oolite_entityCrew"] = entity.crew[0].name;
}
else
{
params["oolite_entityCrew"] = params["oolite_entityName"];
}
}
else
{
params["oolite_entityCrew"] = player.name;
}
}
else if (entity.name)
{
params["oolite_entityClass"] = entity.name;
params["oolite_entityName"] = entity.name;
params["oolite_entityCrew"] = entity.name;
}
}
return params;
}
PriorityAIController.prototype.fineThreshold = function()
{
if (!this.__ltcache.oolite_fineThreshold)
{
this.__ltcache.oolite_fineThreshold = 50 - (system.info.government * 6);
}
return this.__ltcache.oolite_fineThreshold;
}
// May need to move this and hostileStation to native code for efficiency
PriorityAIController.prototype.friendlyStation = function(station)
{
if (!station || !station.isValid || !station.isInSpace)
{
return false;
}
// home station always friendly unless actually shooting at you
if (station != this.__ltcache.oolite_homeStation)
{
var allegiance = this.stationAllegiance(station);
// thargoid stations unfriendly to non-thargoid and vice versa
if (allegiance == "thargoid" && this.ship.scanClass != "CLASS_THARGOID")
{
return false;
}
if (allegiance != "thargoid" && this.ship.scanClass == "CLASS_THARGOID")
{
return false;
}
// hunter stations attack any ship without bounty
if (allegiance == "hunter" && this.ship.bounty > 0)
{
return false;
}
// galcop stations likely to be hostile to certain ships
if (allegiance == "galcop" && (this.ship.bounty > this.fineThreshold() || this.ship.isPirate))
{
return false;
}
// pirate stations hostile to bounty-free ships
if (allegiance == "pirate" && (this.ship.bounty == 0 || this.shipInRoleCategory(this.ship,"oolite-pirate-victim")))
{
return false;
}
// pirates won't dock at neutral stations
if (allegiance == "neutral" && this.ship.isPirate)
{
return false;
}
// restricted+private stations never count as friendly: AI must use custom routines
if (allegiance == "restricted" || allegiance == "private")
{
return false;
}
}
return (station.target != this.ship || !station.hasHostileTarget);
}
PriorityAIController.prototype.homeStation = function()
{
if (this.__ltcache.oolite_homeStation === null)
{
return null;
}
if (this.__ltcache.oolite_homeStation !== undefined && this.__ltcache.oolite_homeStation.isValid)
{
return this.__ltcache.oolite_homeStation;
}
// home station might be the owner of the ship, or might just
// be a group member
if (this.ship.owner && this.ship.owner.isStation && this.friendlyStation(this.ship.owner))
{
this.__ltcache.oolite_homeStation = this.ship.owner;
return this.ship.owner;
}
if (this.ship.group)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship && gs[i].isStation && this.friendlyStation(gs[i]))
{
this.__ltcache.oolite_homeStation = gs[i];
return gs[i];
}
}
}
this.__ltcache.oolite_homeStation = null;
return null;
}
// this is mostly, but not entirely, a mirror of friendlyStation to
// get certain things (e.g. pirates) to work, unfortunately, it can't
// be an exact negation
PriorityAIController.prototype.hostileStation = function(station)
{
if (!station || !station.isValid || !station.isInSpace)
{
return false;
}
// home station not hostile unless actually shooting at you
if (station != this.__ltcache.oolite_homeStation)
{
var allegiance = this.stationAllegiance(station);
// thargoid stations unfriendly to non-thargoid and vice versa
if (allegiance == "thargoid" && this.ship.scanClass != "CLASS_THARGOID")
{
return true;
}
if (allegiance != "thargoid" && this.ship.scanClass == "CLASS_THARGOID")
{
return true;
}
// hunter stations attack any ship without bounty
if (allegiance == "hunter" && this.ship.bounty > 0)
{
return true;
}
// galcop stations likely to be hostile to certain ships
if (allegiance == "galcop" && (this.ship.bounty > this.fineThreshold() || this.ship.isPirate))
{
return true;
}
// pirate stations hostile to bounty-free ships
if (allegiance == "pirate" && (this.ship.bounty == 0 || this.shipInRoleCategory(this.ship,"oolite-pirate-victim")))
{
return true;
}
// neutral, chaotic and private stations don't count as unfriendly
// restricted stations should always be considered unfriendly
if (allegiance == "restricted")
{
return true;
}
}
return (station.target == this.ship && station.hasHostileTarget);
}
PriorityAIController.prototype.ignorePlayerFriendlyFire = function()
{
var whom = player.ship;
if (whom.target == this.ship)
{
return false; // was probably intentional
}
if (this.getParameter("oolite_lastAssist") == whom)
{
// player has helped this ship in this fight so is probably on the same side.
if (Math.random() < 0.5)
{
// don't forgive too often
this.setParameter("oolite_lastAssist",null);
}
return true;
}
// don't trust ships with opposite legal status
if ((this.ship.bounty==0)==(whom.bounty==0))
{
// player could have meant to do that
if (!this.getParameter("oolite_playerFriendlyFireAlready"))
{
var friendlyRoles = this.getParameter("oolite_friendlyRoles");
if (Array.isArray(friendlyRoles))
{
for (var i=friendlyRoles.length-1;i>=0;i--)
{
if (this.shipInRoleCategory(whom,friendlyRoles[i]))
{
// only allow one!
this.setParameter("oolite_playerFriendlyFireAlready",true);
return true;
}
}
}
}
}
return false;
}
PriorityAIController.prototype.isAggressive = function(ship)
{
if (ship && ship.isPlayer)
{
return !ship.isFleeing;
}
return ship && ship.hasHostileTarget && !ship.isFleeing && !ship.isDerelict;
}
PriorityAIController.prototype.isEscaping = function(ship)
{
if (this.getParameter("oolite_flag_continueUnlikelyPursuits") != null)
{
return false;
}
return !this.isAggressive(ship) && this.distance(ship) > 15000 && ship.speed > this.ship.maxSpeed && ship.speed > this.ship.speed;
}
PriorityAIController.prototype.isFighting = function(ship)
{
if (ship.isPlayer)
{
return !ship.isFleeing; // have to assume aggressive
}
return ship && ship.target && ship.hasHostileTarget;
}
/* Call just before switching target to a more serious threat, whom is
* the more serious threat */
PriorityAIController.prototype.noteDistraction = function(whom)
{
if (this.ship.target)
{
if (this.ship.target.script && this.ship.target.script.shipAttackerDistracted)
{
this.ship.target.script.shipAttackerDistracted(whom);
}
if (this.ship.target.AIScript && this.ship.target.AIScript.shipAttackerDistracted)
{
this.ship.target.AIScript.shipAttackerDistracted(whom);
}
}
}
PriorityAIController.prototype.oddsAssessment = function()
{
if (this.__cache.oolite_oddsAssessment)
{
return this.__cache.oolite_oddsAssessment;
}
var target = this.ship.target;
if (!target)
{
return 10;
}
var us = 0;
var them = 0;
var i = 0;
var ship;
us += this.threatAssessment(this.ship,true)
var group;
if ((group = this.ship.group))
{
var gs = group.ships;
for (i = gs.length-1; i >= 0 ; i--)
{
ship = gs[i]
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
if (group.leader && group.leader.group != group)
{
gs = group.leader.group.ships;
// don't want escorts running off early
for (i = gs.length-1; i >= 0 ; i--)
{
ship = gs[i];
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
}
}
var egroup;
if ((egroup = this.ship.escortGroup) && egroup != this.ship.group)
{
var gs = egroup.ships;
for (i = gs.length-1 ; i >= 0 ; i--)
{
ship = gs[i];
if (ship != this.ship && ship.position.distanceTo(target) < this.scannerRange)
{
us += this.threatAssessment(ship,true);
}
}
}
// If the ship is in combat, it's almost certainly assessing a
// ship which is in combat with it. If the ship is not in combat,
// use the (usually smaller) non-combat assessment to encourage
// pile-ons
var full = this.conditionInCombat();
them += this.threatAssessment(target,full)
if (target.group)
{
var gs = target.group.ships;
for (i = gs.length - 1 ; i >= 0 ; i--)
{
ship = gs[i]
if (ship != target && this.distance(ship) < this.scannerRange)
{
them += this.threatAssessment(ship,full);
}
}
}
if (target.escortGroup && target.escortGroup != target.group)
{
var gs = target.escortGroup.ships;
for (i = gs.length - 1 ; i >= 0 ; i--)
{
ship = gs[i]
if (ship != target && this.distance(ship) < this.scannerRange)
{
them += this.threatAssessment(ship,full);
}
}
}
this.__cache.oolite_oddsAssessment = us/them;
return this.__cache.oolite_oddsAssessment;
}
PriorityAIController.prototype.playerRoleAssessment = function()
{
/* For the player, we pick one entry of their role array at
* random when first asked, then preserve it. Group members
* will take the role their group leader has set, and keep it
* until they get a group leader with different opinions. */
var role = null;
// grab role assessment from current group leader
var leader = null;
if (this.ship.group && (leader = this.ship.group.leader) && leader.AIScript.oolite_intership)
{
// if leader hasn't decided on a role, make them do so
if (leader.AIScript.oolite_intership.oolite_player_role === undefined)
{
leader.AIScript.oolite_intership.oolite_player_role = player.roleWeights[Math.floor(Math.random()*player.roleWeights.length)];
}
role = leader.AIScript.oolite_intership.oolite_player_role;
// save leader's decision
this.ship.AIScript.oolite_intership.oolite_player_role = role;
}
else
// group leader does not exist or does not have useful AI
{
// already decided what the player's role is
if (this.ship.AIScript.oolite_intership.oolite_player_role !== undefined)
{
role = this.ship.AIScript.oolite_intership.oolite_player_role;
}
else
{
role = player.roleWeights[Math.floor(Math.random()*player.roleWeights.length)];
this.ship.AIScript.oolite_intership.oolite_player_role = role; // save decision
}
}
this.playerRole = role;
}
/* Be very careful with 'passon' parameter to avoid infinite loops */
PriorityAIController.prototype.respondToThargoids = function(whom,passon)
{
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
return false;
}
// non-thargoid being attacked by thargoid
if (this.ship.target && this.ship.target.scanClass != "CLASS_THARGOID")
{
if (passon)
{
this.noteDistraction(whom);
}
this.ship.target = whom; // thargoid gets priority
if (passon)
{
this.ship.requestHelpFromGroup(); // tell the rest!
this.communicate("oolite_thargoidAttack",whom,2);
}
}
var dts = this.ship.defenseTargets;
for (var i = 0; i < dts.length ; i++)
{
if (dts[i].scanClass != "CLASS_THARGOID" && dts[i].scanClass != "CLASS_MISSILE" && dts[i].scanClass != "CLASS_MINE")
{
// safe: dts is a copy of the real data
this.ship.removeDefenseTarget(dts[i]);
}
}
return true;
}
PriorityAIController.prototype.setWitchspaceRouteTo = function(dest)
{
if (!dest)
{
return this.configurationSelectWitchspaceDestination();
}
if (dest == system.ID)
{
this.setParameter("oolite_witchspaceDestination",-1);
return;
}
var info = System.infoForSystem(galaxyNumber,dest);
if (system.info.distanceToSystem(info) < this.ship.fuel)
{
this.setParameter("oolite_witchspaceDestination",dest);
this.communicate("oolite_selectedWitchspaceDestination",{"oolite_witchspaceDestination":info.name},4);
return;
}
else
{
var route = system.info.routeToSystem(info);
if (!route)
{
this.setParameter("oolite_witchspaceDestination",-1);
return;
}
var next = route.route[1];
if (system.info.distanceToSystem(System.infoForSystem(galaxyNumber,next)) < this.ship.fuel)
{
this.setParameter("oolite_witchspaceDestination",next);
this.communicate("oolite_selectedWitchspaceDestination",{"oolite_witchspaceDestination":System.infoForSystem(galaxyNumber,next).name},4);
return;
}
this.setParameter("oolite_witchspaceDestination",null);
}
}
PriorityAIController.prototype.shipHasRiskyContracts = function(ship)
{
var cs = ship.parcels;
for (var i = cs.length-1; i >= 0 ; i--)
{
if (cs[i].risk == 1 && Math.random() < 0.1)
{
return true;
}
if (cs[i].risk == 2 && Math.random() < 0.5)
{
return true;
}
}
cs = ship.passengers;
for (i = cs.length-1; i >= 0 ; i--)
{
if (cs[i].risk == 1 && Math.random() < 0.1)
{
return true;
}
if (cs[i].risk == 2 && Math.random() < 0.5)
{
return true;
}
}
return false;
}
/* Check role category membership allowing for player role assessment */
PriorityAIController.prototype.shipInRoleCategory = function(ship,category)
{
if (ship.isPlayer)
{
// recheck every so often in case we change groups
if (this.__ltcache.oolite_shipInRoleCategory === undefined)
{
this.__ltcache.oolite_shipInRoleCategory = 1;
this.playerRoleAssessment();
}
return Ship.roleIsInCategory(this.playerRole,category);
}
else // NPCs are easier!
{
return Ship.roleIsInCategory(ship.primaryRole,category);
}
}
PriorityAIController.prototype.stationAllegiance = function(station)
{
if (station.allegiance)
{
return station.allegiance;
}
else
{
var allegiance = "neutral";
if (station.isMainStation)
{
allegiance = "galcop";
}
else if (station.scanClass == "CLASS_THARGOID")
{
allegiance = "thargoid";
}
else if (station.scanClass == "CLASS_MILITARY" || station.scanClass == "CLASS_POLICE")
{
allegiance = "hunter";
}
else if (station.bounty > 0)
{
allegiance = "pirate";
}
else
{
var ses = station.subEntities;
for (var i = 0; i < ses.length ; i++)
{
if (ses[i].isTurret)
{
allegiance = "hunter";
break;
}
}
}
if (allegiance == "neutral" && system.mainStation.position.distanceTo(station) < 51200)
{
allegiance = "galcop"; // neutral stations in aegis
}
// cache default value
station.allegiance = allegiance;
return allegiance;
}
}
PriorityAIController.prototype.threatAssessment = function(ship,full)
{
if (ship.isStation && this.getParameter("oolite_flag_fightsNearHostileStations"))
{
return 1; // mostly ignore stations in assessment
}
var ta = worldScripts["oolite-libPriorityAI"]._threatAssessment(ship,full);
if (!full && ship.isPlayer && ship.alertCondition < 3 && this.playerRole != "player-unknown")
{
// we haven't already added on the player's skill bonus, but
// the player is somewhat known
ta += Math.pow(player.score,0.33)/10;
}
return ta;
}
/* ****************** Condition functions ************** */
/* Conditions. Any function which returns true or false can be used as
* a condition. They do not have to be part of the AI library, but
* several common conditions are provided here. */
/*** Combat-related conditions ***/
PriorityAIController.prototype.conditionCascadeDetected = function()
{
var cpos = this.getParameter("oolite_cascadeDetected");
if (cpos != null)
{
if (this.distance(cpos) < this.scannerRange)
{
return true;
}
this.setParameter("oolite_cascadeDetected",null);
}
return false;
}
PriorityAIController.prototype.conditionCombatOddsTerrible = function()
{
if (this.getParameter("oolite_flag_surrendersEarly"))
{
return this.oddsAssessment() < 0.65;
}
else
{
return this.oddsAssessment() < 0.375;
}
}
PriorityAIController.prototype.conditionCombatOddsBad = function()
{
if (this.getParameter("oolite_flag_surrendersLate"))
{
return this.oddsAssessment() < 0.375;
}
else
{
return this.oddsAssessment() < 0.65;
}
}
PriorityAIController.prototype.conditionCombatOddsGood = function()
{
return this.oddsAssessment() >= 1.2;
}
PriorityAIController.prototype.conditionCombatOddsExcellent = function()
{
return this.oddsAssessment() >= 2.5;
}
// group has taken too many losses
PriorityAIController.prototype.conditionGroupAttritionReached = function()
{
var group;
if (!(group = this.ship.group))
{
return false;
}
var cgp = this.getParameter("oolite_groupPower");
if (!cgp)
{
this.setParameter("oolite_groupPower",group.count);
return false;
}
if (group.count > cgp)
{
this.setParameter("oolite_groupPower",group.count);
return false;
}
return group.count < cgp*0.75;
}
PriorityAIController.prototype.conditionGroupSuppliesLow = function()
{
var group;
if (!(group = this.ship.group))
{
return this.ship.damageAssessment() > 0;
}
var assessment = 0;
var gs = group.ships;
for (var i = gs.length-1; i >= 0; i--)
{
assessment += gs[i].damageAssessment();
}
return (assessment > gs.length / 2); // over half ships have low supplies
}
PriorityAIController.prototype.conditionInCombat = function()
{
if (this.__cache.oolite_conditionInCombat !== undefined)
{
return this.__cache.oolite_conditionInCombat;
}
this.__cache.oolite_conditionInCombat = (this.ship.alertCondition==3);
if (!this.__cache.oolite_conditionInCombat)
{
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
}
return this.__cache.oolite_conditionInCombat;
/*
if (this.isFighting(this.ship))
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
var dts = this.ship.defenseTargets;
for (var i=dts.length-1; i >= 0; i--)
{
if (this.isFighting(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.distance(gs[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.distance(gs[i]) < this.scannerRange)
{
this.__cache.oolite_conditionInCombat = true;
return true;
}
}
}
this.__cache.oolite_conditionInCombat = false;
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
*/
}
/* Ships being attacked are firing back */
PriorityAIController.prototype.conditionInCombatWithHostiles = function()
{
if (this.isFighting(this.ship) && this.isAggressive(this.ship.target))
{
return true;
}
var dts = this.ship.defenseTargets;
for (var i=dts.length-1; i >= 0; i--)
{
if (this.isAggressive(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
else
{
// this is safe to do mid-loop as dts is a copy of the
// actual defense target list
this.ship.removeDefenseTarget(dts[i]);
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.isAggressive(gs[i].target))
{
return true;
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (this.isFighting(gs[i]) && this.isAggressive(gs[i].target))
{
return true;
}
}
}
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
}
PriorityAIController.prototype.conditionLosingCombat = function()
{
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < this.scannerRange)
{
return true;
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
if (!this.conditionInCombat())
{
this.setParameter("oolite_lastFleeing",null);
return false;
}
var en = this.ship.energy;
var maxen = this.ship.maxEnergy;
if (en == maxen)
{
// forget previous defeats
if (!this.conditionCombatOddsTerrible())
{
this.setParameter("oolite_lastFleeing",null);
}
}
if (this.getParameter("oolite_flag_fleesPreemptively") && this.ship.fuel > 0 && this.ship.equipmentStatus("EQ_FUEL_INJECTION") == "EQUIPMENT_OK")
{
// ships of this behaviour will run away from anything if they
// still have fuel
return true;
}
var lastThreat = this.getParameter("oolite_lastFleeing");
if (lastThreat != null && this.distance(lastThreat) < this.scannerRange)
{
// the thing that attacked us is still nearby
return true;
}
if (en * 4 < maxen)
{
// TODO: adjust threshold based on group odds
return true; // losing if less than 1/4 energy
}
var dts = this.ship.defenseTargets;
for (var i = dts.length-1 ; i >= 0 ; i--)
{
if (dts[i].scanClass == "CLASS_MISSILE" && dts[i].target == this.ship)
{
this.ship.target = dts[i]; // specifically flee the missile
return true;
}
if (dts[i].scanClass == "CLASS_MINE" && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
}
// if we've dumped cargo or the group leader has, then we're losing
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
if (en * 2 < maxen)
{
if (this.conditionCombatOddsBad())
{
// outnumbered; losing earlier
return true;
}
}
if (this.conditionCombatOddsTerrible())
{
if (!this.ship.isFleeing)
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader == this.ship)
{
this.communicate("oolite_groupIsOutnumbered",{},2);
}
else
{
this.communicate("oolite_groupIsOutnumbered",{},4);
}
}
// badly outnumbered; losing
return true;
}
if (!this.getParameter("oolite_flag_fightsNearHostileStations"))
{
if (this.__ltcache.oolite_nearestStation && this.__ltcache.oolite_nearestStation.isValid && this.distance(this.__ltcache.oolite_nearestStation) < 51200 && this.hostileStation(this.__ltcache.oolite_nearestStation))
{
// if there is a hostile station nearby, probably best to leave
return true;
}
}
return false; // not losing yet
}
PriorityAIController.prototype.conditionMothershipInCombat = function()
{
if (this.ship.group)
{
var leader = this.ship.group.leader;
if (leader && leader != this.ship)
{
if (this.distance(leader) > this.scannerRange)
{
return false; // can't tell
}
if (this.isFighting(leader))
{
return true;
}
var ltarget = leader.target;
if (ltarget && ltarget.target == leader && ltarget.hasHostileTarget)
{
return true;
}
var dts = leader.defenseTargets;
for (var i = dts.length-1 ; i >= 0 ; i--)
{
if (dts[i].target == leader && dts[i].hasHostileTarget)
{
return true;
}
}
return false;
}
}
// no mothership
return false;
}
PriorityAIController.prototype.conditionMothershipIsAttacking = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader && leader.target && this.isFighting(leader) && this.distance(leader.target) < this.scannerRange)
{
return true;
}
}
return false;
}
// as MothershipIsAttacking, but leader.target must be aggressive
PriorityAIController.prototype.conditionMothershipIsAttackingHostileTarget = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader && leader.target && this.isFighting(leader) && this.isAggressive(leader.target) && this.distance(leader.target) < this.scannerRange)
{
return true;
}
}
return false;
}
PriorityAIController.prototype.conditionMothershipUnderAttack = function()
{
if (this.ship.group && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader && leader.target && leader.target.target == leader && leader.target.hasHostileTarget && this.distance(leader.target) < this.scannerRange)
{
return true;
}
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && dts[i].hasHostileTarget && this.distance(dts[i]) < this.scannerRange)
{
return true;
}
}
return false;
}
else
{
return false;
}
}
PriorityAIController.prototype.conditionSuppliesLow = function()
{
if (this.__ltcache.oolite_conditionSuppliesLow !== undefined)
{
return this.__ltcache.oolite_conditionSuppliesLow;
}
this.__ltcache.oolite_conditionSuppliesLow = (this.ship.damageAssessment() > 0);
return this.__ltcache.oolite_conditionSuppliesLow;
}
/*** Navigation-related conditions ***/
PriorityAIController.prototype.conditionCanWitchspaceOnRoute = function()
{
if (!this.ship.hasHyperspaceMotor)
{
return false;
}
var dest = this.getParameter("oolite_witchspaceDestination");
if (dest == null || dest == -1)
{
return false;
}
return (system.info.distanceToSystem(System.infoForSystem(galaxyNumber,dest)) <= this.ship.fuel);
}
PriorityAIController.prototype.conditionCanWitchspaceOut = function()
{
if (!this.ship.hasHyperspaceMotor)
{
return false;
}
return (system.info.systemsInRange(this.ship.fuel).length > 0);
}
PriorityAIController.prototype.conditionFriendlyStationExists = function()
{
if (this.__cache.oolite_friendlyStationExists !== undefined)
{
return this.__cache.oolite_friendlyStationExists;
}
var stations = system.stations;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
this.__cache.oolite_friendlyStationExists = true;
return true;
}
}
this.__cache.oolite_friendlyStationExists = false;
return false;
}
PriorityAIController.prototype.conditionFriendlyStationNearby = function()
{
if (!this.__ltcache.oolite_nearestStation)
{
return false;
}
return this.friendlyStation(this.__ltcache.oolite_nearestStation) && this.distance(this.__ltcache.oolite_nearestStation) < this.scannerRange;
}
PriorityAIController.prototype.conditionGroupIsSeparated = function()
{
var group = this.ship.group;
if (!group)
{
return;
}
var leader;
if (group.leader)
{
leader = group.leader;
}
else
{
leader = group.ships[0];
}
if (leader.isStation)
{
// can get 2x as far from station
return (this.distance(leader) > this.scannerRange * 2);
}
else
{
return (this.distance(leader) > this.scannerRange);
}
}
PriorityAIController.prototype.conditionHasSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet && (!planet.isValid || !planet.isPlanet))
{
this.setParameter("oolite_selectedPlanet",null);
return false;
}
return planet != null;
}
PriorityAIController.prototype.conditionHasSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && (!station.isValid || !station.isStation))
{
this.setParameter("oolite_selectedStation",null);
return false;
}
return station != null;
}
PriorityAIController.prototype.conditionHomeStationExists = function()
{
return (this.homeStation() != null);
}
PriorityAIController.prototype.conditionHomeStationNearby = function()
{
var home = this.homeStation();
if (home == null)
{
return false;
}
return this.distance(home) < this.scannerRange;
}
PriorityAIController.prototype.conditionHostileStationNearby = function()
{
if (!this.__ltcache.oolite_nearestStation)
{
return false;
}
return this.hostileStation(this.__ltcache.oolite_nearestStation) && this.distance(this.__ltcache.oolite_nearestStation) < 51200;
}
PriorityAIController.prototype.conditionInInterstellarSpace = function()
{
return system.isInterstellarSpace;
}
PriorityAIController.prototype.conditionMainPlanetNearby = function()
{
if (!system.mainPlanet)
{
return false;
}
if (this.distance(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
PriorityAIController.prototype.conditionNearDestination = function()
{
return (this.distance(this.ship.destination) < this.ship.desiredRange);
}
PriorityAIController.prototype.conditionPlayerNearby = function()
{
return this.distance(player.ship) < this.scannerRange;
}
PriorityAIController.prototype.conditionReadyToSunskim = function()
{
return (system.sun && this.distance(system.sun) < system.sun.radius * 1.15);
}
PriorityAIController.prototype.conditionSelectedStationNearby = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && this.distance(station) < this.scannerRange)
{
return true;
}
return false;
}
PriorityAIController.prototype.conditionSelectedStationNearMainPlanet = function()
{
if (!system.mainPlanet)
{
return false;
}
var station = this.getParameter("oolite_selectedStation");
if (station && station.position.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
PriorityAIController.prototype.conditionStationNearby = function()
{
if (!this.__ltcache.oolite_nearestStation || !this.__ltcache.oolite_nearestStation.isValid)
{
return false;
}
return this.distance(this.__ltcache.oolite_nearestStation) < this.scannerRange*2;
}
PriorityAIController.prototype.conditionSunskimPossible = function()
{
return (system.sun &&
!system.sun.hasGoneNova &&
!system.sun.isGoingNova &&
this.ship.fuel < 7 &&
this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" &&
(this.ship.heatInsulation > 1000/this.ship.maxSpeed || this.ship.heatInsulation >= 12));
}
PriorityAIController.prototype.conditionWormholeNearby = function()
{
var holes = system.wormholes;
for (var i=holes.length-1; i >= 0 ; i--)
{
var hole = holes[i];
if (hole.expiryTime > clock.adjustedSeconds && this.distance(hole) < this.scannerRange)
{
this.__cache.oolite_wormholeNearby = hole;
return true;
}
}
return false;
}
/*** Pirate conditions ***/
PriorityAIController.prototype.conditionCargoDemandsMet = function()
{
if (!this.getParameter("oolite_flag_watchForCargo"))
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" is asking if cargo demands are met but has not set 'oolite_flag_watchForCargo'");
return true;
}
var seen = this.getParameter("oolite_cargoDropped");
if (seen != null)
{
var recorder = null;
var demand = 0;
if (this.ship.group)
{
if (this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.group.leader.AIScript.oolite_intership.cargodemandmet)
{
return true;
}
recorder = this.ship.group.leader;
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
}
else if (this.ship.group.ships[0].AIScript.oolite_intership && this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded > 0)
{
demand = this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded;
if (this.ship.group.ships[0].AIScript.oolite_intership.cargodemandmet)
{
return true;
}
recorder = this.ship.group.ships[0];
}
}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.AIScript.oolite_intership.cargodemandmet)
{
return true;
}
demand = this.ship.AIScript.oolite_intership.cargodemanded;
recorder = this.ship;
}
}
if (demand == 0)
{
return true; // no demand made
}
if (demand <= seen)
{
recorder.AIScript.oolite_intership.cargodemandmet = true;
return true;
}
}
return false;
}
PriorityAIController.prototype.conditionGroupHasEnoughLoot = function()
{
var used = 0;
var available = 0;
if (!this.ship.group)
{
used = this.ship.cargoSpaceUsed;
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available = this.ship.cargoSpaceAvailable;
}
}
else
{
var gs = this.ship.group.ships;
for (var i = gs.length-1; i >= 0 ; i--)
{
used += gs[i].cargoSpaceUsed;
if (gs[i].equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available += gs[i].cargoSpaceAvailable;
}
}
}
var threshold = 0.33; // normally retreat at 2/3 hold
if (this.conditionGroupAttritionReached())
{
threshold += 0.25; // if losing ships, take off a 1/4 of hold space
}
if (this.conditionGroupSuppliesLow())
{
threshold += 0.25; // if running out of supplies, take off a 1/4 of hold space
}
if (available < (available+used)*threshold || available == 0)
{
return true;
}
return false;
}
PriorityAIController.prototype.conditionPiratesCanBePaidOff = function()
{
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return false;
}
// TODO: need some way for the player to set this
if (!this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
if (this.ship.cargoSpaceUsed < this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
return true;
}
/*** Scanner conditions ***/
PriorityAIController.prototype.conditionScannerContainsAssassinationTarget = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.primaryRole == "escape-capsule";
});
}
PriorityAIController.prototype.conditionScannerContainsCleanShip = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.scanClass == "CLASS_NEUTRAL" || s.scanClass == "CLASS_POLICE") && s.bounty == 0;
});
}
PriorityAIController.prototype.conditionScannerContainsCourier = function()
{
return (this.checkScannerWithPredicate(function(s) {
return (this.shipInRoleCategory(s,"oolite-courier")) || (s.isPlayer && this.shipHasRiskyContracts(s));
}));
}
PriorityAIController.prototype.conditionScannerContainsEscapePods = function()
{
if (!this.conditionCanScoopCargo())
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
return s.primaryRole == "escape-capsule" && s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.ship.maxSpeed;
});
}
PriorityAIController.prototype.conditionScannerContainsFineableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold();
return s.isInSpace && s.bounty <= threshold && s.bounty > 0 && !s.markedForFines && (s.scanClass == "CLASS_NEUTRAL" || s.isPlayer) && !s.isDerelict;
});
}
PriorityAIController.prototype.conditionScannerContainsFugitive = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.bounty > 50 && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_BUOY";
});
}
PriorityAIController.prototype.conditionScannerContainsHuntableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold() / 2;
return s.isInSpace && s.bounty > threshold && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_BUOY";
});
}
PriorityAIController.prototype.conditionScannerContainsSeriousOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = this.fineThreshold();
return s.isInSpace && s.bounty > threshold && s.scanClass != "CLASS_CARGO" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_BUOY";
});
}
PriorityAIController.prototype.conditionScannerContainsHunters = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.primaryRole && this.shipInRoleCategory(s,"oolite-bounty-hunter")) || s.scanClass == "CLASS_POLICE" || (s.isStation && s.isMainStation);
});
}
PriorityAIController.prototype.conditionScannerContainsLoneVictim = function()
{
var scan = this.getParameter("oolite_scanResults");
var others = 0;
var target = null;
for (var i = scan.length-1 ; i >= 0 ; i--)
{
if (!this.allied(this.ship,scan[i]))
{
if (this.shipInRoleCategory(scan[i],"oolite-pirate-victim") && scan[i].cargoSpaceCapacity > 0)
{
target = scan[i];
}
others++;
}
}
if (others == 1)
{
this.setParameter("oolite_scanResultSpecific",target);
return true;
}
return false;
}
PriorityAIController.prototype.conditionScannerContainsMiningOpportunity = function()
{
// if hold full, no
if (!this.conditionCanScoopCargo())
{
return false;
}
// need a mining laser, and for now a forward one
if (!this.ship.forwardWeapon == "EQ_WEAPON_MINING_LASER")
{
return false;
}
return this.conditionScannerContainsRocks();
}
PriorityAIController.prototype.conditionScannerContainsNonThargoid = function()
{
var prioritytargets = this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_BUOY" && s.scanClass != "CLASS_CARGO";
});
if (prioritytargets)
{
return true;
}
return this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID";
});
}
PriorityAIController.prototype.conditionScannerContainsPirateLeader = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.group && s.group.leader == s && this.shipInRoleCategory(s,"oolite-pirate-leader");
});
}
PriorityAIController.prototype.conditionScannerContainsPirateVictims = function()
{
var lpv = this.getParameter("oolite_lastPirateVictim");
return this.checkScannerWithPredicate(function(s) {
// is a pirate victim
// can carry cargo
// hasn't already paid up
return s != lpv && this.shipInRoleCategory(s,"oolite-pirate-victim") && s.cargoSpaceCapacity > 0 && (!s.AIScript || !s.AIScript.oolite_intership || !s.AIScript.oolite_intership.cargodemandpaid);
});
}
PriorityAIController.prototype.conditionScannerContainsReadyThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership") && (!s.escortGroup || s.escortGroup.count <= 16);
});
}
PriorityAIController.prototype.conditionScannerContainsRocks = function()
{
var scan1 = this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.isBoulder;
});
if (scan1)
{
return true;
}
// no boulders, what about asteroids?
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.isMinable;
});
}
PriorityAIController.prototype.conditionScannerContainsSalvage = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.commodity != null;
});
}
PriorityAIController.prototype.conditionScannerContainsSalvageForGroup = function()
{
if (!this.__ltcache.oolite_conditionScannerContainsSalvageForGroup)
{
var maxspeed = 0;
if (this.conditionCanScoopCargo())
{
maxspeed = this.ship.maxSpeed;
}
if (this.ship.group)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1; i >= 0 ; i--)
{
if (gs[i].cargoSpaceAvailable > 0 && gs[i].equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" && gs[i].maxSpeed > maxspeed)
{
maxspeed = gs[i].maxSpeed;
}
}
}
this.__ltcache.oolite_conditionScannerContainsSalvageForGroup = maxspeed;
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.commodity != null && s.velocity.magnitude() < this.__ltcache.oolite_conditionScannerContainsSalvageForGroup;
});
}
PriorityAIController.prototype.conditionScannerContainsSalvageForMe = function()
{
if (!this.conditionCanScoopCargo())
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.commodity != null && s.velocity.magnitude() < this.ship.maxSpeed;
});
}
PriorityAIController.prototype.conditionScannerContainsShipAttackingPirate = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.target && s.hasHostileTarget && s.target.isPirate;
});
}
PriorityAIController.prototype.conditionScannerContainsShipNeedingEscort = function()
{
if (this.ship.bounty == 0)
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty == 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
else
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty > 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
}
PriorityAIController.prototype.conditionScannerContainsSuspiciousShip = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.primaryRole && this.shipInRoleCategory(s,"oolite-police-dislike"));
});
}
PriorityAIController.prototype.conditionScannerContainsThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership");
});
}
PriorityAIController.prototype.conditionScannerContainsTraderEnemy = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.primaryRole && this.shipInRoleCategory(s,"oolite-trader-dislike"));
});
}
PriorityAIController.prototype.conditionScannerContainsTraderSmugglerEnemy = function()
{
return this.checkScannerWithPredicate(function(s) {
return (s.primaryRole && this.shipInRoleCategory(s,"oolite-smuggler-dislike"));
});
}
PriorityAIController.prototype.conditionScannerContainsUnspreadMissile = function()
{
if (!this.getParameter("oolite_flag_autoSpreadMissiles"))
{
return false;
}
return this.checkScannerWithPredicate(function(s) {
var target = this.ship.target;
return (s.scanClass == "CLASS_MISSILE") && s.target == target && s.owner == this.ship.owner && this.distance(s) < 500 && this.distance(target) > s.position.distanceTo(target);
});
}
/*** State conditions ***/
PriorityAIController.prototype.conditionAllEscortsInFlight = function()
{
if (!this.ship.escortGroup)
{
return true; // there are no escorts not in flight
}
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i].status != "STATUS_IN_FLIGHT")
{
return false;
}
}
// if just exited witchspace, escorts might not have rejoined escort
// group yet.
if (!this.ship.group)
{
return true;
}
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i].status != "STATUS_IN_FLIGHT")
{
return false;
}
}
return true;
}
PriorityAIController.prototype.conditionCanScoopCargo = function()
{
if (this.__cache.oolite_conditionCanScoopCargo !== undefined)
{
return this.__cache.oolite_conditionCanScoopCargo;
}
if (this.ship.cargoSpaceAvailable == 0 || this.ship.equipmentStatus("EQ_FUEL_SCOOPS") != "EQUIPMENT_OK")
{
this.__cache.oolite_conditionCanScoopCargo = false;
return false;
}
this.__cache.oolite_conditionCanScoopCargo = true;
return true;
}
PriorityAIController.prototype.conditionCargoIsProfitableHere = function()
{
// only consider these values if the ship has a route defined
if (this.ship.homeSystem != this.ship.destinationSystem)
{
// cargo is always considered profitable in the designated
// destination system (assume they have a prepared buyer)
if (this.ship.destinationSystem && this.ship.destinationSystem == system.ID)
{
return true;
}
// cargo is never considered profitable in the designated source
// system (or you could get ships launching and immediately
// redocking)
if (this.ship.homeSystem && this.ship.homeSystem == system.ID)
{
return false;
}
// and allow ships to be given multi-system trips if wanted
if (this.getParameter("oolite_flag_noDockingUntilDestination"))
{
return false;
}
}
if (!system.mainStation)
{
return false;
}
if (this.__ltcache.oolite_conditionCargoIsProfitableHere == undefined)
{
if (this.ship.cargoSpaceUsed == 0)
{
this.__ltcache.oolite_conditionCargoIsProfitableHere = false;
}
else
{
var cargo = this.ship.cargoList;
var profit = 0;
var multiplier = (system.info.economy <= 3)?-1:1;
var market = system.mainStation.market;
for (var i = cargo.length-1 ; i >= 0 ; i--)
{
var commodity = cargo[i].commodity;
var quantity = cargo[i].quantity;
var adjust = market[commodity].marketEcoAdjustPrice * multiplier * quantity / market[commodity].marketMaskPrice;
profit += adjust;
}
this.__ltcache.oolite_conditionCargoIsProfitableHere = (profit >= 0);
}
}
return this.__ltcache.oolite_conditionCargoIsProfitableHere;
}
PriorityAIController.prototype.conditionCoinFlip = function()
{
return (Math.random() < 0.5);
}
PriorityAIController.prototype.conditionGroupLeaderIsStation = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader.isStation);
}
PriorityAIController.prototype.conditionHasInterceptCoordinates = function()
{
return (this.getParameter("oolite_interceptCoordinates") != null);
}
PriorityAIController.prototype.conditionHasMothership = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship);
}
PriorityAIController.prototype.conditionHasNonThargoidTarget = function()
{
return (this.ship.target && this.ship.target.scanClass != "CLASS_THARGOID");
}
PriorityAIController.prototype.conditionHasReceivedDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
var ts = this.getParameter("oolite_distressTimestamp");
if (aggressor == null || !aggressor.isInSpace || sender == null || !sender.isInSpace || this.distance(sender) > this.scannerRange || ts+30 < clock.adjustedSeconds)
{
// no, or it has expired
this.setParameter("oolite_distressAggressor",null);
this.setParameter("oolite_distressSender",null);
this.setParameter("oolite_distressTimestamp",null);
return false;
}
return true;
}
PriorityAIController.prototype.conditionHasRememberedTarget = function()
{
var rt = this.getParameter("oolite_rememberedTarget");
if (rt != null && (rt.isInSpace || rt.status == "STATUS_ENTERING_WITCHSPACE"))
{
return true;
}
else
{
this.setParameter("oolite_rememberedTarget",null);
return false;
}
}
PriorityAIController.prototype.conditionHasTarget = function()
{
return this.ship.target != null;
}
PriorityAIController.prototype.conditionHasWaypoint = function()
{
return this.getParameter("oolite_waypoint") != null;
}
PriorityAIController.prototype.conditionIsActiveThargon = function()
{
return this.ship.scanClass == "CLASS_THARGOID" && this.ship.hasRole("EQ_THARGON");
}
PriorityAIController.prototype.conditionIsEscorting = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return false;
}
var leader = this.ship.group.leader;
if (leader.escortGroup && leader.escortGroup.containsShip(this.ship))
{
if (leader.status == "STATUS_ENTERING_WITCHSPACE")
{
var hole = this.getParameter("oolite_witchspaceWormhole");
if (hole == null || hole.expiryTime < clock.seconds)
{
// has been left behind
this.configurationLeaveEscortGroup();
this.setParameter("oolite_witchspaceWormhole",null);
return false;
}
}
return true;
}
return false;
}
PriorityAIController.prototype.conditionIsGroupLeader = function()
{
if (!this.ship.group)
{
return true;
}
return (this.ship.group.leader == this.ship);
}
PriorityAIController.prototype.conditionMissileNeedsLaunchEvasion = function()
{
return (this.getParameter("oolite_flag_launchAdjustMissile") != null);
}
PriorityAIController.prototype.conditionMissileOutOfFuel = function()
{
var range = 30000; // 30 km default
if (this.ship.scriptInfo.oolite_missile_range)
{
range = this.ship.scriptInfo.oolite_missile_range;
}
return range < this.ship.distanceTravelled;
}
PriorityAIController.prototype.conditionPatrolIsOver = function()
{
/* patrol is over after 200km, or if supplies are low after 20km
* 20km to prevent patrol being over on launch if a ship is set up
* to always have low supplies on creation */
return this.ship.distanceTravelled > 200000 || (this.ship.distanceTravelled > 20000 && this.conditionSuppliesLow());
}
PriorityAIController.prototype.conditionWitchspaceEntryRequested = function()
{
return (this.getParameter("oolite_witchspaceWormhole") != null);
}
/* ****************** Behaviour functions ************** */
/* Behaviours. Behaviours are effectively a state definition,
* defining a set of events and responses. They are aided in this
* by the 'responses', which mean that the event handlers for the
* behaviour within the definition can itself be templated. */
PriorityAIController.prototype.behaviourApproachDestination = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipAchievedDesiredRange = this.responseComponent_standard_shipAchievedDesiredRange;
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
var blocker = this.ship.checkCourseToDestination();
if (blocker)
{
if (blocker.isPlanet || blocker.isSun)
{
// the selected planet can't block
if (blocker.isSun || this.getParameter("oolite_selectedPlanet") != blocker)
{
var dist = this.distance(blocker);
if (dist < blocker.radius * 1.3)
{
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.position.subtract(blocker.position.subtract(this.ship.position)));
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
else if (this.distance(blocker) < blocker.radius * 3)
{
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
}
}
else if (blocker.isShip)
{
if (this.distance(blocker) < this.scannerRange)
{
if (!blocker.group || !blocker.group.leader == this.ship)
{
// our own escorts are not a blocker!
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 100;
}
}
}
}
this.setParameter("oolite_waypoints",waypoints);
this.applyHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
PriorityAIController.prototype.behaviourAssassinateCurrentTarget = function()
{
var params = this.entityCommsParams(this.ship.target);
if (this.ship.target.isPlayer)
{
params["oolite_entityContracts"] = worldScripts["oolite-contracts-helpers"]._getClientName();
}
else
{
params["oolite_entityContracts"] = expandDescription("%N ")+expandDescription("[nom]");
}
this.communicate("oolite_beginningAssassination",params,3);
this.behaviourCommenceAttackOnCurrentTarget();
}
PriorityAIController.prototype.behaviourAvoidCascadeExplosion = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < this.scannerRange)
{
if (this.ship.defenseTargets.length > 0 && this.ship.defenseTargets[0].scanClass == "CLASS_MINE")
{
// if the mine is still visible, conventional fleeing works
this.communicate("oolite_quiriumCascade",{},3);
this.ship.target = this.ship.defenseTargets[0];
this.ship.desiredRange = 30000;
this.ship.performFlee();
return;
}
else
{
if (this.ship.destination != cascade)
{
this.communicate("oolite_quiriumCascade",{},3);
}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
return;
}
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
}
PriorityAIController.prototype.behaviourBecomeInactiveThargon = function()
{
this.applyHandlers({});
this.ship.scanClass = "CLASS_CARGO";
this.ship.target = null;
this.ship.clearDefenseTargets();
if (this.ship.group)
{
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
if (this.ship.escortGroup)
{
this.ship.escortGroup.removeShip(this.ship);
}
this.ship.desiredSpeed = 0;
this.ship.performStop();
var nearby = this.ship.checkScanner(true);
for (var i = 0 ; i < nearby.length ; i++)
{
var ship = nearby[i];
if (ship.target == this.ship && !ship.isPlayer && ship.hasHostileTarget)
{
ship.target = null;
}
ship.removeDefenseTarget(this.ship);
}
}
PriorityAIController.prototype.behaviourCollectSalvage = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipScoopedOther = this.responseComponent_standard_shipScoopedOther;
this.applyHandlers(handlers);
this.ship.performCollect();
}
PriorityAIController.prototype.behaviourCommenceAttackOnCurrentTarget = function()
{
this.communicate("oolite_beginningFight",this.ship.target,3);
this.behaviourDestroyCurrentTarget();
}
PriorityAIController.prototype.behaviourDestroyCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
if (this.ship.scanClass != "CLASS_THARGOID" && this.ship.target.scanClass != "CLASS_THARGOID" && this.ship.target.target.scanClass == "CLASS_THARGOID")
{
this.respondToThargoids(this.ship.target.target,true);
this.ship.performAttack();
return;
}
}
/* This doesn't work: ships which are removed from the list
* because they're unreachable then just end up being reselected the
* next time the ship scans for targets. */
/*
if (this.getParameter("oolite_flag_continueUnlikelyPursuits") == null)
{
if (this.ship.target)
{
if (this.isEscaping(this.ship.target))
{
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
}
}
*/
if (this.ship.target)
{
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.broadcastAttackMessage(this.ship.target,"beginning",3);
this.ship.requestHelpFromGroup();
}
else
{
this.broadcastAttackMessage(this.ship.target,"continuing",4);
}
}
this.ship.performAttack();
}
// NOTE: this does not, and should not, check whether the station is friendly
PriorityAIController.prototype.behaviourDockWithStation = function()
{
var station = this.getParameter("oolite_dockingStation");
this.ship.target = station;
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddDocking(handlers);
this.ship.requestDockingInstructions();
if (!this.ship.dockingInstructions)
{
this.ship.performIdle();
this.reconsiderNow();
return;
}
switch (this.ship.dockingInstructions.ai_message)
{
case "TOO_BIG_TO_DOCK":
case "DOCKING_REFUSED":
this.setParameter("oolite_dockingStation",null);
this.ship.target = null;
this.reconsiderNow();
break;
case "HOLD_POSITION":
this.communicate("oolite_dockingWait",{},4);
this.ship.destination = station.position;
this.ship.performFaceDestination();
// and will reconsider in a little bit
break;
case "TRY_AGAIN_LATER":
if (this.distance(station) < 5000)
{
if (this.__ltcache.oolite_dockingclearpos)
{
this.ship.destination = this.__ltcache.oolite_dockingclearpos;
}
else
{
this.ship.destination = station.position.add(Vector3D.randomDirection(8000+station.collisionRadius));
this.__ltcache.oolite_dockingclearpos = this.ship.destination;
}
}
this.ship.performFlyToRangeFromDestination();
break;
case "APPROACH_COORDINATES":
if (this.ship.escortGroup && this.ship.escortGroup.count > 1)
{
// docking clearance has been granted - can now release escorts
if (this.ship.dockingInstructions.docking_stage >= 2)
{
this.communicate("oolite_dockEscorts",{},3);
this.ship.dockEscorts();
}
}
// and fall through
case "APPROACH":
case "BACK_OFF":
this.ship.performFlyToRangeFromDestination();
break;
}
this.applyHandlers(handlers);
}
PriorityAIController.prototype.behaviourEnterWitchspace = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole && wormhole.expiryTime < clock.adjustedSeconds)
{
// the wormhole we were trying for has expired
this.setParameter("oolite_witchspaceWormhole",null);
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.status == "STATUS_ENTERING_WITCHSPACE")
{
// left behind, so leave group
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
}
else if (wormhole)
{
handlers.playerWillEnterWitchspace = this.responseComponent_trackPlayer_playerWillEnterWitchspace;
this.ship.destination = wormhole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.applyHandlers(handlers);
return;
}
var destID = this.getParameter("oolite_witchspaceDestination");
if (destID == null)
{
// look for wormholes out of here
// no systems in range
handlers.playerWillEnterWitchspace = this.responseComponent_trackPlayer_playerWillEnterWitchspace;
this.applyHandlers(handlers);
return;
}
else
{
handlers.shipWitchspaceBlocked = this.responseComponent_standard_shipWitchspaceBlocked;
// set up the handlers before trying it
this.applyHandlers(handlers);
var entry = this.getParameter("oolite_witchspaceEntry");
// wait for escorts to launch
if (!this.conditionAllEscortsInFlight())
{
if (this.__ltcache.oolite_nearestStation && this.__ltcache.oolite_nearestStation.isValid && this.distance(this.__ltcache.oolite_nearestStation) < 5000)
{
var launchpos = this.ship.position.add(this.__ltcache.oolite_nearestStation.vectorForward.multiply(12000).add(this.__ltcache.oolite_nearestStation.vectorRight.multiply(30000)));
this.ship.destination = launchpos;
}
else
{
this.ship.destination = this.ship.position.add(this.ship.vectorForward.multiply(30000));
}
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
else if (entry != null && entry < clock.seconds)
{
// this should work
var result = this.ship.exitSystem(destID);
// if it doesn't, we'll get blocked
if (result)
{
this.ship.notifyGroupOfWormhole();
this.setParameter("oolite_witchspaceEntry",null);
}
}
else
{
if (entry == null)
{
if ((this.ship.group && this.ship.group.count > 1) || (this.ship.escortGroup && this.ship.escortGroup.count > 1))
{
this.communicate("oolite_engageWitchspaceDriveGroup",{},4);
}
else
{
this.communicate("oolite_engageWitchspaceDrive",{},4);
}
this.setParameter("oolite_witchspaceEntry",clock.seconds + 15);
}
if (this.__ltcache.oolite_nearestStation && this.__ltcache.oolite_nearestStation.isValid && this.distance(this.__ltcache.oolite_nearestStation) < 5000)
{
var launchpos = this.ship.position.add(this.__ltcache.oolite_nearestStation.vectorForward.multiply(8000).add(this.__ltcache.oolite_nearestStation.vectorRight.multiply(30000)));
this.ship.destination = launchpos;
}
else
{
this.ship.destination = this.ship.position.add(this.ship.vectorForward.multiply(30000));
}
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
}
}
PriorityAIController.prototype.behaviourEscortMothership = function()
{
var handlers = {};
if (this.ship.group.leader)
{
this.communicate("oolite_escortFormation",this.ship.group.leader,4);
}
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.applyHandlers(handlers);
this.ship.desiredRange = 0;
this.ship.performEscort();
}
PriorityAIController.prototype.behaviourFineCurrentTarget = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
if (this.ship.scanClass == "CLASS_POLICE" && this.ship.target)
{
this.communicate("oolite_markForFines",this.ship.target,1);
this.ship.markTargetForFines();
}
this.ship.performIdle();
}
PriorityAIController.prototype.behaviourFleeCombat = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < this.scannerRange)
{
if (this.ship.defenseTargets.length > 0 && this.ship.defenseTargets[0].scanClass == "CLASS_MINE")
{
// if the mine is still visible, conventional fleeing works
this.ship.target = this.ship.defenseTargets[0];
this.ship.desiredRange = 30000;
this.ship.performFlee();
return;
}
else
{
if (this.ship.destination != cascade)
{
this.communicate("oolite_quiriumCascade",{},4);
}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
return;
}
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
if (!this.ship.target || this.distance(this.ship.target) > this.scannerRange)
{
var aggressor = this.ship.AIPrimaryAggressor;
if (aggressor && aggressor.isInSpace && this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
}
else
{
var dts = this.ship.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (this.distance(dts[i]) < this.scannerRange && this.isFighting(dts[i]))
{
this.ship.target = dts[i];
break;
}
}
}
}
if (this.getParameter("oolite_lastFleeing") != null)
{
this.communicate("oolite_continueFleeing",this.ship.target,4);
}
else if (this.ship.energy < this.ship.maxEnergy / 4)
{
this.communicate("oolite_startFleeing",this.ship.target,3);
}
if (this.ship.target)
{
this.setParameter("oolite_lastFleeing",this.ship.target);
}
if (!this.__ltcache.oolite_considerWitchspaceFlee)
{
if (this.getParameter("oolite_flag_neverFleeToWitchspace") == null)
{
this.__ltcache.oolite_considerWitchspaceFlee = (this.ship.hasHyperspaceMotor && ((system.isInterstellarSpace && this.ship.fuel > 0) || (system.ID != this.ship.homeSystem && system.info.systemsInRange(this.ship.fuel).length > 0)))?1:-1;
}
else
{
this.__ltcache.oolite_considerWitchspaceFlee = -1;
}
}
if (this.__ltcache.oolite_considerWitchspaceFlee == 1)
{
if (!this.__ltcache.oolite_witchspaceflee)
{
this.communicate("oolite_engageWitchspaceDriveFlee",{},2);
this.__ltcache.oolite_witchspaceflee = clock.seconds + 15;
}
if (this.__ltcache.oolite_witchspaceflee < clock.seconds)
{
if (this.ship.exitSystem())
{
this.ship.notifyGroupOfWormhole();
delete this.__ltcache.oolite_witchspaceflee;
}
}
}
if (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship)
{
var leader = this.ship.group.leader;
if (leader.status == "STATUS_ENTERING_WITCHSPACE")
{
var wormholes = system.wormholes;
for (var i=0;i<wormholes.count;i++)
{
var wormhole = wormholes[i];
if (wormhole.expiryTime > clock.seconds && wormhole.position.distanceTo(leader) < 100 && wormhole.position.distanceTo(this.ship) < this.scannerRange)
{
// if the leader has departed and the wormhole is
// reachable, go for it!
this.ship.destination = wormhole.position;
this.ship.desiredSpeed = this.ship.maxSpeed * 7;
this.ship.performFlyToRangeFromDestination();
return;
}
}
}
}
this.ship.desiredRange = this.scannerRange;
this.ship.performFlee();
}
/* Follow a ship, including to witchspace */
PriorityAIController.prototype.behaviourFollowCurrentTarget = function()
{
if (this.ship.target)
{
var rt = this.ship.target;
}
else
{
var rt = this.getParameter("oolite_rememberedTarget");
}
if (!rt) {
return;
}
this.ship.destination = rt.position;
if (rt.status == "STATUS_ENTERING_WITCHSPACE")
{
if (this.getParameter("oolite_flag_witchspacePursuit"))
{
var pos = rt.position;
var ws = system.wormholes;
// most likely to be most recent
for (var i=ws.length-1; i>=0; i--)
{
if (ws[i].position.distanceTo(pos) < 100)
{
this.setParameter("oolite_witchspaceWormhole",ws[i]);
this.setParameter("oolite_rememberedTarget",null);
break;
}
}
this.ship.desiredRange = 0; // use wormhole
}
else
{
this.ship.destination = this.ship.position;
this.ship.target = null;
this.setParameter("oolite_rememberedTarget",null);
}
}
else
{
this.setParameter("oolite_rememberedTarget",rt);
this.ship.desiredRange = 500+Math.random()*1000;
}
this.ship.desiredSpeed = this.ship.maxSpeed;
this.behaviourApproachDestination();
}
/* Follow the group leader in a less organised way than escorting them */
PriorityAIController.prototype.behaviourFollowGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.ship.performIdle();
}
else
{
var gl = this.ship.group.leader;
this.ship.destination = gl.position.add(gl.vectorForward.multiply(gl.speed*10));
this.ship.desiredRange = 500+Math.random()*1000;
this.ship.desiredSpeed = Math.min(this.ship.maxSpeed,gl.speed*1.5);
this.behaviourApproachDestination();
}
}
PriorityAIController.prototype.behaviourGuardTarget = function()
{
if (!this.ship.target)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.target.position;
}
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 2500;
this.behaviourApproachDestination();
}
PriorityAIController.prototype.behaviourJoinTargetGroup = function()
{
if (this.ship.target && this.ship.target.group)
{
this.ship.target.group.addShip(this.ship);
this.ship.group = this.ship.target.group;
}
this.ship.performIdle();
}
PriorityAIController.prototype.behaviourLandOnPlanet = function()
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.applyHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet",{},4);
}
PriorityAIController.prototype.behaviourLeaveVicinityOfDestination = function()
{
this.ship.desiredRange = 60000;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.communicate("oolite_leaveVicinity",this.ship.target,3);
this.behaviourApproachDestination();
}
PriorityAIController.prototype.behaviourLeaveVicinityOfTarget = function()
{
if (!this.ship.target)
{
this.reconsiderNow();
return;
}
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 27500;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.communicate("oolite_leaveVicinity",this.ship.target,3);
this.behaviourApproachDestination();
}
PriorityAIController.prototype.behaviourMineTarget = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.communicate("oolite_mining",{},4);
this.ship.performMining();
}
PriorityAIController.prototype.behaviourOfferToEscort = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var possible = this.getParameter("oolite_scanResultSpecific");
if (possible == null)
{
this.reconsiderNow();
}
else
{
if (this.ship.offerToEscort(possible))
{
// accepted
this.reconsiderNow();
}
// if rejected, wait for next scheduled reconsideration
}
}
PriorityAIController.prototype.behaviourPayOffPirates = function()
{
this.ship.dumpCargo(this.ship.AIScript.oolite_intership.cargodemand);
this.communicate("oolite_agreeingToDumpCargo",{"oolite_demandSize":this.ship.AIScript.oolite_intership.cargodemand},1);
delete this.ship.AIScript.oolite_intership.cargodemand;
this.ship.AIScript.oolite_intership.cargodemandpaid = true;
this.behaviourFleeCombat();
}
PriorityAIController.prototype.behaviourReconsider = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.reconsiderNow();
}
// Separate behaviour to EscortMothership in case we want to change it later
// This is the one to catch up with a distant mothership
PriorityAIController.prototype.behaviourRejoinMothership = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.applyHandlers(handlers);
// to consider: should this behaviour use injectors if
// possible? so few escorts have them that it's probably not
// worth it.
this.ship.desiredRange = 0;
this.ship.performEscort();
}
PriorityAIController.prototype.behaviourRepelCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
var target = this.ship.target
if (!target || !target.isValid || !target.isShip)
{
this.reconsiderNow();
return;
}
if (this.getParameter("oolite_flag_noSpecialThargoidReaction") != null)
{
if (this.ship.scanClass != "CLASS_THARGOID" && target.scanClass != "CLASS_THARGOID" && target.target.scanClass == "CLASS_THARGOID")
{
this.respondToThargoids(target.target,true);
this.ship.performAttack();
return;
}
}
if (!this.isAggressive(target))
{
// repelling succeeded
if (this.ship.escortGroup)
{
// also tell escorts to stop attacking it
for (var i = 0 ; i < this.ship.escortGroup.ships.length ; i++)
{
this.ship.escortGroup.ships[i].removeDefenseTarget(target);
if (this.ship.escortGroup.ships[i].target == target)
{
this.ship.escortGroup.ships[i].target = null;
}
}
}
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
else
{
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.broadcastAttackMessage(this.ship.target,"beginning",3);
this.ship.requestHelpFromGroup();
}
else if (this.ship.target)
{
this.broadcastAttackMessage(this.ship.target,"continuing",4);
}
if (this.ship.energy == this.ship.maxEnergy && this.getParameter("oolite_flag_escortsCoverRetreat") && this.ship.escortGroup.count > 1)
{
// if has escorts, and is not yet taking damage, run and let
// the escorts take them on
this.ship.performFlee();
return;
}
this.ship.performAttack();
}
}
/* Standard "help the innocent" distress call response. Perhaps
* there should be a 'blood in the water' response available
* too... */
PriorityAIController.prototype.behaviourRespondToDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (aggressor && aggressor.isShip && sender && sender.isShip)
{
if (sender.bounty > aggressor.bounty)
{
var tmp = sender;
sender = aggressor;
aggressor = tmp;
}
if (this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
this.ship.performAttack();
this.reconsiderNow();
this.communicate("oolite_distressResponseAggressor",aggressor,2);
}
else
{ // we can't actually see what's attacking the sender yet
this.ship.destination = sender.position;
this.ship.desiredRange = 1000+sender.collisionRadius+this.ship.collisionRadius;
this.ship.desiredSpeed = 7 * this.ship.maxSpeed; // use injectors if possible
this.ship.performFlyToRangeFromDestination();
// and when we next reconsider, hopefully the aggressor will be on the scanner
this.communicate("oolite_distressResponseSender",sender,2);
}
}
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
}
PriorityAIController.prototype.behaviourRobTarget = function()
{
var demand = null;
if (this.ship.group && this.ship.group.leader)
{
if (this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
}
}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.AIScript.oolite_intership.cargodemanded;
}
}
if (demand == null)
{
var target = this.ship.target;
var hascargo = target.cargoSpaceCapacity; //cargoSpaceUsed?
// blowing them up probably gets ~10%, so how much we feel
// confident in demanding depends on how likely patrols
// are to come along and interfere.
demand = (hascargo/20);
demand = demand * (1+Math.random()+(8-system.info.government)/8);
// between 5% and 15% of cargo
if (this.conditionCombatOddsExcellent())
{
// if we have overwhelming force, can get away with demanding more
demand *= 1+Math.random();
// between 5% and 30% of cargo
}
demand = Math.ceil(demand); // round it up so there's always at least 1
var maxdemand = 0;
var gc = 1;
if (!this.ship.group)
{
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand = this.ship.cargoSpaceAvailable;
}
}
else
{
gc = this.ship.group.ships.length;
for (var i = 0; i < gc ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand += ship.cargoSpaceAvailable;
}
else
{
gc--; // this ship can't help scoop
}
}
}
if (demand > maxdemand)
{
demand = maxdemand; // don't ask for more than we can carry
}
while (demand > gc * 5)
{
// asking for more than 5TC each probably means there
// won't be time to pick it all up anyway
demand = Math.ceil(demand/2);
}
if (demand < 2)
{
demand = 2;
}
/* Record our demand with the group leader */
if (this.ship.group && this.ship.group.leader)
{
this.ship.group.leader.AIScript.oolite_intership.cargodemanded = demand;
}
else
{
this.ship.AIScript.oolite_intership.cargodemanded = demand;
}
/* Inform the victim of the demand, if possible */
if (target.AIScript && target.AIScript.oolite_intership)
{
target.AIScript.oolite_intership.cargodemand = demand;
}
var commsparams = this.entityCommsParams(target);
commsparams["oolite_demandSize"] = demand;
this.ship.performAttack(); // must be before the comms message
this.communicate("oolite_makePirateDemand",commsparams,1);
this.ship.requestHelpFromGroup();
// prevents choosing this ship twice in a row
// either it beat us, or we just robbed it
this.setParameter("oolite_lastPirateVictim",target);
/* }
else
{
log(this.ship.displayName,"Already asked for "+demand); */
}
var handlers = {};
this.responsesAddStandard(handlers);
this.applyHandlers(handlers);
this.ship.performAttack();
this.ship.requestHelpFromGroup();
}
PriorityAIController.prototype.behaviourSunskim = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddScooping(handlers);
this.applyHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
PriorityAIController.prototype.behaviourTumble = function()
{
this.applyHandlers({});
this.ship.performTumble();
}
/* Missile behaviours: have different standard handler sets */
PriorityAIController.prototype.behaviourMissileInterceptTarget = function()
{
var handlers = {};
this.responsesAddMissile(handlers);
this.applyHandlers(handlers);
if (this.ship.scriptInfo.oolite_missile_proximity)
{
this.ship.desiredRange = this.ship.scriptInfo.oolite_missile_proximity;
}
else
{
this.ship.desiredRange = 25;
}
this.ship.performIntercept();
}
PriorityAIController.prototype.behaviourMissileInterceptCoordinates = function()
{
var handlers = {};
this.responsesAddMissile(handlers);
this.applyHandlers(handlers);
if (this.ship.scriptInfo.oolite_missile_proximity)
{
this.ship.desiredRange = this.ship.scriptInfo.oolite_missile_proximity;
}
else
{
this.ship.desiredRange = 25;
}
var dest = this.getParameter("oolite_interceptCoordinates");
if (dest == null)
{
return;
}
this.ship.destination = dest
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
// if we have an intercept target, try to restore it
var oldtarget = this.getParameter("oolite_interceptTarget");
if (oldtarget && !oldtarget.isCloaked && oldtarget.isInSpace)
{
this.ship.target = oldtarget;
}
}
PriorityAIController.prototype.behaviourMissileSelfDestruct = function() {
this.ship.explode();
}
/* Station behaviours: have different standard handler sets */
PriorityAIController.prototype.behaviourStationLaunchDefenseShips = function()
{
if (system.sun && (system.sun.isGoingNova || system.sun.hasGoneNova))
{
return;
}
if (this.ship.target && this.isAggressive(this.ship.target))
{
this.ship.alertCondition = 3;
this.ship.launchDefenseShip();
this.communicate("oolite_launchDefenseShips",this.ship.target,3);
this.ship.requestHelpFromGroup();
}
else if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
PriorityAIController.prototype.behaviourStationLaunchMiner = function()
{
if (system.sun && (system.sun.isGoingNova || system.sun.hasGoneNova))
{
return;
}
if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].primaryRole == "miner")
{
// only one in flight at once
return;
}
}
}
this.communicate("oolite_launchMiner",this.ship.target,3);
this.ship.launchMiner();
}
PriorityAIController.prototype.behaviourStationLaunchPatrol = function()
{
if (system.sun && (system.sun.isGoingNova || system.sun.hasGoneNova))
{
return;
}
if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].primaryRole == this.getParameter("oolite_stationPatrolRole"))
{
// only one in flight at once
return;
}
}
}
this.communicate("oolite_launchPatrol",this.ship.target,3);
this.ship.launchPatrol();
}
PriorityAIController.prototype.behaviourStationLaunchSalvager = function()
{
if (system.sun && (system.sun.isGoingNova || system.sun.hasGoneNova))
{
return;
}
if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
this.communicate("oolite_launchSalvager",this.ship.target,3);
this.ship.launchScavenger();
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
PriorityAIController.prototype.behaviourStationManageTraffic = function()
{
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
// does nothing special in this state, just waits around being a station
}
PriorityAIController.prototype.behaviourStationRespondToDistressCall = function()
{
if (system.sun && (system.sun.isGoingNova || system.sun.hasGoneNova))
{
return;
}
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (sender.bounty > aggressor.bounty)
{
var tmp = sender;
sender = aggressor;
aggressor = tmp;
}
if (this.distance(aggressor) < this.scannerRange)
{
this.ship.target = aggressor;
this.ship.alertCondition = 3;
this.ship.launchDefenseShip();
this.communicate("oolite_distressResponseAggressor",aggressor,2);
this.ship.requestHelpFromGroup();
}
else
{
this.communicate("oolite_distressResponseSender",sender,3);
}
var handlers = {};
this.responsesAddStation(handlers);
this.applyHandlers(handlers);
}
/* ****************** Configuration functions ************** */
/* Configurations. Configurations are set up actions for a behaviour
* or behaviours. They can also be used on a fall-through conditional
* to set parameters for later tests */
/*** Target acquisition configuration ***/
PriorityAIController.prototype.configurationAcquireCombatTarget = function()
{
var target = this.ship.target;
if (target && this.allied(this.ship,target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
if (target && (target.scanClass == "CLASS_CARGO" || target.scanClass == "CLASS_BUOY"))
{
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (target)
{
if (target.isInSpace)
{
return;
}
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
var dts = this.ship.defenseTargets
var dtsl = dts.length; // we need to iterate up this time
var scan = this.scannerRange;
for (var i = 0; i < dtsl ; i++)
{
if (this.distance(dts[i]) < scan)
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[i];
return;
}
}
else
{
this.ship.removeDefenseTarget(dts[i]);
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < scan && gs[i].target.isShip)
{
this.ship.target = gs[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < scan && gs[i].target.isShip)
{
this.ship.target = gs[i].target;
return;
}
}
}
}
}
PriorityAIController.prototype.configurationAcquireDefensiveEscortTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
/* Preserve current target if still fighting (leader can send help
* request if needed) */
if (this.ship.target)
{
if (this.ship.target.isInSpace && this.isAggressive(this.ship.target))
{
return;
}
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
if (this.ship.group && this.ship.group.leader)
{
var leader = this.ship.group.leader;
if (this.isFighting(leader) && leader.target.target == leader && this.distance(leader.target) < this.scannerRange)
{
this.ship.target = leader.target;
}
else
{
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && this.isAggressive(dts[i]) && this.distance(dts[i]) < this.scannerRange)
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[i];
}
}
}
}
}
}
// TODO: reuse code from AcquireCombatTarget better
PriorityAIController.prototype.configurationAcquireHostileCombatTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (this.ship.target)
{
if (this.ship.target.isInSpace && this.isAggressive(this.ship.target))
{
return;
}
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
var dts = this.ship.defenseTargets
for (var i = 0; i < dts.length ; i++)
{
if (this.distance(dts[i]) < this.scannerRange && this.isAggressive(dts[i]))
{
if (!dts[i].isCloaked)
{
this.ship.target = dts[0];
return;
}
}
}
if (this.ship.group != null)
{
var gs = this.ship.group.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < this.scannerRange && this.isAggressive(gs[i].target))
{
this.ship.target = gs[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
var gs = this.ship.escortGroup.ships;
for (var i = gs.length-1 ; i >= 0 ; i--)
{
if (gs[i] != this.ship)
{
if (this.isFighting(gs[i]) && this.distance(gs[i].target) < this.scannerRange && this.isAggressive(gs[i].target))
{
this.ship.target = gs[i].target;
return;
}
}
}
}
}
PriorityAIController.prototype.configurationAcquireOffensiveEscortTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
/* Preserve current target if still fighting */
if (this.ship.target)
{
if (this.ship.target.isInSpace && this.isAggressive(this.ship.target))
{
return;
}
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
if (this.ship.group && this.ship.group.leader)
{
var leader = this.ship.group.leader;
var lt;
if ((lt = leader.target) && lt.isShip && leader.hasHostileTarget)
{
if (this.distance(lt) < this.scannerRange)
{
if (!lt.isCloaked)
{
this.ship.target = lt;
this.ship.addDefenseTarget(lt);
}
}
}
}
}
PriorityAIController.prototype.configurationAcquirePlayerAsTarget = function()
{
this.ship.target = player.ship;
}
PriorityAIController.prototype.configurationAcquireScannedTarget = function()
{
this.ship.target = this.getParameter("oolite_scanResultSpecific");
}
PriorityAIController.prototype.configurationCheckScanner = function()
{
if (this.getParameter("oolite_flag_scanIgnoresUnpowered") != null)
{
this.setParameter("oolite_scanResults",this.ship.checkScanner(true));
}
else
{
this.setParameter("oolite_scanResults",this.ship.checkScanner());
}
this.setParameter("oolite_scanResultSpecific",null);
}
/*** Navigation configuration ***/
PriorityAIController.prototype.configurationSelectPlanet = function()
{
var possibles = system.planets;
this.setParameter("oolite_selectedPlanet",possibles[Math.floor(Math.random()*possibles.length)]);
}
PriorityAIController.prototype.configurationSelectRandomTradeStation = function()
{
var stations = system.stations;
var chosenStation = null;
if (this.ship.bounty == 0)
{
if (Math.random() < 0.9 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
this.communicate("oolite_selectedStation",system.mainStation,4);
return;
}
}
else if (this.ship.bounty <= this.fineThreshold())
{
if (Math.random() < 0.5 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
this.communicate("oolite_selectedStation",system.mainStation,4);
return;
}
}
var friendlies = 0;
for (var i = stations.length -1 ; i >= 0 ; i--)
{
var station = stations[i];
if (this.friendlyStation(station))
{
friendlies++;
// equivalent to filtering the list to only contain
// friendlies, then picking a random element.
if (Math.random() < 1/friendlies)
{
chosenStation = station;
}
}
}
this.setParameter("oolite_selectedStation",chosenStation);
this.communicate("oolite_selectedStation",chosenStation,4);
}
PriorityAIController.prototype.configurationSelectShuttleDestination = function()
{
var possibles = system.planets.concat(system.stations);
var destinations1 = [];
var destinations2 = [];
for (var i = 0; i < possibles.length ; i++)
{
var possible = possibles[i];
// travel at least a little way
var distance = this.distance(possible);
if (distance > possible.collisionRadius + 10000)
{
// must be friendly destination and not moving too fast
if (possible.isPlanet || (this.friendlyStation(possible) && (possible.maxSpeed < this.ship.maxSpeed / 5)))
{
if (distance > system.mainPlanet.radius * 5)
{
destinations2.push(possible);
}
else
{
destinations1.push(possible);
}
}
}
}
// no nearby destinations
if (destinations1.length == 0)
{
destinations1 = destinations2;
}
// no destinations
if (destinations1.length == 0)
{
return;
}
var destination = destinations1[Math.floor(Math.random()*destinations1.length)];
if (destination.isPlanet)
{
this.setParameter("oolite_selectedPlanet",destination);
this.setParameter("oolite_selectedStation",null);
}
else
{
this.setParameter("oolite_selectedStation",destination);
this.communicate("oolite_selectedStation",destination,4);
this.setParameter("oolite_selectedPlanet",null);
}
}
PriorityAIController.prototype.configurationSelectWitchspaceDestination = function()
{
if (!this.ship.hasHyperspaceMotor)
{
this.setParameter("oolite_witchspaceDestination",null);
return;
}
var preselected = this.getParameter("oolite_witchspaceDestination");
if (preselected != system.ID && system.info.distanceToSystem(System.infoForSystem(galaxyNumber,preselected)) <= this.ship.fuel)
{
// we've already got a destination
return;
}
var possible = system.info.systemsInRange(this.ship.fuel);
if (possible.length > 0)
{
var selected = possible[Math.floor(Math.random()*possible.length)];
this.setParameter("oolite_witchspaceDestination",selected.systemID);
this.communicate("oolite_selectedWitchspaceDestination",{"oolite_witchspaceDestination":selected.name},4);
}
else
{
this.setParameter("oolite_witchspaceDestination",null);
}
}
PriorityAIController.prototype.configurationSelectWitchspaceDestinationInbound = function()
{
if (this.ship.homeSystem == this.ship.destinationSystem)
{
return this.configurationSelectWitchspaceDestination();
}
this.setWitchspaceRouteTo(this.ship.homeSystem);
}
PriorityAIController.prototype.configurationSelectWitchspaceDestinationOutbound = function()
{
if (this.ship.homeSystem == this.ship.destinationSystem)
{
return this.configurationSelectWitchspaceDestination();
}
this.setWitchspaceRouteTo(this.ship.destinationSystem);
}
/*** Destination configuration ***/
PriorityAIController.prototype.configurationMissileAdjustLaunch = function()
{
// clear flag
this.setParameter("oolite_flag_launchAdjustMissile",null);
/* tilt down and accelerate - assumes missile is co-aligned to
* ship on launch, and launched from below the ship */
this.ship.destination = this.ship.position.add(this.ship.vectorUp);
this.ship.desiredRange = 100000;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
PriorityAIController.prototype.configurationMissileAdjustSpread = function()
{
var near = this.getParameter("oolite_scanResultSpecific");
if (!near)
{
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 100;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
else
{
this.ship.destination = near.position.add(Vector3D.randomDirection(20));
this.ship.desiredRange = 1000;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
}
PriorityAIController.prototype.configurationSetDestinationToHomeStation = function()
{
var home = this.homeStation();
if (home != null)
{
this.ship.destination = home.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
else
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
}
PriorityAIController.prototype.configurationSetDestinationToGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.group.leader.position;
}
this.ship.desiredRange = 2000;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
PriorityAIController.prototype.configurationSetDestinationToMainPlanet = function()
{
if (system.mainPlanet)
{
this.ship.destination = system.mainPlanet.position;
this.ship.desiredRange = system.mainPlanet.radius * 3;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToMainStation = function()
{
this.ship.destination = system.mainStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
PriorityAIController.prototype.configurationSetDestinationToNearestFriendlyStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
var distance = this.distance(station);
if (distance < threshold)
{
threshold = distance;
chosenStation = station;
}
}
}
if (chosenStation == null)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
else
{
this.ship.destination = chosenStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToNearestHostileStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.hostileStation(station))
{
var distance = this.distance(station);
if (distance < threshold)
{
threshold = distance;
chosenStation = station;
}
}
}
if (chosenStation == null)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
else
{
this.ship.destination = chosenStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToNearestStation = function()
{
if (this.__ltcache.oolite_nearestStation && this.__ltcache.oolite_nearestStation.isValid)
{
this.ship.destination = this.__ltcache.oolite_nearestStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
else
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
}
PriorityAIController.prototype.configurationSetDestinationToNearestWormhole = function()
{
var dist = 1E16;
var holes = system.wormholes;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
for (var i=holes.length-1; i >= 0 ; i--)
{
var hole = holes[i];
var hdist = this.distance(hole);
if (hole.expiryTime > clock.adjustedSeconds && hdist < dist)
{
this.ship.destination = hole.position;
dist = hdist;
}
}
if (dist >= 1E15)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 1000;
}
}
PriorityAIController.prototype.configurationSetDestinationToPirateLurk = function()
{
var lurk = this.getParameter("oolite_pirateLurk");
if (lurk != null)
{
this.ship.destination = lurk;
}
else
{
if (this.distance(system.sun) > system.sun.radius*3 && this.distance(system.mainPlanet) > system.mainPlanet.radius * 3)
{
var p = this.ship.position;
// if already on a lane, stay on it
if (p.z < (system.mainPlanet.position.z - system.mainPlanet.radius*2) && ((p.x * p.x) + (p.y * p.y)) < this.scannerRange * this.scannerRange * 4)
{
lurk = p;
}
else if (p.subtract(system.mainPlanet).direction().dot(p.subtract(system.sun).direction()) < -0.9)
{
lurk = p;
}
else if (p.direction().dot(system.sun.position.direction()) > 0.9)
{
lurk = p;
}
}
if (lurk == null)
{
// not on a lane, or too close to a sun/planet
var code;
var choice = Math.random();
if (choice < 0.7)
{
code = "LANE_WP";
}
else if (choice < 0.8)
{
code = "LANE_PS";
}
else if (choice < 0.9)
{
code = "LANE_WS";
}
else
{
code = "WITCHPOINT";
}
lurk = system.locationFromCode(code);
}
this.setParameter("oolite_pirateLurk",lurk);
}
this.ship.desiredRange = 1000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
PriorityAIController.prototype.configurationSetDestinationToScannedTarget = function()
{
var ship = this.getParameter("oolite_scanResultSpecific");
if (ship && ship.isShip)
{
this.ship.destination = ship.position;
this.ship.desiredRange = 4000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet)
{
this.ship.destination = planet.position;
this.ship.desiredRange = planet.radius+100;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station)
{
this.ship.destination = station.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToSunskimEnd = function()
{
if (system.sun)
{
var direction = Vector3D.random().cross(this.ship.position.subtract(system.sun.position));
// 2km parallel to local sun surface for every LY of fuel
this.ship.destination = this.ship.position.add(direction.multiply(2000*(7-this.ship.fuel)));
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
}
PriorityAIController.prototype.configurationSetDestinationToSunskimStart = function()
{
if (system.sun)
{
this.ship.destination = system.sun.position;
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = system.sun.radius * 1.125;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToWaypoint = function()
{
if (this.getParameter("oolite_waypoint") != null && this.getParameter("oolite_waypointRange") != null)
{
this.ship.destination = this.getParameter("oolite_waypoint");
this.ship.desiredRange = this.getParameter("oolite_waypointRange");
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
PriorityAIController.prototype.configurationSetDestinationToWitchpoint = function()
{
this.ship.destination = new Vector3D(0,0,0);
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
PriorityAIController.prototype.configurationSetWaypoint = function()
{
var gen = this.getWaypointGenerator();
if(gen != null)
{
gen.call(this);
this.configurationSetDestinationToWaypoint();
}
}
/*** Docking configurations ***/
PriorityAIController.prototype.configurationSetNearbyFriendlyStationForDocking = function()
{
if (!this.__ltcache.oolite_nearestStation)
{
return false;
}
if (this.friendlyStation(this.__ltcache.oolite_nearestStation))
{
if (this.distance(this.__ltcache.oolite_nearestStation) < this.scannerRange)
{
this.setParameter("oolite_dockingStation",this.__ltcache.oolite_nearestStation)
return;
}
}
}
PriorityAIController.prototype.configurationSetHomeStationForDocking = function()
{
var station = this.homeStation();
if (station)
{
this.setParameter("oolite_dockingStation",station)
return;
}
}
PriorityAIController.prototype.configurationSetSelectedStationForDocking = function()
{
this.setParameter("oolite_dockingStation",this.getParameter("oolite_selectedStation"));
}
/*** Miscellaneous configuration ***/
PriorityAIController.prototype.configurationAppointGroupLeader = function()
{
if (this.ship.group && !this.ship.group.leader)
{
this.ship.group.leader = this.ship.group.ships[0];
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].hasHyperspaceMotor)
{
// bias towards jump-capable ships
this.ship.group.leader = this.ship.group.ships[i];
break;
}
}
var leadrole = this.getParameter("oolite_leaderRole")
if (leadrole != null)
{
this.ship.group.leader.primaryRole = leadrole;
}
}
}
PriorityAIController.prototype.configurationEscortGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return;
}
if (this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
return;
}
var escrole = this.getParameter("oolite_escortRole")
if (escrole != null)
{
var oldrole = this.ship.primaryRole;
this.ship.primaryRole = escrole;
var accepted = this.ship.offerToEscort(this.ship.group.leader);
if (!accepted)
{
this.ship.primaryRole = oldrole;
}
}
}
PriorityAIController.prototype.configurationForgetCargoDemand = function()
{
/* if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
} */ // not sure about this, maybe not needed
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.AIScript.oolite_intership.cargodemanded;
delete this.ship.AIScript.oolite_intership.cargodemandmet;
// and make the group lose the cargo count from the last demand
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.AIScript && ship.AIScript.oolite_priorityai)
{
ship.AIScript.oolite_priorityai.setParameter("oolite_cargoDropped",0);
}
}
}
}
}
PriorityAIController.prototype.configurationLeaveEscortGroup = function()
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
this.ship.group.leader.escortGroup.removeShip(this.ship);
if (this.ship.group)
{
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
}
}
PriorityAIController.prototype.configurationLightsOff = function()
{
this.ship.lightsActive = false;
}
PriorityAIController.prototype.configurationLightsOn = function()
{
this.ship.lightsActive = true;
}
// remote controlled ships get same accuracy as lead ship
PriorityAIController.prototype.configurationSetRemoteControl = function()
{
var group = this.ship.group;
if (group && group.leader)
{
this.ship.accuracy = group.leader.accuracy;
}
}
/*** Station configuration ***/
PriorityAIController.prototype.configurationStationReduceAlertLevel = function()
{
if (this.ship.alertCondition > 1)
{
this.ship.alertCondition--;
}
}
PriorityAIController.prototype.configurationStationValidateTarget = function()
{
if (this.ship.target)
{
if(this.distance(this.ship.target) > this.scannerRange)
{
// station behaviour does not generally validate target
this.ship.target = null;
}
}
}
/* ****************** Response definition functions ************** */
/* Standard state-machine responses. These set up a set of standard
* state machine responses where incoming events will cause reasonable
* default behaviour and often force a reconsideration of
* priorities. Many behaviours will need to supplement the standard
* responses with additional definitions. */
PriorityAIController.prototype.responsesAddStandard = function(handlers)
{
handlers.approachingPlanetSurface = this.responseComponent_standard_approachingPlanetSurface;
handlers.cargoDumpedNearby = this.responseComponent_standard_cargoDumpedNearby;
handlers.cascadeWeaponDetected = this.responseComponent_standard_cascadeWeaponDetected;
handlers.commsMessageReceived = this.responseComponent_standard_commsMessageReceived;
handlers.distressMessageReceived = this.responseComponent_standard_distressMessageReceived;
handlers.escortAccepted = this.responseComponent_standard_escortAccepted;
handlers.helpRequestReceived = this.responseComponent_standard_helpRequestReceived;
handlers.offenceCommittedNearby = this.responseComponent_standard_offenceCommittedNearby;
handlers.shipAcceptedEscort = this.responseComponent_standard_shipAcceptedEscort;
handlers.shipAttackedOther = this.responseComponent_standard_shipAttackedOther;
handlers.shipAttackedWithMissile = this.responseComponent_standard_shipAttackedWithMissile;
handlers.shipAttackerDistracted = this.responseComponent_standard_shipAttackerDistracted;
handlers.shipBeingAttacked = this.responseComponent_standard_shipBeingAttacked;
handlers.shipBeingAttackedUnsuccessfully = this.responseComponent_standard_shipBeingAttackedUnsuccessfully;
handlers.shipFiredMissile = this.responseComponent_standard_shipFiredMissile;
handlers.shipKilledOther = this.responseComponent_standard_shipKilledOther;
handlers.shipLaunchedEscapePod = this.responseComponent_standard_shipLaunchedEscapePod;
handlers.shipLaunchedFromStation = this.responseComponent_standard_shipLaunchedFromStation;
handlers.shipWillEnterWormhole = this.responseComponent_standard_shipWillEnterWormhole;
handlers.wormholeSuggested = this.responseComponent_standard_wormholeSuggested;
// slightly different settings if pursuing to witchspace expected
if (!this.getParameter("oolite_flag_witchspacePursuit"))
{
handlers.shipTargetLost = this.responseComponent_standard_shipTargetLost;
handlers.playerWillEnterWitchspace = this.responseComponent_standard_playerWillEnterWitchspace;
}
else
{
handlers.playerWillEnterWitchspace = this.responseComponent_trackPlayer_playerWillEnterWitchspace;
handlers.shipTargetLost = this.responseComponent_expectWitchspace_shipTargetLost;
}
// TODO: more event handlers
}
/* Additional handlers for use while docking */
PriorityAIController.prototype.responsesAddDocking = function(handlers)
{
handlers.stationWithdrewDockingClearance = this.responseComponent_docking_stationWithdrewDockingClearance;
handlers.shipAchievedDesiredRange = this.responseComponent_docking_shipAchievedDesiredRange;
handlers.shipAIFrustrated = this.responseComponent_docking_shipAIFrustrated;
}
/* Override of standard handlers for use while escorting */
PriorityAIController.prototype.responsesAddEscort = function(handlers)
{
handlers.helpRequestReceived = this.responseComponent_escort_helpRequestReceived;
handlers.escortDock = this.responseComponent_escort_escortDock;
}
/* Additional handlers for scooping */
PriorityAIController.prototype.responsesAddScooping = function(handlers)
{
handlers.shipAchievedDesiredRange = this.responseComponent_scooping_shipAchievedDesiredRange
handlers.shipScoopedFuel = this.responseComponent_scooping_shipScoopedFuel;
}
// shorter list than before
PriorityAIController.prototype.responsesAddStation = function(handlers)
{
handlers.cascadeWeaponDetected = this.responseComponent_station_cascadeWeaponDetected;
handlers.commsMessageReceived = this.responseComponent_station_commsMessageReceived;
handlers.distressMessageReceived = this.responseComponent_station_distressMessageReceived;
handlers.helpRequestReceived = this.responseComponent_station_helpRequestReceived;
handlers.offenceCommittedNearby = this.responseComponent_station_offenceCommittedNearby;
handlers.shipAttackedOther = this.responseComponent_station_shipAttackedOther;
handlers.shipAttackedWithMissile = this.responseComponent_station_shipAttackedWithMissile;
handlers.shipBeingAttacked = this.responseComponent_station_shipBeingAttacked;
handlers.shipFiredMissile = this.responseComponent_station_shipFiredMissile;
handlers.shipKilledOther = this.responseComponent_station_shipKilledOther;
handlers.shipTargetLost = this.responseComponent_station_shipTargetLost;
}
PriorityAIController.prototype.responsesAddMissile = function(handlers) {
handlers.commsMessageReceived = this.responseComponent_missile_commsMessageReceived;
handlers.shipHitByECM = this.responseComponent_missile_shipHitByECM;
handlers.shipTargetCloaked = this.responseComponent_missile_shipTargetCloaked;
handlers.shipTargetLost = this.responseComponent_missile_shipTargetLost;
handlers.shipAchievedDesiredRange = this.responseComponent_missile_shipAchievedDesiredRange;
}
/* ******************* Response components *********************** */
/* Response components. These are standard response component
* functions which can be passed by reference to save on variable
* destruction/creation */
PriorityAIController.prototype.responseComponent_standard_approachingPlanetSurface = function()
{
if (this.getParameter("oolite_flag_allowPlanetaryLanding"))
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.applyHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet",{},4);
}
else
{
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_standard_cargoDumpedNearby = function(cargo,ship)
{
if (this.getParameter("oolite_flag_watchForCargo"))
{
var previously = this.getParameter("oolite_cargoDropped");
if (previously == null)
{
previously = 0;
}
previously++;
this.setParameter("oolite_cargoDropped",previously);
}
}
PriorityAIController.prototype.responseComponent_standard_cascadeWeaponDetected = function(weapon)
{
this.ship.clearDefenseTargets();
this.ship.addDefenseTarget(weapon);
this.setParameter("oolite_cascadeDetected",weapon.position);
this.ship.target = weapon;
this.ship.performFlee();
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_commsMessageReceived = function(message,sender)
{
/* If the sender is hostile to us, and we're not obviously in
* combat, attack the sender: deals with pirate demand case */
if (sender.target == this.ship && !this.ship.hasHostileTarget && sender.hasHostileTarget)
{
this.ship.target = sender;
this.ship.performAttack();
this.reconsiderNow();
}
this.noteCommsHeard();
}
PriorityAIController.prototype.responseComponent_standard_distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
if (this.ship.scanClass == "CLASS_POLICE" || (this.ship.isStation && this.ship.allegiance == "galcop"))
{
if (this.distance(aggressor) < this.scannerRange)
{
aggressor.bounty |= 8;
}
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.setParameter("oolite_distressTimestamp",clock.adjustedSeconds);
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_escortAccepted = function(escort)
{
this.communicate("oolite_escortAccepted",escort,2);
}
// overridden for escorts
PriorityAIController.prototype.responseComponent_standard_helpRequestReceived = function(ally, enemy)
{
if (this.allied(this.ship,enemy))
{
return;
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
}
if (enemy.scanClass == "CLASS_THARGOID" && this.ship.scanClass != "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(enemy,false))
{
this.reconsiderNow();
return; // not in a combat mode
}
}
if (!this.ship.hasHostileTarget)
{
// can't see the target
if (this.distance(enemy) > this.scannerRange)
{
this.ship.destination = enemy.position;
this.ship.desiredRange = this.scannerRange * 0.75;
// rush to help on injectors if possible
this.ship.desiredSpeed = this.ship.maxSpeed * 7;
this.ship.performFlyToRangeFromDestination();
// don't reconsider just yet
return;
}
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.communicate("oolite_startHelping",enemy,4);
this.ship.target = enemy;
this.reconsiderNow();
}
}
}
PriorityAIController.prototype.responseComponent_standard_offenceCommittedNearby = function(attacker, victim)
{
if (this.ship == victim) return; // other handlers can get this one
if (this.distance(attacker) > this.scannerRange) return; // can't mark what you can't see
if (attacker.scanClass == "CLASS_POLICE") return; // ignored
if (this.getParameter("oolite_flag_markOffenders"))
{
if (attacker.bounty == 0 && victim.bounty == 0)
{
if ((this.shipInRoleCategory(victim,"oolite-police-dislike") && !this.shipInRoleCategory(attacker,"oolite-police-dislike")) ||
(this.shipInRoleCategory(attacker,"oolite-police-like") && !this.shipInRoleCategory(victim,"oolite-police-like")))
{
if (victim.hasHostileTarget)
{
// they're both fighting; it's likely that the
// attacker is fighting in self-defence; so swap them
var tmp = victim;
victim = attacker;
attacker = tmp;
}
}
}
if (!attacker.isPlayer && attacker.target != victim)
{
// ignore friendly fire if they were aiming at a pirate/assassin
if (attacker.bounty == 0 && attacker.target && this.shipInRoleCategory(attacker.target,"oolite-police-dislike"))
{
// but we might go after the pirate/assassin ourselves in a bit
this.ship.addDefenseTarget(attacker.target);
return;
}
}
else if (attacker.isPlayer && this.ignorePlayerFriendlyFire())
{
this.communicate("oolite_friendlyFire",attacker,3);
return;
}
if (attacker.bounty & 7 != 7)
{
this.communicate("oolite_offenceDetected",attacker,3);
}
else
{
this.communicate("oolite_offenceDetected",attacker,4);
}
attacker.setBounty(attacker.bounty | 7,"seen by police");
this.ship.addDefenseTarget(attacker);
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_standard_playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null && wormhole.isWormhole)
{
this.ship.enterWormhole(wormhole);
}
/* Given a chance to leave interstellar space, take it */
else if (system.isInterstellarSpace && !this.getParameter("oolite_flag_likesInterstellarSpace") && this.distance(player.ship) < this.scannerRange)
{
this.ship.enterWormhole();
}
}
PriorityAIController.prototype.responseComponent_standard_shipAcceptedEscort = function(mother)
{
this.communicate("oolite_escortMotherAccepted",mother,2);
}
// not always applied
PriorityAIController.prototype.responseComponent_standard_shipAchievedDesiredRange = function()
{
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
if (waypoints.length > 0)
{
waypoints.pop();
if (waypoints.length == 0)
{
waypoints = null;
}
this.setParameter("oolite_waypoints",waypoints);
}
}
else
{
var patrol = this.getParameter("oolite_waypoint");
if (patrol != null && this.ship.destination.distanceTo(patrol) < 1000+this.getParameter("oolite_waypointRange"))
{
// finished patrol to waypoint
// clear route
this.communicate("oolite_waypointReached",{},3);
this.setParameter("oolite_waypoint",null);
this.setParameter("oolite_waypointRange",null);
if (this.getParameter("oolite_flag_patrolStation"))
{
if (this.ship.group)
{
var station = this.ship.group.leader;
if (station != null && station.isStation)
{
this.communicate("oolite_patrolReportIn",station,4);
this.ship.patrolReportIn(station);
}
}
}
}
}
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_shipAttackedOther = function(other)
{
this.communicate("oolite_hitTarget",other,4);
}
PriorityAIController.prototype.responseComponent_standard_shipAttackedWithMissile = function(missile,whom)
{
if (this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
// but don't usually reconsider immediately, because the ECM
// will probably get it
if (!this.__cache.oolite_conditionInCombat)
{
// however, if the missile is the start of an attack,
// reconsider to start combat mode
this.reconsiderNow();
}
}
else
{
this.communicate("oolite_incomingMissile",whom,3);
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
if (this.ship.target && this.ship.target.scanClass == "CLASS_MISSILE")
{
// keep fleeing first missile
var tmp = this.ship.target;
this.ship.target = missile;
this.ship.requestHelpFromGroup(); // anyone got an ECM?
this.ship.target = tmp;
}
else
{
this.ship.target = missile;
this.ship.requestHelpFromGroup(); // anyone got an ECM?
}
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_standard_shipAttackerDistracted = function(whom)
{
if (this.ship.scanClass != "CLASS_THARGOID" && whom.scanClass == "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
// frying pan, fire
if (this.respondToThargoids(whom,false))
{
this.reconsiderNow();
return;
}
}
var last = this.getParameter("oolite_lastAssist");
if (last != whom)
{
if (whom.isPlayer)
{
this.communicate("oolite_thanksForHelp",whom,1);
}
else
{
this.communicate("oolite_thanksForHelp",whom,3);
}
if (this.ship.scanClass == "CLASS_POLICE")
{
if (whom.scanClass != "CLASS_POLICE" && whom.scanClass != "CLASS_THARGOID" && whom.bounty > 0)
{
whom.setBounty(whom.bounty*4/5,"assisting police");
}
}
this.setParameter("oolite_lastAssist",whom);
}
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_shipBeingAttacked = function(whom)
{
if (whom.target != this.ship)
{
if (!whom.isPlayer)
{
// was accidental
if (this.allied(whom,this.ship))
{
this.communicate("oolite_friendlyFire",whom,3);
// ignore it
return;
}
// clean ships ignore friendly fire from police
if (this.ship.bounty == 0 && whom.scanClass == "CLASS_POLICE")
{
this.communicate("oolite_friendlyFire",whom,3);
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway as we know they didn't mean to
return;
}
}
// only ignore the player's friendly fire if already in combat
else if (this.conditionInCombat() && this.ignorePlayerFriendlyFire())
{
// send warning communication
this.communicate("oolite_friendlyFire",whom,2);
return;
}
}
if (this.getParameter("oolite_flag_markOffenders"))
{
if (this.ship.scanClass == "CLASS_POLICE")
{
whom.setBounty(whom.bounty | 15,"attacked police");
}
else if (this.ship == system.mainStation)
{
whom.setBounty(whom.bounty | 63,"attacked main station");
}
}
if (this.ship.target && !this.ship.hasHostileTarget)
{
// don't get confused and shoot the station!
this.ship.target = null;
}
if (this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.isFleeing)
{
this.communicate("oolite_surrender",{},3);
if (whom.isPlayer && this.ship.AIScript.oolite_intership.cargodemandpaid && this.ship.energy < 16)
{
/* Firing on surrendered traders means you're probably
* trying to kill them rather than rob them. Prefer
* replacing pirate roles. */
if (!this.__ltcache.oolite_assassinPlayer)
{
this.__ltcache.oolite_assassinPlayer = true;
var pws = player.roleWeights;
var found = false;
for (var i=pws.length-1;i>=0;i--)
{
if (pws[i] == "pirate")
{
player.setPlayerRole("assassin-player",i);
found = true;
break;
}
}
if (!found)
{
player.setPlayerRole("assassin-player");
}
}
}
}
if ((whom.scanClass == "CLASS_THARGOID") && (this.ship.scanClass != "CLASS_THARGOID") && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(whom,true))
{
this.reconsiderNow();
return;
}
}
if (whom.scanClass != "CLASS_THARGOID" && this.ship.target && this.ship.target.scanClass == "CLASS_THARGOID")
{
// now is not a good time. Everything is friendly fire right now...
return;
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.communicate("oolite_newAssailiant",whom,3);
this.ship.addDefenseTarget(whom);
}
else
{
// else we know about this attacker already
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
this.communicate("oolite_attackLowEnergy",whom,2);
// but at low energy still reconsider
this.ship.requestHelpFromGroup();
}
}
if (this.ship.hasHostileTarget)
{
if (!this.isAggressive(this.ship.target))
{
// if our current target is running away, switch targets
this.noteDistraction(whom);
this.ship.target = whom;
}
else if (this.ship.target.target != this.ship)
{
// if our current target isn't aiming at us
if (Math.random() < 0.2)
{
// occasionally switch
this.noteDistraction(whom);
this.ship.target = whom;
}
}
else
{
// tend to switch to the more dangerous one
if (this.threatAssessment(whom,true) > this.threatAssessment(this.ship.target,true) * (1+Math.random()))
{
this.noteDistraction(whom);
this.ship.target = whom;
}
}
}
// TODO: a rep for not accepting surrenders should have an effect here
else if (whom.isPlayer && !this.ship.AIScript.oolite_intership.cargodemand && !this.ship.AIScript.oolite_intership.cargodemandpaid)
{
// don't need to check here: most AIs won't check if a cargo
// demand exists, so setting it is harmless
if (this.shipInRoleCategory(whom,"oolite-pirate"))
{
this.ship.AIScript.oolite_intership.cargodemand = Math.ceil(this.ship.cargoSpaceCapacity / 10);
}
else if (this.shipInRoleCategory(whom,"oolite-assassin"))
{
this.ship.AIScript.oolite_intership.cargodemand = Math.ceil(this.ship.cargoSpaceCapacity / 20); // worth a try
}
else
{
this.ship.AIScript.oolite_intership.cargodemand = Math.ceil(this.ship.cargoSpaceCapacity / 15);
}
}
if (this.ship.escortGroup != null)
{
this.ship.requestHelpFromGroup();
}
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_shipBeingAttackedUnsuccessfully = function(whom)
{
if (this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.broadcastDistressMessage();
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
// TODO: a rep for not accepting surrenders should have an effect here
if (!this.ship.hasHostileTarget && whom.isPlayer && !this.ship.AIScript.oolite_intership.cargodemand && !this.ship.AIScript.oolite_intership.cargodemandpaid)
{
this.ship.AIScript.oolite_intership.cargodemand = Math.ceil(this.ship.cargoSpaceCapacity / 15);
}
if (!this.ship.hasHostileTarget)
{
this.ship.target = whom;
this.ship.performAttack();
this.ship.requestHelpFromGroup();
}
}
PriorityAIController.prototype.responseComponent_standard_shipFiredMissile = function(missile,target)
{
// spread missiles out between targets
if (this.ship.defenseTargets.length > 1)
{
this.ship.removeDefenseTarget(target);
this.ship.target = null;
this.reconsiderNow();
}
this.communicate("oolite_firedMissile",target,4);
}
PriorityAIController.prototype.responseComponent_standard_shipKilledOther = function(other)
{
if (this.ship.target == other)
{
if (this.allied(this.ship,other))
{
this.communicate("oolite_killedAlly",other,3);
}
else if (other.crew && other.crew.length > 0)
{
this.communicate("oolite_killedTarget",other,2);
}
else
{
this.communicate("oolite_killedUncrewedTarget",other,3);
}
}
else
{
if (this.allied(this.ship,other))
{
this.communicate("oolite_killedAlly",other,3);
}
else if (other.crew && other.crew.length > 0)
{
this.communicate("oolite_killedNonTarget",other,3);
}
else
{
this.communicate("oolite_killedUncrewedNonTarget",other,3);
}
}
}
PriorityAIController.prototype.responseComponent_standard_shipLaunchedEscapePod = function()
{
this.communicate("oolite_eject",{},1);
if (this.getParameter("oolite_flag_selfDestructAbandonedShip") == true)
{
if (!this.ship.script.__oolite_self_destruct)
{
this.ship.script.__oolite_self_destruct = new Timer(this.ship.script,function(){this.ship.explode()},10);
}
}
}
PriorityAIController.prototype.responseComponent_standard_shipLaunchedFromStation = function(station)
{
// clear the station
this.ship.destination = station.position;
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 15000;
this.ship.performFlyToRangeFromDestination();
}
PriorityAIController.prototype.responseComponent_standard_shipScoopedOther = function(other)
{
if (other.commodity)
{
this.communicate("oolite_scoopedCargo",{"oolite_goodsDescription":displayNameForCommodity(other.commodity)},4);
}
this.setParameter("oolite_cargoDropped",null);
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_shipTargetLost = function(target)
{
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_standard_shipWillEnterWormhole = function()
{
this.setParameter("oolite_witchspaceWormhole",null);
this.applyHandlers({});
}
PriorityAIController.prototype.responseComponent_standard_shipWitchspaceBlocked = function(blocker)
{
this.communicate("oolite_witchspaceBlocked",blocker,3);
this.ship.setDestination = blocker.position;
this.ship.setDesiredRange = 30000;
this.ship.setDesiredSpeed = this.cruiseSpeed();
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceEntry",null);
// no reconsidering yet
}
PriorityAIController.prototype.responseComponent_standard_wormholeSuggested = function(hole)
{
this.ship.destination = hole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceWormhole",hole);
// don't reconsider
}
/* Missile response components */
PriorityAIController.prototype.responseComponent_missile_commsMessageReceived = function(message)
{
this.noteCommsHeard();
}
PriorityAIController.prototype.responseComponent_missile_shipHitByECM = function()
{
if (this.ship.scriptInfo.oolite_missile_ecmResponse)
{
var fn = this.ship.scriptInfo.oolite_missile_ecmResponse;
if (this.ship.AIScript[fn])
{
this.ship.AIScript[fn]();
this.reconsiderNow();
return;
}
if (this.ship.script[fn])
{
this.ship.script[fn]();
this.reconsiderNow();
return;
}
}
/* This section for the hardheads should be an ECM
* response function, and that is used in the default
* shipdata.plist, but for compatibility with older OXPs
* it's also hardcoded here for now.
*
* OXPs wanting to overrule this for hardheads can set a
* response function to do so.
*/
if (this.ship.primaryRole == "EQ_HARDENED_MISSILE")
{
if (Math.random() < 0.1) //10% chance per pulse
{
if (Math.random() < 0.5)
{
// 50% chance responds by detonation
this.ship.AIScript.shipAchievedDesiredRange();
return;
}
// otherwise explode as normal below
}
else // 90% chance unaffected
{
return;
}
}
this.ship.explode();
}
PriorityAIController.prototype.responseComponent_missile_shipTargetCloaked = function()
{
this.setParameter("oolite_interceptCoordinates",this.ship.target.position);
this.setParameter("oolite_interceptTarget",this.ship.target);
// stops performIntercept sending AchievedDesiredRange
this.ship.performIdle();
}
PriorityAIController.prototype.responseComponent_missile_shipTargetLost = function()
{
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_missile_shipAchievedDesiredRange = function()
{
if (this.ship.scriptInfo.oolite_missile_detonation)
{
var fn = this.ship.scriptInfo.oolite_missile_detonation;
if (this.ship.AIScript[fn])
{
this.ship.AIScript[fn]();
this.reconsiderNow();
return;
}
if (this.ship.script[fn])
{
this.ship.script[fn]();
this.reconsiderNow();
return;
}
}
/* Defaults to standard missile settings, in case they're
* not specified in scriptInfo */
var blastpower = 170;
var blastradius = 32.5;
var blastshaping = 0.25;
if (this.ship.scriptInfo.oolite_missile_blastPower)
{
blastpower = this.ship.scriptInfo.oolite_missile_blastPower;
}
if (this.ship.scriptInfo.oolite_missile_blastRadius)
{
blastradius = this.ship.scriptInfo.oolite_missile_blastRadius;
}
if (this.ship.scriptInfo.oolite_missile_blastShaping)
{
blastshaping = this.ship.scriptInfo.oolite_missile_blastShaping;
}
this.ship.dealEnergyDamage(blastpower,blastradius,blastshaping);
this.ship.explode();
}
/* Station response components */
PriorityAIController.prototype.responseComponent_station_commsMessageReceived = function(message)
{
this.noteCommsHeard();
}
PriorityAIController.prototype.responseComponent_station_cascadeWeaponDetected = function(weapon)
{
this.ship.alertCondition = 3;
this.reconsiderNow();
};
PriorityAIController.prototype.responseComponent_station_shipAttackedWithMissile = function(missile,whom)
{
this.ship.alertCondition = 3;
if (this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
// but don't reconsider immediately
}
else
{
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
var tmp = this.ship.target;
this.ship.target = whom;
this.ship.requestHelpFromGroup();
this.ship.target = tmp;
this.reconsiderNow();
}
};
PriorityAIController.prototype.responseComponent_station_shipBeingAttacked = function(whom)
{
if (!whom)
{
this.reconsiderNow();
return;
}
if (whom.target != this.ship)
{
if (!whom.isPlayer)
{
// was accidental
if (this.allied(whom,this.ship))
{
this.communicate("oolite_friendlyFire",whom,4);
// ignore it
return;
}
// allegiance=galcop case covered by this.allied
if (whom.scanClass == "CLASS_POLICE" && (this.ship.allegiance == "hunter" || this.ship.allegiance == "neutral"))
{
this.communicate("oolite_friendlyFire",whom,4);
// ignore it
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway
return;
}
}
else if (this.ship.alertCondition > 1 && this.ignorePlayerFriendlyFire())
{
// send warning communication
this.communicate("oolite_friendlyFire",whom,2);
return;
}
}
this.ship.alertCondition = 3;
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
else
{
// else we know about this attacker already
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
// but at low energy still reconsider
this.reconsiderNow();
this.ship.requestHelpFromGroup();
}
}
if (this.ship.hasHostileTarget)
{
if (!this.isAggressive(this.ship.target))
{
// if our current target is running away, switch targets
this.ship.target = whom;
}
else if (this.ship.target.target != this.ship)
{
// if our current target isn't aiming at us
if (Math.random() < 0.2)
{
// occasionally switch
this.ship.target = whom;
}
}
} else {
// time to get one
this.ship.target = whom;
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_station_shipAttackedOther = function(other)
{
this.communicate("oolite_hitTarget",other,4);
}
PriorityAIController.prototype.responseComponent_station_shipFiredMissile = function(missile,target)
{
this.communicate("oolite_firedMissile",target,4);
}
PriorityAIController.prototype.responseComponent_station_shipKilledOther = function(other)
{
// slightly lower message priorities than the ship version
if (this.ship.target == other)
{
if (this.allied(this.ship,other))
{
this.communicate("oolite_killedAlly",other,3);
}
else if (other.crew && other.crew.length > 0)
{
this.communicate("oolite_killedTarget",other,3);
}
else
{
this.communicate("oolite_killedUncrewedTarget",other,4);
}
}
else
{
if (this.allied(this.ship,other))
{
this.communicate("oolite_killedAlly",other,3);
}
else if (other.crew && other.crew.length > 0)
{
this.communicate("oolite_killedNonTarget",other,3);
}
else
{
this.communicate("oolite_killedUncrewedNonTarget",other,4);
}
}
}
PriorityAIController.prototype.responseComponent_station_shipTargetLost = function(target)
{
this.reconsiderNow();
};
PriorityAIController.prototype.responseComponent_station_helpRequestReceived = function(ally, enemy)
{
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
return;
}
if (!this.ship.alertCondition == 3)
{
this.ship.target = enemy;
this.reconsiderNow();
return; // not in a combat mode
}
this.ship.target = enemy;
}
PriorityAIController.prototype.responseComponent_station_distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
if (this.ship.scanClass == "CLASS_POLICE" || (this.ship.isStation && this.ship.allegiance == "galcop"))
{
if (this.distance(aggressor) < this.scannerRange)
{
aggressor.setBounty(aggressor.bounty | 8,"attacked innocent");
}
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.setParameter("oolite_distressTimestamp",clock.adjustedSeconds);
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_station_offenceCommittedNearby = function(attacker, victim)
{
if (this.ship == victim) return; // other handlers can get this one
if (this.distance(attacker) > this.scannerRange) return; // can't mark what you can't see
if (this.getParameter("oolite_flag_markOffenders"))
{
if (attacker.bounty == 0 && victim.bounty == 0)
{
if ((this.shipInRoleCategory(victim,"oolite-police-dislike") && !this.shipInRoleCategory(attacker,"oolite-police-dislike")) ||
(this.shipInRoleCategory(attacker,"oolite-police-like") && !this.shipInRoleCategory(victim,"oolite-police-like")))
{
if (victim.hasHostileTarget)
{
// they're both fighting; it's likely that the
// attacker is fighting in self-defence; so swap them
var tmp = victim;
victim = attacker;
attacker = tmp;
}
}
}
if (!attacker.isPlayer && attacker.target != victim)
{
// ignore friendly fire if they were aiming at a pirate/assassin
if (attacker.bounty == 0 && attacker.target && this.shipInRoleCategory(attacker.target,"oolite-police-dislike"))
{
// but we might go after the pirate/assassin ourselves in a bit
this.ship.addDefenseTarget(attacker.target);
return;
}
}
else if (attacker.isPlayer && this.ignorePlayerFriendlyFire())
{
this.communicate("oolite_friendlyFire",attacker,3);
return;
}
attacker.setBounty(attacker.bounty | 7,"seen by police");
this.ship.addDefenseTarget(attacker);
if (this.ship.alertCondition < 3)
{
this.ship.alertCondition = 3;
this.ship.target = attacker;
}
this.reconsiderNow();
}
}
/* Non-standard response components */
PriorityAIController.prototype.responseComponent_docking_shipAchievedDesiredRange = function()
{
var message = this.ship.dockingInstructions.ai_message;
if (message == "APPROACH" || message == "BACK_OFF" || message == "APPROACH_COORDINATES")
{
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_docking_shipAIFrustrated = function()
{
var station = this.getParameter("oolite_dockingStation");
if (station)
{
station.abortDockingForShip(this.ship);
}
this.communicate("oolite_abortDocking",{},3);
this.setParameter("oolite_dockingStation",null);
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_docking_stationWithdrewDockingClearance = function()
{
this.setParameter("oolite_dockingStation",null);
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_escort_escortDock = function()
{
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_escort_helpRequestReceived = function(ally,enemy)
{
if (this.allied(this.ship,enemy))
{
return;
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
}
if (enemy.scanClass == "CLASS_THARGOID" && this.ship.scanClass != "CLASS_THARGOID" && (!this.ship.target || this.ship.target.scanClass != "CLASS_THARGOID"))
{
if (this.respondToThargoids(enemy,false))
{
this.reconsiderNow();
return;
}
}
// always help the leader
if (ally == this.ship.group.leader)
{
if (!this.ship.target || !this.ship.hasHostileTarget || this.ship.target.target != ally)
{
this.ship.target = enemy;
this.reconsiderNow();
return;
}
}
this.ship.addDefenseTarget(enemy);
if (enemy.scanClass == "CLASS_MISSILE" && this.distance(enemy) < this.scannerRange && this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.fireECM();
return;
}
if (!this.ship.hasHostileTarget)
{
this.ship.target = enemy;
this.ship.performAttack();
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.ship.target = enemy;
this.reconsiderNow();
}
}
}
PriorityAIController.prototype.responseComponent_expectWitchspace_shipTargetLost = function(target)
{
if (!target)
{
target = this.getParameter("oolite_rememberedTarget");
}
if (target && target.position) {
var pos = target.position;
var ws = system.wormholes;
// most likely to be most recent
for (var i=ws.length-1; i>=0; i--)
{
if (ws[i].position.distanceTo(pos) < 100)
{
this.setParameter("oolite_witchspaceWormhole",ws[i]);
break;
}
}
}
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_scooping_shipAchievedDesiredRange = function()
{
this.reconsiderNow();
}
PriorityAIController.prototype.responseComponent_scooping_shipScoopedFuel = function()
{
if (this.ship.fuel == 7)
{
this.reconsiderNow();
}
}
PriorityAIController.prototype.responseComponent_trackPlayer_playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null && wormhole.isWormhole)
{
this.ship.enterWormhole(wormhole);
}
else if (this.getParameter("oolite_rememberedTarget") == player.ship)
{
this.ship.enterWormhole();
}
}
/* ******************* Templates *************************** */
/* Templates. Common AI priority list fragments which may be useful to
* multiple AIs. These functions take no parameters and return a
* list. This can either be used straightforwardly as a truebranch or
* falsebranch value, or appended to a list using Array.concat() */
PriorityAIController.prototype.templateLeadHuntingMission = function()
{
return [
{
condition: this.conditionInInterstellarSpace,
truebranch: this.templateWitchspaceJumpAnywhere()
},
{
condition: this.conditionHasWaypoint,
configuration: this.configurationSetDestinationToWaypoint,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
{
condition: this.conditionHasSelectedStation,
truebranch: [
{
condition: this.conditionSelectedStationNearby,
configuration: this.configurationSetSelectedStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionSelectedStationNearMainPlanet,
truebranch: [
{
notcondition: this.conditionMainPlanetNearby,
configuration: this.configurationSetDestinationToMainPlanet,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
// either the station isn't near the planet, or we are
{
configuration: this.configurationSetDestinationToSelectedStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
{
condition: this.conditionMainPlanetNearby,
truebranch: [
{
condition: this.conditionPatrolIsOver,
configuration: this.configurationSelectRandomTradeStation,
behaviour: this.behaviourReconsider
}
]
},
/* No patrol route set up. Make one */
{
configuration: this.configurationSetWaypoint,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
PriorityAIController.prototype.templateLeadPirateMission = function()
{
return [
{
label: "Pirate mission",
preconfiguration: this.configurationForgetCargoDemand,
condition: this.conditionScannerContainsPirateVictims,
configuration: this.configurationAcquireScannedTarget,
truebranch: [
{
label: "Check odds",
condition: this.conditionCombatOddsGood,
behaviour: this.behaviourRobTarget,
reconsider: 5
}
]
},
{
condition: this.conditionInInterstellarSpace,
truebranch: this.templateWitchspaceJumpAnywhere()
},
{
/* move to a position on one of the space lanes, preferring lane 1 */
label: "Lurk",
configuration: this.configurationSetDestinationToPirateLurk,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
];
}
PriorityAIController.prototype.templateReturnToBase = function()
{
return [
{
label: "Return to base",
condition: this.conditionHasSelectedStation,
truebranch: [
{
condition: this.conditionSelectedStationNearby,
configuration: this.configurationSetSelectedStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionSelectedStationNearMainPlanet,
truebranch: [
{
notcondition: this.conditionMainPlanetNearby,
configuration: this.configurationSetDestinationToMainPlanet,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
// either the station isn't near the planet, or we are
{
configuration: this.configurationSetDestinationToSelectedStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
],
falsebranch: [
{
condition: this.conditionFriendlyStationExists,
configuration: this.configurationSelectRandomTradeStation,
behaviour: this.behaviourReconsider
}
]
}
];
}
PriorityAIController.prototype.templateReturnToBaseOrPlanet = function()
{
return [
{
label: "Return to base or planet",
condition: this.conditionFriendlyStationNearby,
configuration: this.configurationSetNearbyFriendlyStationForDocking,
behaviour: this.behaviourDockWithStation,
reconsider: 30
},
{
condition: this.conditionFriendlyStationExists,
configuration: this.configurationSetDestinationToNearestFriendlyStation,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
{
condition: this.conditionHasSelectedPlanet,
truebranch: [
{
preconfiguration: this.configurationSetDestinationToSelectedPlanet,
condition: this.conditionNearDestination,
behaviour: this.behaviourLandOnPlanet
},
{
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
]
},
{
condition: this.conditionPlanetExists,
configuration: this.configurationSelectPlanet,
behaviour: this.behaviourReconsider
},
{
condition: this.conditionCanWitchspaceOut,
configuration: this.configurationSelectWitchspaceDestination,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
}
];
}
PriorityAIController.prototype.templateWitchspaceJumpAnywhere = function()
{
return [
{
label: "Wormhole search",
condition: this.conditionWormholeNearby,
configuration: this.configurationSetDestinationToNearestWormhole,
behaviour: this.behaviourApproachDestination,
reconsider: 30
},
/* Short reconsiders on next two so wormholes aren't missed */
{
label: "No wormholes nearby",
condition: this.conditionCanWitchspaceOut,
configuration: this.configurationSelectWitchspaceDestination,
behaviour: this.behaviourEnterWitchspace,
reconsider: 10
},
{
label: "Lurk around witchpoint",
configuration: this.configurationSetDestinationToWitchpoint,
behaviour: this.behaviourApproachDestination,
reconsider: 10
}
];
}
PriorityAIController.prototype.templateWitchspaceJumpInbound = function()
{
return [
{
label: "Jump inbound",
preconfiguration: this.configurationSelectWitchspaceDestinationInbound,
condition: this.conditionCanWitchspaceOnRoute,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
},
{
condition: this.conditionReadyToSunskim,
configuration: this.configurationSetDestinationToSunskimEnd,
behaviour: this.behaviourSunskim,
reconsider: 20
},
{
condition: this.conditionSunskimPossible,
configuration: this.configurationSetDestinationToSunskimStart,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
PriorityAIController.prototype.templateWitchspaceJumpOutbound = function()
{
return [
{
label: "Jump outbound",
preconfiguration: this.configurationSelectWitchspaceDestinationOutbound,
condition: this.conditionCanWitchspaceOnRoute,
behaviour: this.behaviourEnterWitchspace,
reconsider: 20
},
{
condition: this.conditionReadyToSunskim,
configuration: this.configurationSetDestinationToSunskimEnd,
behaviour: this.behaviourSunskim,
reconsider: 20
},
{
condition: this.conditionSunskimPossible,
configuration: this.configurationSetDestinationToSunskimStart,
behaviour: this.behaviourApproachDestination,
reconsider: 30
}
];
}
/* ******************* Waypoint generators *********************** */
/* Waypoint generators. When these are called, they should set up
* the next waypoint for the ship. Ideally ships should either
* reach that waypoint or formally give up on it before asking for
* the next one, but the generator shouldn't assume that unless
* it's one written specifically for a particular AI . */
PriorityAIController.prototype.waypointsSpacelanePatrol = function()
{
// interstellar space exception
if (!system.sun)
{
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
return;
}
var p = this.ship.position;
var choice = "";
if (p.magnitude() < 10000)
{
// near witchpoint
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 2)
{
// near planet
if (Math.random() < 0.75)
{
// mostly go to witchpoint
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else if (p.distanceTo(system.sun) < system.sun.radius * 3)
{
// near sun
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.z < system.mainPlanet.position.z && ((p.x * p.x) + (p.y * p.y)) < this.scannerRange * this.scannerRange * 4)
{
// on lane 1
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "WITCHPOINT";
}
}
else if (p.subtract(system.mainPlanet).dot(p.subtract(system.sun)) < -0.9)
{
// on lane 2
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.dot(system.sun.position) > 0.9)
{
// on lane 3
if (Math.random() < 0.5)
{
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else
{
// we're not on any lane. Return to the planet
choice = "PLANET";
}
// having chosen, now set up the next stop on the patrol
switch (choice) {
case "WITCHPOINT":
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
break;
case "PLANET":
this.setParameter("oolite_waypoint",system.mainPlanet.position);
this.setParameter("oolite_waypointRange",system.mainPlanet.radius*2);
break;
case "SUN":
this.setParameter("oolite_waypoint",system.sun.position);
this.setParameter("oolite_waypointRange",system.sun.radius*2.5);
break;
}
}
PriorityAIController.prototype.waypointsStationPatrol = function()
{
var station = null;
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.isStation)
{
station = this.ship.group.leader;
}
if (!station)
{
station = system.mainStation;
if (!station)
{
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
return;
}
}
var z = station.vectorForward;
var tmp = new Vector3D(0,1,0);
if (system.sun)
{
tmp = z.cross(system.sun.position.direction());
}
var x = z.cross(tmp);
var y = z.cross(x);
// x and y now consistent vectors relative to a rotating station
var waypoints = [
station.position.add(x.multiply(25000)),
station.position.add(y.multiply(25000)),
station.position.add(x.multiply(-25000)),
station.position.add(y.multiply(-25000))
];
var waypoint = waypoints[0];
for (var i=0;i<=3;i++)
{
if (this.distance(waypoints[i]) < 500)
{
waypoint = waypoints[(i+1)%4];
break;
}
}
this.setParameter("oolite_waypoint",waypoint);
this.setParameter("oolite_waypointRange",100);
}
PriorityAIController.prototype.waypointsWitchpointPatrol = function()
{
if (this.ship.distanceTravelled > system.mainPlanet.position.z + 200000)
{
this.setParameter("oolite_waypoint",system.mainStation.position);
this.setParameter("oolite_waypointRange",10000);
}
else
{
var waypoints = [
new Vector3D(15E3,0,5E3),
new Vector3D(0,15E3,-5E3),
new Vector3D(-15E3,0,5E3),
new Vector3D(0,-15E3,-5E3)
];
var waypoint = waypoints[0];
for (var i=0;i<=3;i++)
{
if (this.distance(waypoints[i]) < 500)
{
waypoint = waypoints[(i+1)%4];
break;
}
}
this.setParameter("oolite_waypoint",waypoint);
this.setParameter("oolite_waypointRange",100);
}
}
/* ********** Communications data ****************/
/* Warning: OXPs should only interact with this through the provided
* API functions. The internals of data storage may be changed at any
* time. This data is global. */
this.startUp = function()
{
delete this.startUp;
// initial definition is just essential communications for now
this.$commsSettings = {};
this.$commsAllowed = true;
this._setCommunications({
generic: {
generic: {
oolite_thanksForHelp: "[oolite-comms-thanksForHelp]",
oolite_surrender: "[oolite-comms-surrender]"
}
},
trader: {
generic: {
oolite_agreeingToDumpCargo: "[oolite-comms-acceptPirateDemand]",
oolite_makeDistressCall: "[oolite-comms-makeDistressCall]"
}
},
police: {
generic: {
oolite_thanksForHelp: "[oolite-comms-police-thanksForHelp]",
oolite_markForFines: "[oolite-comms-markForFines]",
oolite_distressResponseAggressor: "[oolite-comms-distressResponseAggressor]",
oolite_offenceDetected: "[oolite-comms-offenceDetected]",
}
},
pirate: {
generic: {
oolite_makePirateDemand: "[oolite-comms-makePirateDemand]",
}
},
assassin: {
generic: {
oolite_beginningFight: "[oolite-comms-contractAttack]",
}
},
_thargoid: {
thargoid: {
oolite_continuingAttack: "[thargoid_curses]"
}
}
});
}
/* Event handler pair to prevent comms from being received while in
* witchspace tunnel */
this.shipWillEnterWitchspace = function()
{
this.$commsAllowed = false;
}
this.shipExitedWitchspace = function()
{
this.$commsAllowed = true;
}
/* Search through communications from most specific to least specific.
* role+personality
* "generic"+personality
* role+"generic"
* "generic"+"generic"
* A return value of "" means no communication is set.
*
* Roles or personalities starting with _ do not fall back to generic
*/
this._getCommunication = function(role, personality, key)
{
if (this.$commsSettings[role] && this.$commsSettings[role][personality] && this.$commsSettings[role][personality][key] && this.$commsSettings[role][personality][key] != "")
{
return this.$commsSettings[role][personality][key];
}
if (role.charAt(0) != "_")
{
if (this.$commsSettings["generic"] && this.$commsSettings["generic"][personality] && this.$commsSettings["generic"][personality][key] && this.$commsSettings["generic"][personality][key] != "")
{
return this.$commsSettings["generic"][personality][key];
}
}
if (personality.charAt(0) != "_")
{
if (this.$commsSettings[role] && this.$commsSettings[role]["generic"] && this.$commsSettings[role]["generic"][key] && this.$commsSettings[role]["generic"][key] != "")
{
return this.$commsSettings[role]["generic"][key];
}
}
if (role.charAt(0) != "_" && personality.charAt(0) != "_")
{
if (this.$commsSettings["generic"] && this.$commsSettings["generic"]["generic"] && this.$commsSettings["generic"]["generic"][key] && this.$commsSettings["generic"]["generic"][key] != "")
{
return this.$commsSettings["generic"]["generic"][key];
}
}
return "";
}
/* Returns the available personalities for a particular role */
this._getCommunicationPersonalities = function(role)
{
if (!this.$commsSettings || !this.$commsSettings[role])
{
return [];
}
else
{
return Object.keys(this.$commsSettings[role]);
}
}
/* Set a communication for the specified role, personality and comms
* key. "generic" is used as a fallback role and personality. */
this._setCommunication = function(role, personality, key, value)
{
if (!this.$commsSettings[role])
{
this.$commsSettings[role] = {};
}
if (!this.$commsSettings[role][personality])
{
this.$commsSettings[role][personality] = {};
}
this.$commsSettings[role][personality][key] = value;
}
/* Bulk setting of communications */
this._setCommunications = function(obj)
{
var roles = Object.keys(obj);
for (var i = 0; i<roles.length ; i++)
{
var personalities = Object.keys(obj[roles[i]]);
for (var j = 0; j<personalities.length ; j++)
{
var keys = Object.keys(obj[roles[i]][personalities[j]]);
for (var k = 0; k<keys.length ; k++)
{
var val = obj[roles[i]][personalities[j]][keys[k]];
this._setCommunication(roles[i],personalities[j],keys[k],val);
}
}
}
}
/* Intentionally not documented */
this._threatAssessment = function(ship,full)
{
// experimenting without this one for a while
// full = full || ship.hasHostileTarget || (ship.isPlayer && player.alertCondition == 3);
return ship.threatAssessment(full);
}