141 lines
3.8 KiB
JavaScript
141 lines
3.8 KiB
JavaScript
/*
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pirateAI.js
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Priority-based AI for pirates
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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"use strict";
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this.name = "Oolite Pirate AI";
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this.aiStarted = function() {
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this.ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
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ai.setParameter("oolite_flag_watchForCargo",true);
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ai.setParameter("oolite_personalityMatchesLeader",0.9);
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ai.setCommunicationsRole("pirate");
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ai.setParameter("oolite_friendlyRoles",["oolite-pirate"]);
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ai.setPriorities([
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/* Combat */
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{
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condition: ai.conditionLosingCombat,
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behaviour: ai.behaviourFleeCombat,
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reconsider: 5
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},
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{
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label: "Cargo demands met?",
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condition: ai.conditionCargoDemandsMet,
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/* Let them go if they've dropped enough cargo and stop firing back */
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truebranch: [
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{
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condition: ai.conditionInCombatWithHostiles,
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configuration: ai.configurationAcquireHostileCombatTarget,
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behaviour: ai.behaviourRepelCurrentTarget,
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reconsider: 5
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}
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],
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falsebranch: [
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{
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condition: ai.conditionInCombat,
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configuration: ai.configurationAcquireCombatTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 5
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}
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]
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},
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{
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsSalvageForGroup,
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truebranch: [
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{
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condition: ai.conditionScannerContainsSalvageForMe,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourCollectSalvage,
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reconsider: 20
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},
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// if can't scoop, hang around waiting for the others,
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// unless the entire group has enough cargo
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{
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notcondition: ai.conditionGroupHasEnoughLoot,
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configuration: ai.configurationSetDestinationToGroupLeader,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 15
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}
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]
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},
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/* Stay out of the way of hunters */
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{
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condition: ai.conditionHostileStationNearby,
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configuration: ai.configurationSetDestinationToNearestStation,
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behaviour: ai.behaviourLeaveVicinityOfDestination,
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reconsider: 20
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},
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{
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condition: ai.conditionScannerContainsHunters,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourLeaveVicinityOfTarget,
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reconsider: 20
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},
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/* Regroup if necessary */
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{
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preconfiguration: ai.configurationAppointGroupLeader,
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condition: ai.conditionGroupIsSeparated,
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configuration: ai.configurationSetDestinationToGroupLeader,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 15
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},
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{
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label: "Enough loot?",
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condition: ai.conditionGroupHasEnoughLoot,
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/* Find a station to dock at */
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truebranch: [
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{
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condition: ai.conditionIsGroupLeader,
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truebranch: ai.templateReturnToBaseOrPlanet()
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},
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/* Once the group leader has docked or landed, another one gets
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* appointed, and they can decide what to do next */
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{
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behaviour: ai.behaviourFollowGroupLeader,
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reconsider: 15
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}
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],
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/* Look for more loot */
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falsebranch: [
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{
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condition: ai.conditionIsGroupLeader,
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truebranch: ai.templateLeadPirateMission()
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},
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{
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behaviour: ai.behaviourFollowGroupLeader,
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reconsider: 15
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}
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]
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}
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].concat(ai.templateWitchspaceJumpAnywhere()));
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} |