163 lines
4.6 KiB
JavaScript
163 lines
4.6 KiB
JavaScript
/*
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pirateFreighterAI.js
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Priority-based AI for pirate freighters leading large pirate groups
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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 Freighter AI";
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this.aiStarted = function() {
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var 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",0.95);
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if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("pirate-freighter").length > 0)
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{
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ai.setCommunicationsRole("pirate-freighter");
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}
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else
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{
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ai.setCommunicationsRole("pirate");
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}
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ai.setParameter("oolite_friendlyRoles",["oolite-pirate"]);
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// combat and looting behaviour same at all stages
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var common = [
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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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/* Collect loot. Don't worry too much about other group
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* members. If they pick up stuff too that's good, but this is
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* the ship with the hold... */
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{
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preconfiguration: ai.configurationCheckScanner,
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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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/* Stay away from dangerous stations */
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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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/* Are there hunters about? Avoid, or destroy if safe to do so. */
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{
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condition: ai.conditionScannerContainsHunters,
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configuration: ai.configurationAcquireScannedTarget,
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truebranch: [
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{
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condition: ai.conditionCombatOddsExcellent,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 10
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},
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{
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behaviour: ai.behaviourLeaveVicinityOfTarget,
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reconsider: 20
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}
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]
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}
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];
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var specific;
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if (this.ship.homeSystem == this.ship.destinationSystem)
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{
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// local piracy
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specific = [
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{
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label: "Enough loot?",
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condition: ai.conditionGroupHasEnoughLoot,
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truebranch: ai.templateReturnToBaseOrPlanet(),
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falsebranch: ai.templateLeadPirateMission()
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}
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];
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}
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else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
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{
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// jump to destination system, taking group
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specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBaseOrPlanet());
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}
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else if (this.ship.homeSystem == system.ID)
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{
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// if not at full fuel, we're probably returning home. Or
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// something went wrong when trying to enter witchspace that
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// needed injectors to fix.
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specific = ai.templateReturnToBaseOrPlanet();
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}
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else
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{
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// pirate work, until enough cargo gathered or lose too many
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// fighters, then jump home. if we're in witchspace, just jump
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// home immediately!
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specific = [
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{
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condition: ai.conditionGroupHasEnoughLoot,
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truebranch: ai.templateWitchspaceJumpInbound()
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},
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{
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condition: ai.conditionGroupAttritionReached,
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truebranch: ai.templateWitchspaceJumpInbound()
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},
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{
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condition: ai.conditionInInterstellarSpace,
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truebranch: ai.templateWitchspaceJumpOutbound(),
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falsebranch: ai.templateLeadPirateMission()
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}
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];
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}
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var fallback = ai.templateWitchspaceJumpAnywhere();
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var priorities = common.concat(specific).concat(fallback);
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ai.setPriorities(priorities);
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} |