oolite/Resources/AIs/oolite-escortAI.js
2014-03-14 15:09:41 +00:00

117 lines
3.3 KiB
JavaScript

/*
escortAI.js
Priority-based AI for escorts
Oolite
Copyright © 2004-2013 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
"use strict";
this.name = "Oolite Escort AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setCommunicationsRole("escort");
ai.setParameter("oolite_flag_scanIgnoresUnpowered",true);
ai.setPriorities([
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionMothershipInCombat,
truebranch: [
{
condition: ai.conditionMothershipUnderAttack,
configuration: ai.configurationAcquireDefensiveEscortTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionMothershipIsAttacking,
configuration: ai.configurationAcquireOffensiveEscortTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
{
behaviour: ai.behaviourRejoinMothership,
reconsider: 5
}
]
},
{
// if we're in combat but mothership isn't, then we need
// to finish this fight off and get back to them
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionWitchspaceEntryRequested,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 15
},
{
condition: ai.conditionIsEscorting,
behaviour: ai.behaviourEscortMothership,
reconsider: 60
},
/* Don't have a mothership */
{
condition: ai.conditionFriendlyStationNearby,
configuration: ai.configurationSetNearbyFriendlyStationForDocking,
behaviour: ai.behaviourDockWithStation,
reconsider: 30
},
/* And it's not because they just docked either */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsShipNeedingEscort,
behaviour: ai.behaviourOfferToEscort,
reconsider: 15
},
{
condition: ai.conditionFriendlyStationExists,
configuration: ai.configurationSetDestinationToNearestFriendlyStation,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
/* No friendly stations and no nearby ships needing escort */
{
condition: ai.conditionCanWitchspaceOut,
configuration: ai.configurationSelectWitchspaceDestination,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 20
},
/* And we're stuck here, but something to escort will probably
* show up at the witchpoint sooner or later */
{
configuration: ai.configurationSetDestinationToWitchpoint,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
]);
}