138 lines
3.8 KiB
JavaScript
138 lines
3.8 KiB
JavaScript
/*
|
|
|
|
bountyHunterLeaderAI.js
|
|
|
|
Priority-based AI for bounty hunter leaders
|
|
|
|
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 Bounty Hunter Leader AI";
|
|
this.version = "1.79";
|
|
|
|
this.aiStarted = function() {
|
|
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
|
|
|
|
ai.setParameter("oolite_flag_listenForDistressCall",true);
|
|
|
|
ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
|
|
|
|
ai.setCommunicationsRole("hunter");
|
|
|
|
ai.setParameter("oolite_friendlyRoles",["oolite-bounty-hunter"]);
|
|
|
|
var common = [
|
|
/* Fight */
|
|
{
|
|
condition: ai.conditionLosingCombat,
|
|
behaviour: ai.behaviourFleeCombat,
|
|
reconsider: 5
|
|
},
|
|
{
|
|
condition: ai.conditionInCombat,
|
|
configuration: ai.configurationAcquireCombatTarget,
|
|
behaviour: ai.behaviourDestroyCurrentTarget,
|
|
reconsider: 5
|
|
},
|
|
/* Check for distress calls */
|
|
{
|
|
condition: ai.conditionHasReceivedDistressCall,
|
|
behaviour: ai.behaviourRespondToDistressCall,
|
|
reconsider: 20
|
|
},
|
|
/* Check for profitable targets */
|
|
{
|
|
preconfiguration: ai.configurationCheckScanner,
|
|
condition: ai.conditionScannerContainsFugitive,
|
|
configuration: ai.configurationAcquireScannedTarget,
|
|
behaviour: ai.behaviourDestroyCurrentTarget,
|
|
reconsider: 1
|
|
},
|
|
{
|
|
condition: ai.conditionScannerContainsHuntableOffender,
|
|
configuration: ai.configurationAcquireScannedTarget,
|
|
truebranch: [
|
|
/* if we require bounty hunters to have actual *good*
|
|
* odds they'll never shoot anything */
|
|
{
|
|
notcondition: ai.conditionCombatOddsBad,
|
|
behaviour: ai.behaviourDestroyCurrentTarget,
|
|
reconsider: 1
|
|
}
|
|
]
|
|
},
|
|
/* What about loot? */
|
|
{
|
|
condition: ai.conditionScannerContainsSalvageForMe,
|
|
configuration: ai.configurationAcquireScannedTarget,
|
|
behaviour: ai.behaviourCollectSalvage,
|
|
reconsider: 20
|
|
}
|
|
];
|
|
var specific;
|
|
if (this.ship.homeSystem == this.ship.destinationSystem)
|
|
{
|
|
// local patrol
|
|
specific = [
|
|
{
|
|
condition: ai.conditionGroupAttritionReached,
|
|
truebranch: ai.templateReturnToBase(),
|
|
falsebranch: ai.templateLeadHuntingMission()
|
|
}
|
|
];
|
|
}
|
|
else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
|
|
{
|
|
// jump to destination system, taking group
|
|
specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBase());
|
|
}
|
|
else if (this.ship.homeSystem == system.ID)
|
|
{
|
|
// if not at full fuel, we're probably returning home. Or
|
|
// something went wrong when trying to enter witchspace that
|
|
// needed injectors to fix.
|
|
specific = ai.templateReturnToBase();
|
|
}
|
|
else
|
|
{
|
|
// patrol for a little bit, or until lose too many fighters,
|
|
// then jump home or return to base (unlike pirates, docking
|
|
// at local stations is okay if it's possible)
|
|
specific = [
|
|
{
|
|
condition: ai.conditionGroupAttritionReached,
|
|
truebranch: ai.templateWitchspaceJumpInbound()
|
|
},
|
|
{
|
|
condition: ai.conditionInInterstellarSpace,
|
|
truebranch: ai.templateWitchspaceJumpInbound(),
|
|
falsebranch: ai.templateLeadHuntingMission()
|
|
}
|
|
];
|
|
}
|
|
|
|
var fallback = ai.templateWitchspaceJumpAnywhere();
|
|
|
|
var priorities = common.concat(specific).concat(fallback);
|
|
ai.setPriorities(priorities);
|
|
|
|
} |