oolite/Resources/AIs/traderInterceptAI.plist

63 lines
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{
GLOBAL =
{
// always do a fightOrFleeHostiles before starting this AI-state
FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE");
DEPLOYING_ESCORTS = (setTargetToPrimaryAggressor, "setStateTo: FLEE_WITH_ESCORTS");
"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
"TARGET_DESTROYED" = (exitAI);
"TARGET_LOST" = (exitAI);
};
"ATTACK_SHIP" =
{
ENTER = (deployEscorts, broadcastDistressMessage, performAttack);
"ENERGY_LOW" = (setTargetToPrimaryAggressor, broadcastDistressMessage, deployEscorts, "setStateTo: FLEE");
"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
"TARGET_DESTROYED" = (exitAI);
"TARGET_LOST" = (exitAI);
};
FLEE =
{
ENTER = ("setDesiredRangeTo: 25600", performFlee);
ATTACKED = (fightOrFleeHostiles);
FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE");
DEPLOYING_ESCORTS = (setTargetToPrimaryAggressor, "setStateTo: FLEE_WITH_ESCORTS");
"TARGET_LOST" = (performIdle, exitAI);
"TARGET_DESTROYED" = (performIdle, exitAI);
"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
"REACHED_SAFETY" = (performIdle, exitAI);
};
"FLEE_WITH_ESCORTS" =
{
ENTER = ("setDesiredRangeTo: 25600", performFlee);
ATTACKED = (scanForHostiles);
"TARGET_FOUND" = (setTargetToPrimaryAggressor, deployEscorts, "rollD: 3");
"ROLL_1" = ("setStateTo: ATTACK_SHIP");
"ROLL_2" = ("setDesiredRangeTo: 25600", performFlee);
"ROLL_3" = ("setDesiredRangeTo: 25600", performFlee);
"TARGET_LOST" = (performIdle, exitAI);
"TARGET_DESTROYED" = (performIdle, exitAI);
"ENERGY_LOW" = (setTargetToPrimaryAggressor, deployEscorts);
"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
"REACHED_SAFETY" = (performIdle, exitAI);
};
FLEE_FOR_MISSILE =
{
ENTER = ("setDesiredRangeTo: 25600", broadcastDistressMessage, performFlee, "pauseAI: 5");
ATTACKED = ("setStateTo: GLOBAL", fightOrFleeHostiles);
"TARGET_LOST" = (scanForHostiles);
"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: GLOBAL", fightOrFleeHostiles);
"NOTHING_FOUND" = (exitAI);
"TARGET_DESTROYED" = (performIdle, exitAI);
"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
"REACHED_SAFETY" = (performIdle, exitAI);
"UPDATE" = (fightOrFleeMissile, "pauseAI: 10");
};
INCOMING_MISSILE =
{
ATTACKED = ("setStateTo: GLOBAL", fightOrFleeMissile);
"UPDATE" = (setTargetToPrimaryAggressor, fightOrFleeMissile, "setStateTo: FLEE_FOR_MISSILE");
};
}