oolite/Resources/Scripts/oolite-ailib.js
2013-07-21 23:25:41 +01:00

2806 lines
78 KiB
JavaScript

/*
oolite-ailib.js
Priority-based Javascript AI library
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";
/* AI Library */
this.name = "oolite-libPriorityAI";
this.version = "1.79";
this.copyright = "© 2008-2013 the Oolite team.";
this.author = "cim";
/* Constructor */
this.AILib = function(ship)
{
this.ship = ship;
this.ship.AIScript.oolite_intership = {};
this.ship.AIScript.oolite_priorityai = this;
var activeHandlers = [];
var priorityList = null;
var parameters = {};
var communications = {};
var waypointgenerator = null;
/* Private utility functions. Do not call these from external code */
/* Considers a priority list, potentially recursively */
this._reconsiderList = function(priorities) {
var l = priorities.length;
for (var i = 0; i < l; i++)
{
var priority = priorities[i];
if (this.getParameter("oolite_flag_behaviourLogging"))
{
if (priority.label)
{ log(this.ship.name,"Considering: "+priority.label);
}
else
{
log(this.ship.name,"Considering: entry "+i);
}
}
// always call the preconfiguration function at this point
// to set up condition parameters
if (priority.preconfiguration)
{
priority.preconfiguration.call(this);
}
// allow inverted conditions
var condmet = true;
if (priority.notcondition)
{
condmet = !priority.notcondition.call(this);
}
else if (priority.condition)
{
condmet = priority.condition.call(this);
}
// absent condition is always true
if (condmet)
{
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,"Conditions met");
}
// always call the configuration function at this point
if (priority.configuration)
{
priority.configuration.call(this);
}
// this is what we're doing
if (priority.behaviour)
{
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,"Executing behaviour");
}
if (priority.reconsider)
{
this._resetReconsideration.call(this,priority.reconsider);
}
return priority.behaviour;
}
// otherwise this is what we might be doing
if (priority.truebranch)
{
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,"Entering truebranch");
}
var branch = this._reconsiderList.call(this,priority.truebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
else
{
if (priority.falsebranch)
{
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,"Entering falsebranch");
}
var branch = this._reconsiderList.call(this,priority.falsebranch);
if (branch != null)
{
return branch;
}
// otherwise nothing in the branch was usable, so move on
}
}
}
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,"Exiting branch");
}
return null; // nothing in the list is usable, so return
};
/* Only call this from aiAwoken to avoid loops */
this._reconsider = function() {
if (!this.ship || !this.ship.isValid || !this.ship.isInSpace)
{
return;
}
var newBehaviour = this._reconsiderList.call(this,priorityList);
if (newBehaviour == null) {
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" had all priorities fail. All priority based AIs should end with an unconditional entry.");
return false;
}
if (this.getParameter("oolite_flag_behaviourLogging"))
{
log(this.ship.name,newBehaviour);
}
newBehaviour.call(this);
return true;
};
/* Resets the reconsideration timer. */
this._resetReconsideration = function(delay)
{
this.ship.AIScriptWakeTime = clock.adjustedSeconds + delay;
};
/* ****************** General AI functions ************** */
this.setPriorities = function(prioritylist)
{
priorityList = prioritylist;
this.setUpHandlers({});
this.reconsiderNow();
}
// parameters created by Oolite must always be prefixed oolite-
this.setCommunication = function(key, value)
{
communications[key] = value;
}
// parameters created by Oolite must always be prefixed oolite-
this.setParameter = function(key, value)
{
parameters[key] = value;
}
this.getParameter = function(key)
{
if (key in parameters)
{
return parameters[key];
}
return null;
}
// set the waypoint generator function
this.setWaypointGenerator = function(value)
{
waypointgenerator = value;
}
this.getWaypointGenerator = function()
{
return waypointgenerator;
}
/* Requests reconsideration of behaviour ahead of schedule. */
this.reconsiderNow = function()
{
this._resetReconsideration.call(this,0.25);
}
this.setUpHandlers = function(handlers)
{
// step 1: go through activeHandlers, and delete those
// functions from this.ship.AIScript
for (var i=0; i < activeHandlers.length ; i++)
{
delete this.ship.AIScript[activeHandlers[i]];
}
/* This handler must always exist for a priority AI */
handlers.aiAwoken = function()
{
this._reconsider();
}
// step 2: go through the keys in handlers and put those handlers
// into this.ship.AIScript and the keys into activeHandlers
activeHandlers = Object.keys(handlers);
for (var i=0; i < activeHandlers.length ; i++)
{
this.ship.AIScript[activeHandlers[i]] = handlers[[activeHandlers[i]]].bind(this);
}
}
this.checkScannerWithPredicate = function(predicate)
{
var scan = this.getParameter("oolite_scanResults");
if (scan == null || predicate == null)
{
return false;
}
for (var i = 0 ; i < scan.length ; i++)
{
if (predicate.call(this,scan[i]))
{
this.setParameter("oolite_scanResultSpecific",scan[i]);
return true;
}
}
return false;
}
this.communicate = function(key,parameter1,parameter2)
{
if (key in communications)
{
this.ship.commsMessage(expandDescription(communications[key],{"p1":parameter1,"p2":parameter2}));
}
}
this.friendlyStation = function(station)
{
if (station.isMainStation && this.ship.bounty > 50)
{
return false;
}
return (station.target != this.ship || !station.hasHostileTarget);
}
this.cruiseSpeed = function()
{
var cruise = this.ship.maxSpeed * 0.8;
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].maxSpeed >= this.ship.maxSpeed/4)
{
if (cruise > this.ship.group.ships[i].maxSpeed)
{
cruise = this.ship.group.ships[i].maxSpeed;
}
}
}
}
if (this.ship.escortGroup)
{
for (var i = 0 ; i < this.ship.escortGroup.ships.length ; i++)
{
if (this.ship.escortGroup.ships[i].maxSpeed >= this.ship.maxSpeed/4)
{
if (cruise > this.ship.escortGroup.ships[i].maxSpeed)
{
cruise = this.ship.escortGroup.ships[i].maxSpeed;
}
}
}
}
return cruise;
}
this.allied = function(ship1,ship2)
{
// ships in same group
if (ship1.group && ship1.group.containsShip(ship2))
{
return true;
}
if (ship1.group && ship1.group.leader)
{
// ship1 is escort of ship in same group as ship2
if (ship1.group.leader.group && ship1.group.leader.group.containsShip(ship2))
{
return true;
}
}
// or in reverse, ship2 is the escort
if (ship2.group && ship2.group.leader)
{
// ship2 is escort of ship in same group as ship1
if (ship2.group.leader.group && ship2.group.leader.group.containsShip(ship1))
{
return true;
}
}
// ship1 is escort of a ship, ship2 is escort of a ship, both
// those ships are in the same group
if (ship1.group && ship1.group.leader && ship2.group && ship2.group.leader && ship1.group.leader.group && ship1.group.leader.group.containsShip(ship2.group.leader))
{
return true;
}
// Okay, these ships really do have nothing to do with each other...
return false;
}
this.isAggressive = function(ship)
{
return ship && ship.hasHostileTarget && !ship.isFleeing && !ship.isDerelict;
}
this.isFighting = function(ship)
{
return ship && (ship.hasHostileTarget || (ship.isStation && ship.alertCondition > 1));
}
/* ****************** Condition functions ************** */
/* Conditions. Any function which returns true or false can be used as
* a condition. They do not have to be part of the AI library, but
* several common conditions are provided here. */
this.conditionLosingCombat = function()
{
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < 25600)
{
return true;
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
if (this.ship.energy == this.ship.maxEnergy)
{
// forget previous defeats
this.setParameter("oolite_lastFleeing",null);
}
if (!this.conditionInCombat())
{
return false;
}
var lastThreat = this.getParameter("oolite_lastFleeing");
if (lastThreat != null && this.ship.position.distanceTo(lastThreat) < 25600)
{
// the thing that attacked us is still nearby
return true;
}
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
// TODO: adjust threshold based on group odds
return true; // losing if less than 1/4 energy
}
var dts = this.ship.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].scanClass == "CLASS_MISSILE" && dts[i].target == this.ship)
{
return true;
}
if (dts[i].scanClass == "CLASS_MINE")
{
return true;
}
}
// if we've dumped cargo or the group leader has, then we're losing
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemandpaid)
{
return true;
}
// TODO: add some reassessment of odds based on group size
return false; // not losing yet
}
this.conditionInCombat = function()
{
if (this.isFighting(this.ship))
{
return true;
}
var dts = this.ship.defenseTargets;
for (var i=0; i < dts.length; i++)
{
if (dts[i].position.squaredDistanceTo(this.ship) < this.ship.scannerRange * this.ship.scannerRange)
{
return true;
}
}
if (this.ship.group != null)
{
for (var i = 0 ; i < this.ship.group.length ; i++)
{
if (this.isFighting(this.ship.group.ships[i]))
{
return true;
}
}
}
if (this.ship.escortGroup != null)
{
for (var i = 0 ; i < this.ship.escortGroup.length ; i++)
{
if (this.isFighting(this.ship.escortGroup.ships[i]))
{
return true;
}
}
}
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
}
/* Ships being attacked are firing back */
this.conditionInCombatWithHostiles = function()
{
if (this.isFighting(ship) && this.isAggressive(this.ship.target))
{
return true;
}
var dts = this.ship.defenseTargets;
for (var i=0; i < dts.length; i++)
{
if (this.isAggressive(dts[i]) && dts[i].position.squaredDistanceTo(this.ship) < this.ship.scannerRange * this.ship.scannerRange)
{
return true;
}
}
if (this.ship.group != null)
{
for (var i = 0 ; i < this.ship.group.length ; i++)
{
if (this.isFighting(this.ship.group.ships[i]) && this.isAggressive(this.ship.group.ships[i].target))
{
return true;
}
}
}
if (this.ship.escortGroup != null)
{
for (var i = 0 ; i < this.ship.escortGroup.length ; i++)
{
if (this.isFighting(this.ship.escortGroup.ships[i]) && this.isAggressive(this.ship.escortGroup.ships[i].target))
{
return true;
}
}
}
delete this.ship.AIScript.oolite_intership.cargodemandpaid;
return false;
}
this.conditionHasMothership = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship));
}
this.conditionMothershipInCombat = function()
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
var leader = this.ship.group.leader;
if (leader.position.distanceTo(this.ship) > this.ship.scannerRange)
{
return false; // can't tell
}
if (this.isFighting(leader))
{
return true;
}
if (leader.target && leader.target.target == leader && leader.target.hasHostileTarget)
{
return true;
}
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && dts[i].hasHostileTarget)
{
return true;
}
}
return false;
}
else
{
// no mothership
return false;
}
}
this.conditionMothershipUnderAttack = function()
{
if (this.ship.group && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
var leader = this.ship.group.leader;
if (leader.target && leader.target.target == leader && leader.target.hasHostileTarget && leader.target.position.distanceTo(this.ship) < this.ship.scannerRange)
{
return true;
}
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && dts[i].hasHostileTarget && dts[i].position.distanceTo(this.ship) < this.ship.scannerRange)
{
return true;
}
}
return false;
}
else
{
return false;
}
}
this.conditionMothershipIsAttacking = function()
{
if (this.ship.group && this.ship.group.leader != this.ship && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
var leader = this.ship.group.leader;
if (leader.target && this.isFighting(leader) && leader.target.position.distanceTo(this.ship) < this.ship.scannerRange)
{
return true;
}
}
return false;
}
this.conditionNearDestination = function()
{
return (this.ship.destination.squaredDistanceTo(this.ship) < this.ship.desiredRange * this.ship.desiredRange);
}
this.conditionScannerContainsFugitive = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.bounty > 50;
});
}
this.conditionScannerContainsHunters = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.primaryRole == "hunter" || s.scanClass == "CLASS_POLICE" || (s.isStation && s.isMainStation);
});
}
this.conditionScannerContainsPirateVictims = function()
{
return this.checkScannerWithPredicate(function(s) {
// is a pirate victim
// has some cargo on board
// hasn't already paid up
return s.isPirateVictim && s.cargoSpaceUsed > 0 && (!s.AIScript || !s.AIScript.oolite_intership || !s.AIScript.oolite_intership.cargodemandpaid);
});
}
this.conditionScannerContainsHuntableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = 50 - (system.info.government * 7);
return s.isInSpace && s.bounty > threshold;
});
}
this.conditionScannerContainsFineableOffender = function()
{
return this.checkScannerWithPredicate(function(s) {
var threshold = 50 - (system.info.government * 7);
return s.isInSpace && s.bounty <= threshold && s.bounty > 0 && !s.markedForFines && (s.scanClass == "CLASS_NEUTRAL" || s.isPlayer) && !s.isDerelict;
});
}
this.conditionScannerContainsNonThargoid = function()
{
var prioritytargets = this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID" && s.scanClass != "CLASS_ROCK" && s.scanClass != "CLASS_CARGO";
});
if (prioritytargets)
{
return true;
}
return this.checkScannerWithPredicate(function(s) {
return s.scanClass != "CLASS_THARGOID";
});
}
this.conditionScannerContainsSalvageForMe = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.ship.maxSpeed && this.conditionCanScoopCargo();
});
}
this.conditionScannerContainsEscapePods = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.primaryRole == "escape-capsule" && s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < this.ship.maxSpeed && this.conditionCanScoopCargo();
});
}
this.conditionScannerContainsSalvageForGroup = function()
{
var maxspeed = 0;
if (this.conditionCanScoopCargo())
{
maxspeed = this.ship.maxSpeed;
}
if (this.ship.group)
{
for (var i = 0; i < this.ship.group.ships.length ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.cargoSpaceAvailable > 0 && ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" && ship.maxSpeed > maxspeed)
{
maxspeed = ship.maxSpeed;
}
}
}
return this.checkScannerWithPredicate(function(s) {
return s.isInSpace && s.scanClass == "CLASS_CARGO" && s.velocity.magnitude() < maxspeed;
});
}
this.conditionHasReceivedDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (aggressor == null || !aggressor.isInSpace || sender == null || !sender.isInSpace || sender.position.distanceTo(this.ship) > this.ship.scannerRange)
{
// no, or it has expired
this.setParameter("oolite_distressAggressor",null);
this.setParameter("oolite_distressSender",null);
return false;
}
return true;
}
this.conditionHasWaypoint = function()
{
return this.getParameter("oolite_waypoint") != null;
}
this.conditionHasSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && (!station.isValid || !station.isStation))
{
this.setParameter("oolite_selectedStation",null);
return false;
}
return station != null;
}
this.conditionHasSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet && (!planet.isValid || !planet.isPlanet))
{
this.setParameter("oolite_selectedPlanet",null);
return false;
}
return planet != null;
}
this.conditionInInterstellarSpace = function()
{
return system.isInterstellarSpace;
}
this.conditionWitchspaceEntryRequested = function()
{
return (this.getParameter("oolite_witchspaceWormhole") != null);
}
this.conditionSelectedStationNearby = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station && station.position.distanceTo(this.ship) < this.ship.scannerRange)
{
return true;
}
return false;
}
this.conditionSelectedStationNearMainPlanet = function()
{
if (!system.mainPlanet)
{
return false;
}
var station = this.getParameter("oolite_selectedStation");
if (station && station.position.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
this.conditionNearMainPlanet = function()
{
if (!system.mainPlanet)
{
return false;
}
if (this.ship.position.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 4)
{
return true;
}
return false;
}
this.conditionFriendlyStationNearby = function()
{
var stations = system.stations;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
// this is not a very good check for friendliness, but
// it will have to do for now
if (station.position.distanceTo(this.ship) < this.ship.scannerRange)
{
return true;
}
}
}
return false;
}
this.conditionFriendlyStationExists = function()
{
var stations = system.stations;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
// this is not a very good check for friendliness, but
// it will have to do for now
return true;
}
}
return false;
}
this.conditionHasNonThargoidTarget = function()
{
return (this.ship.target && this.ship.target.scanClass != "CLASS_THARGOID");
}
this.conditionScannerContainsThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership");
});
}
this.conditionScannerContainsReadyThargoidMothership = function()
{
return this.checkScannerWithPredicate(function(s) {
return s.hasRole("thargoid-mothership") && (!s.escortGroup || s.escortGroup.count <= 16);
});
}
this.conditionScannerContainsShipNeedingEscort = function()
{
if (this.ship.bounty == 0)
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty == 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
else
{
return this.checkScannerWithPredicate(function(s) {
return s.scanClass == this.ship.scanClass && s.bounty > 0 && (!s.escortGroup || s.escortGroup.count <= s.maxEscorts);
});
}
}
this.conditionCanWitchspaceOut = function()
{
if (!this.ship.hasHyperspaceMotor)
{
return false;
}
return (system.info.systemsInRange(this.ship.fuel).length > 0);
}
this.conditionCargoIsProfitableHere = function()
{
if (!system.mainStation)
{
return false;
}
if (this.ship.cargoSpaceUsed == 0)
{
return false;
}
var cargo = this.ship.cargoList;
var profit = 0;
var multiplier = (system.info.economy <= 3)?-1:1;
for (var i = 0 ; i < cargo.length ; i++)
{
var commodity = cargo[i].commodity;
var quantity = cargo[i].quantity;
var adjust = system.mainStation.market[commodity].marketEcoAdjustPrice * multiplier * quantity / system.mainStation.market[commodity].marketMaskPrice;
profit += adjust;
}
return (profit >= 0);
}
this.conditionReadyToSunskim = function()
{
return (this.ship.position.distanceTo(system.sun) < system.sun.radius * 1.15);
}
this.conditionSunskimPossible = function()
{
return (system.sun &&
!system.sun.hasGoneNova &&
!system.sun.isGoingNova &&
this.ship.fuel < 7 &&
this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK" &&
(this.ship.heatInsulation > 1000/this.ship.maxSpeed || this.ship.heatInsulation >= 12));
}
this.conditionPiratesCanBePaidOff = function()
{
if (this.ship.AIScript.oolite_intership.cargodemandpaid)
{
return false;
}
// TODO: need some way for the player to set this
if (!this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
if (this.ship.cargoSpaceUsed < this.ship.AIScript.oolite_intership.cargodemand)
{
return false;
}
return true;
}
this.conditionIsGroupLeader = function()
{
if (!this.ship.group)
{
return true;
}
return (this.ship.group.leader == this.ship);
}
this.conditionIsEscorting = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return false;
}
if (this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
return true;
}
return false;
}
this.conditionAllEscortsInFlight = function()
{
if (!this.ship.escortGroup)
{
return true; // there are no escorts not in flight
}
for (var i = 0 ; i < this.ship.escortGroup.ships.length ; i++)
{
if (this.ship.escortGroup.ships[i].status != "STATUS_IN_FLIGHT")
{
return false;
}
}
return true;
}
this.conditionCanScoopCargo = function()
{
if (this.ship.cargoSpaceAvailable == 0 || this.ship.equipmentStatus("EQ_FUEL_SCOOPS") != "EQUIPMENT_OK")
{
return false;
}
return true;
}
this.conditionCargoDemandsMet = function()
{
if (!this.getParameter("oolite_flag_watchForCargo"))
{
log(this.name,"AI '"+this.ship.AIScript.name+"' for ship "+this.ship+" is asking if cargo demands are met but has not set 'oolite_flag_watchForCargo'");
return true;
}
var seen = this.getParameter("oolite_cargoDropped");
if (seen != null)
{
var recorder = null;
var demand = 0;
if (this.ship.group)
{
if (this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.group.leader.AIScript.oolite_intership.cargodemandmet)
{
return true;
}
recorder = this.ship.group.leader;
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
}
else if (this.ship.group.ships[0].AIScript.oolite_intership && this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded > 0)
{
demand = this.ship.group.ships[0].AIScript.oolite_intership.cargodemanded;
if (this.ship.group.ships[0].AIScript.oolite_intership.cargodemandmet)
{
return true;
}
recorder = this.ship.group.ships[0];
}
}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded > 0)
{
if (this.ship.AIScript.oolite_intership.cargodemandmet)
{
return true;
}
demand = this.ship.AIScript.oolite_intership.cargodemanded;
recorder = this.ship;
}
}
if (demand == 0)
{
return false; // no demand made, so it can't have been met
}
if (demand <= seen)
{
recorder.AIScript.oolite_intership.cargodemandmet = true;
return true;
}
}
return false;
}
this.conditionGroupLeaderIsStation = function()
{
return (this.ship.group && this.ship.group.leader && this.ship.group.leader.isStation);
}
this.conditionGroupIsSeparated = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
return false;
}
if (this.ship.group.leader.isStation)
{
// can get 2x as far from station
return (this.ship.position.distanceTo(this.ship.group.leader) > this.ship.scannerRange * 2);
}
else
{
return (this.ship.position.distanceTo(this.ship.group.leader) > this.ship.scannerRange);
}
}
this.conditionCombatOddsGood = function()
{
// TODO: this should consider what the ships are, somehow
var us = 1;
if (this.ship.group)
{
us += this.ship.group.count - 1;
}
if (this.ship.escortGroup)
{
us += this.ship.escortGroup.count - 1;
}
var them = 1;
if (!this.ship.target)
{
return false;
}
else
{
if (this.ship.target.group)
{
them += this.ship.target.group.count - 1;
}
if (this.ship.target.escortGroup)
{
them += this.ship.target.escortGroup.count - 1;
}
}
return us >= them;
}
this.conditionGroupHasEnoughLoot = function()
{
var used = 0;
var available = 0;
if (!this.ship.group)
{
used = this.ship.cargoSpaceUsed;
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available = this.ship.cargoSpaceAvailable;
}
}
else
{
for (var i = 0; i < this.ship.group.ships.length; i++)
{
used += this.ship.group.ships[i].cargoSpaceUsed;
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
available += this.ship.group.ships[i].cargoSpaceAvailable;
}
}
}
if (available < used || available == 0)
{
/* Over half-full. This will do for now. TODO: cutting
* losses if group is taking damage, losing ships, running
* low on consumables, etc. */
return true;
}
return false;
}
this.conditionThargonIsActive = function()
{
return this.ship.scanClass == "CLASS_THARGOID" && this.ship.hasRole("EQ_THARGON");
}
/* ****************** Behaviour functions ************** */
/* Behaviours. Behaviours are effectively a state definition,
* defining a set of events and responses. They are aided in this
* by the 'responses', which mean that the event handlers for the
* behaviour within the definition can itself be templated. */
this.behaviourFleeCombat = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
var cascade = this.getParameter("oolite_cascadeDetected");
if (cascade != null)
{
if (cascade.distanceTo(this.ship) < 25600)
{
if (this.ship.destination != cascade)
{
this.communication("oolite_quiriumCascade");
}
this.ship.destination = cascade;
this.ship.desiredRange = 30000;
this.ship.desiredSpeed = 10*this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
return;
}
else
{
this.setParameter("oolite_cascadeDetected",null);
}
}
this.ship.target = this.ship.AIPrimaryAggressor;
if (!this.ship.target || this.ship.position.distanceTo(this.ship.target) > 25600)
{
var dts = this.ship.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
this.ship.position.distanceTo(dts[i]) < 25600;
this.ship.target = dts[i];
break;
}
}
this.setParameter("oolite_lastFleeing",this.ship.target);
this.ship.performFlee();
}
this.behaviourDestroyCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
if (this.ship.target && !this.ship.hasHostileTarget)
{
// entering attack mode
this.communicate("oolite_beginningAttack",this.ship.target.displayName);
}
this.ship.performAttack();
}
this.behaviourRepelCurrentTarget = function()
{
this.setParameter("oolite_witchspaceEntry",null);
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
if (!this.ship.target || !this.ship.target.isValid || !this.ship.target.isShip)
{
this.reconsiderNow();
return;
}
if (!this.isAggressive(this.ship.target))
{
var target = this.ship.target;
// repelling succeeded
if (this.ship.escortGroup)
{
// also tell escorts to stop attacking it
for (var i = 0 ; i < this.ship.escortGroup.ships.length ; i++)
{
this.ship.escortGroup.ships[i].removeDefenseTarget(target);
if (this.ship.escortGroup.ships[i].target == target)
{
this.ship.escortGroup.ships[i].target = null;
}
}
}
this.ship.removeDefenseTarget(target);
this.ship.target = null;
}
else
{
if (!this.ship.hasHostileTarget)
{
// entering attack mode
this.communicate("oolite_beginningAttack",this.ship.target.displayName);
}
this.ship.performAttack();
}
}
this.behaviourFineCurrentTarget = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
if (this.ship.scanClass == "CLASS_POLICE" && this.ship.target)
{
this.communicate("oolite_markForFines",this.ship.target.displayName);
this.ship.markTargetForFines();
}
this.ship.performIdle();
}
this.behaviourCollectSalvage = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipScoopedOther = function(other)
{
this.setParameter("oolite_cargoDropped",null);
this.reconsiderNow();
}
this.setUpHandlers(handlers);
this.ship.performCollect();
}
this.behaviourApproachDestination = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
handlers.shipAchievedDesiredRange = function()
{
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
if (waypoints.length > 0)
{
waypoints.pop();
if (waypoints.length == 0)
{
waypoints = null;
}
this.setParameter("oolite_waypoints",waypoints);
}
}
else
{
var patrol = this.getParameter("oolite_waypoint");
if (patrol != null && this.ship.destination.distanceTo(patrol) < 1000+this.getParameter("oolite_waypointRange"))
{
// finished patrol to waypoint
// clear route
this.communicate("oolite_waypointReached");
this.setParameter("oolite_waypoint",null);
this.setParameter("oolite_waypointRange",null);
if (this.getParameter("oolite_flag_patrolStation"))
{
if (this.ship.group)
{
var station = this.ship.group.leader;
if (station != null && station.isStation)
{
this.communicate("oolite_patrolReportIn",station.displayName);
this.ship.patrolReportIn(station);
}
}
}
}
}
this.reconsiderNow();
};
var waypoints = this.getParameter("oolite_waypoints");
if (waypoints != null)
{
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 1000;
}
var blocker = this.ship.checkCourseToDestination();
if (blocker)
{
if (blocker.isPlanet || blocker.isSun)
{
// the selected planet can't block
if (blocker.isSun || this.getParameter("oolite_selectedPlanet") != blocker)
{
if (this.ship.position.distanceTo(blocker) < blocker.radius * 3)
{
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 1000;
}
}
}
else if (blocker.isShip)
{
if (this.ship.position.distanceTo(blocker) < 25600)
{
if (!blocker.group || !blocker.group.leader == this.ship)
{
// our own escorts are not a blocker!
if (waypoints == null)
{
waypoints = [];
}
waypoints.push(this.ship.getSafeCourseToDestination());
this.ship.destination = waypoints[waypoints.length-1];
this.ship.desiredRange = 1000;
}
}
}
}
this.setParameter("oolite_waypoints",waypoints);
this.setUpHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
this.behaviourDockWithStation = function()
{
// may need to release escorts
if (this.ship.escortGroup && this.ship.escortGroup.count > 1)
{
this.ship.dockEscorts();
}
var station = this.getParameter("oolite_dockingStation");
this.ship.target = station;
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddDocking(handlers);
this.ship.requestDockingInstructions();
switch (this.ship.dockingInstructions.ai_message)
{
case "TOO_BIG_TO_DOCK":
case "DOCKING_REFUSED":
this.ship.setParameter("oolite_dockingStation",null);
this.ship.target = null;
this.reconsiderNow();
break;
case "TRY_AGAIN_LATER":
if (this.ship.target.position.distanceTo(this.ship) < 10000)
{
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 12500;
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.performFlyToRangeFromDestination();
}
// else fall through
case "HOLD_POSITION":
this.ship.destination = this.ship.target.position;
this.ship.performFaceDestination();
// and will reconsider in a little bit
break;
case "APPROACH":
case "APPROACH_COORDINATES":
case "BACK_OFF":
this.ship.performFlyToRangeFromDestination();
break;
}
this.setUpHandlers(handlers);
}
/* Standard "help the innocent" distress call response. Perhaps
* there should be a 'blood in the water' response available
* too... */
this.behaviourRespondToDistressCall = function()
{
var aggressor = this.getParameter("oolite_distressAggressor");
var sender = this.getParameter("oolite_distressSender");
if (sender.bounty > aggressor.bounty)
{
var tmp = sender;
sender = aggressor;
aggressor = tmp;
}
if (aggressor.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = aggressor;
this.ship.performAttack();
this.reconsiderNow();
this.communicate("oolite_distressResponseAggressor",aggressor.displayName);
}
else
{ // we can't actually see what's attacking the sender yet
this.ship.destination = sender.position;
this.ship.desiredRange = 1000+sender.collisionRadius+this.ship.collisionRadius;
this.ship.desiredSpeed = 7 * this.ship.maxSpeed; // use injectors if possible
this.ship.performFlyToRangeFromDestination();
// and when we next reconsider, hopefully the aggressor will be on the scanner
this.communicate("oolite_distressResponseSender",sender.displayName);
}
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
}
this.behaviourEnterWitchspace = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole && wormhole.expiryTime < clock.adjustedSeconds)
{
// the wormhole we were trying for has expired
this.setParameter("oolite_witchspaceWormhole",null);
}
else if (wormhole)
{
this.ship.destination = wormhole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.setUpHandlers(handlers);
return;
}
var destID = this.getParameter("oolite_witchspaceDestination");
if (destID == null)
{
// look for wormholes out of here
// no systems in range
handlers.wormholeSuggested = function(hole)
{
this.ship.destination = hole.position;
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceWormhole",hole);
// don't reconsider
}
handlers.playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null)
{
this.ship.enterWormhole(wormhole);
}
else
{
this.ship.enterWormhole();
}
}
this.setUpHandlers(handlers);
return;
}
else
{
handlers.shipWitchspaceBlocked = function(blocker)
{
this.ship.setDestination = blocker.position;
this.ship.setDesiredRange = 30000;
this.ship.setDesiredSpeed = this.cruiseSpeed();
this.ship.performFlyToRangeFromDestination();
this.setParameter("oolite_witchspaceEntry",null);
// no reconsidering yet
}
// set up the handlers before trying it
this.setUpHandlers(handlers);
var entry = this.getParameter("oolite_witchspaceEntry");
// wait for escorts to launch
if (!this.conditionAllEscortsInFlight())
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
else if (entry != null && entry < clock.seconds)
{
// this should work
var result = this.ship.exitSystem(destID);
// if it doesn't, we'll get blocked
if (result)
{
this.setParameter("oolite_witchspaceEntry",null);
}
}
else
{
if (entry == null)
{
this.communicate("oolite_engageWitchspaceDrive");
this.setParameter("oolite_witchspaceEntry",clock.seconds + 15);
}
this.ship.destination = this.ship.position;
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
if (this.ship.checkCourseToDestination())
{
this.ship.destination = this.ship.getSafeCourseToDestination();
}
this.ship.performFlyToRangeFromDestination();
}
}
}
this.behaviourEscortMothership = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.setUpHandlers(handlers);
this.ship.desiredRange = 0;
this.ship.performEscort();
}
// Separate behaviour just in case we want to change it later
// This is the one to catch up with a distant mothership
this.behaviourRejoinMothership = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddEscort(handlers);
this.setUpHandlers(handlers);
// to consider: should this behaviour use injectors if
// possible? so few escorts have them that it's probably not
// worth it.
this.ship.desiredRange = 0;
this.ship.performEscort();
}
/* Follow the group leader in a less organised way than escorting them */
this.behaviourFollowGroupLeader = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
if (!this.ship.group || !this.ship.group.leader)
{
this.ship.performIdle();
}
else
{
this.ship.destination = this.ship.group.leader.position;
this.ship.desiredRange = 2000+Math.random()*2000;
this.ship.desiredSpeed = this.ship.maxSpeed;
this.ship.performFlyToRangeFromDestination();
}
}
this.behaviourOfferToEscort = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
var possible = this.getParameter("oolite_scanResultSpecific");
if (possible == null)
{
this.reconsiderNow();
}
else
{
if (this.ship.offerToEscort(possible))
{
// accepted
this.reconsiderNow();
}
// if rejected, wait for next scheduled reconsideration
}
}
this.behaviourSunskim = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.responsesAddScooping(handlers);
this.setUpHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
this.behaviourPayOffPirates = function()
{
this.ship.dumpCargo(this.ship.AIScript.oolite_intership.cargodemand);
this.communicate("oolite_agreeingToDumpCargo");
delete this.ship.AIScript.oolite_intership.cargodemand;
this.ship.AIScript.oolite_intership.cargodemandpaid = true;
this.behaviourFleeCombat();
}
this.behaviourLeaveVicinityOfTarget = function()
{
if (!this.ship.target)
{
this.reconsiderNow();
return;
}
this.ship.destination = this.ship.target.position;
this.ship.desiredRange = 27500;
this.ship.desiredSpeed = this.ship.maxSpeed;
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
this.ship.performFlyToRangeFromDestination();
}
this.behaviourRobTarget = function()
{
var demand = null;
if (this.ship.group && this.ship.group.leader)
{
if (this.ship.group.leader.AIScript.oolite_intership && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
}
}
else
{
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
demand = this.ship.AIScript.oolite_intership.cargodemanded;
}
}
if (demand == null)
{
var hascargo = this.ship.target.cargoSpaceUsed;
// blowing them up probably gets ~10%, so how much we feel
// confident in demanding depends on how likely patrols
// are to come along and interfere.
demand = (hascargo/20)*(8-system.info.government)*(1+Math.random());
// between 5% and 80% of cargo
demand = Math.ceil(demand); // round it up so there's always at least 1
demand = 2+(demand%10); //
/*
// since cargo dumping detection uses checkScanner, this doesn't work
// for any substantial volume of cargo. Consider reinstating if
// increasing the max-count on checkScanner doesn't break things
var maxdemand = 0;
var gc = 1;
if (!this.ship.group)
{
if (this.ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand = this.ship.cargoSpaceAvailable;
}
}
else
{
gc = this.ship.group.ships.length;
for (var i = 0; i < gc ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.equipmentStatus("EQ_FUEL_SCOOPS") == "EQUIPMENT_OK")
{
maxdemand += ship.cargoSpaceAvailable;
}
}
}
if (demand > maxdemand)
{
demand = maxdemand; // don't ask for more than we can carry
}
while (demand > gc * 5)
{
// asking for more than 5TC each probably means there
// won't be time to pick it all up anyway
demand = Math.ceil(demand/2);
}
if (demand < 2)
{
demand = 2;
}
*/
/* Record our demand with the group leader */
if (this.ship.group && this.ship.group.leader)
{
this.ship.group.leader.AIScript.oolite_intership.cargodemanded = demand;
}
else
{
this.ship.AIScript.oolite_intership.cargodemanded = demand;
}
/* Inform the victim of the demand, if possible */
if (this.ship.target.AIScript && this.ship.target.AIScript.oolite_intership)
{
this.ship.target.AIScript.oolite_intership.cargodemand = demand;
}
this.communicate("oolite_piracyAlert",this.ship.target.displayName,demand);
this.ship.requestHelpFromGroup();
/* }
else
{
log(this.ship.displayName,"Already asked for "+demand); */
}
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
this.ship.performAttack();
}
this.behaviourGuardTarget = function()
{
if (!this.ship.target)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.target.position;
}
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 2500;
}
this.behaviourReconsider = function()
{
var handlers = {};
this.responsesAddStandard(handlers);
this.setUpHandlers(handlers);
this.reconsiderNow();
}
this.behaviourBecomeInactiveThargon = function()
{
this.setUpHandlers({});
this.ship.scanClass = "CLASS_CARGO";
this.ship.target = null;
this.ship.clearDefenseTargets();
if (this.ship.group)
{
this.ship.group.removeShip(this.ship);
this.ship.group = null;
}
if (this.ship.escortGroup)
{
this.ship.escortGroup.removeShip(this.ship);
}
this.ship.desiredSpeed = 0;
this.ship.performStop();
var nearby = this.ship.checkScanner();
for (var i = 0 ; i < nearby.length ; i++)
{
var ship = nearby[i];
if (ship.target == this.ship && !ship.isPlayer && ship.hasHostileTarget)
{
ship.target = null;
}
ship.removeDefenseTarget(this.ship);
}
}
this.behaviourTumble = function()
{
this.setUpHandlers({});
this.ship.performTumble();
}
this.behaviourLandOnPlanet = function()
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.setUpHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet");
}
/* ****************** Configuration functions ************** */
/* Configurations. Configurations are set up actions for a behaviour
* or behaviours. They can also be used on a fall-through conditional
* to set parameters for later tests */
this.configurationAcquireCombatTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
if (this.ship.target && this.ship.target.scanClass == "CLASS_CARGO")
{
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (this.ship.target && this.ship.target.isInSpace)
{
return;
}
var dts = this.ship.defenseTargets
for (var i = 0; i < dts.length ; i++)
{
if (dts[i].position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = dts[0];
return;
}
}
if (this.ship.group != null)
{
for (var i = 0 ; i < this.ship.group.length ; i++)
{
if (this.ship.group.ships[i] != this.ship)
{
if (this.ship.group.ships[i].target && this.isFighting(this.ship.group.ships[i]) && this.ship.group.ships[i].target.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = this.ship.group.ships[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
for (var i = 0 ; i < this.ship.escortGroup.length ; i++)
{
if (this.ship.escortGroup.ships[i] != this.ship)
{
if (this.ship.escortGroup.ships[i].target && this.isFighting(this.ship.escortGroup.ships[i]) && this.ship.escortGroup.ships[i].target.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = this.ship.escortGroup.ships[i].target;
return;
}
}
}
}
}
// TODO: reuse code from AcquireCombatTarget better
this.configurationAcquireHostileCombatTarget = function()
{
if (this.ship.target && this.allied(this.ship,this.ship.target))
{
// don't shoot at allies even if they have ended up as a target...
this.ship.removeDefenseTarget(this.ship.target);
this.ship.target = null;
}
/* Iff the ship does not currently have a target, select a new one
* from the defense target list. */
if (this.ship.target && this.ship.target.isInSpace && this.isAggressive(this.ship.target))
{
return;
}
var dts = this.ship.defenseTargets
for (var i = 0; i < dts.length ; i++)
{
if (dts[i].position.distanceTo(this.ship) < this.ship.scannerRange && this.isAggressive(dts[i]))
{
this.ship.target = dts[0];
return;
}
}
if (this.ship.group != null)
{
for (var i = 0 ; i < this.ship.group.length ; i++)
{
if (this.ship.group.ships[i] != this.ship)
{
if (this.ship.group.ships[i].target && this.isFighting(this.ship.group.ships[i]) && this.ship.group.ships[i].target.position.distanceTo(this.ship) < this.ship.scannerRange && this.isAggressive(this.ship.group.ships[i].target))
{
this.ship.target = this.ship.group.ships[i].target;
return;
}
}
}
}
if (this.ship.escortGroup != null)
{
for (var i = 0 ; i < this.ship.escortGroup.length ; i++)
{
if (this.ship.escortGroup.ships[i] != this.ship)
{
if (this.ship.escortGroup.ships[i].target && this.isFighting(this.ship.escortGroup.ships[i]) && this.ship.escortGroup.ships[i].target.position.distanceTo(this.ship) < this.ship.scannerRange && this.isAggressive(this.ship.escortGroup.ships[i].target))
{
this.ship.target = this.ship.escortGroup.ships[i].target;
return;
}
}
}
}
}
this.configurationAcquireOffensiveEscortTarget = function()
{
if (this.ship.group && this.ship.group.leader && this.ship.group.leader.target && this.ship.group.leader.hasHostileTarget)
{
if (this.ship.position.distanceTo(this.ship.group.leader.target) < this.ship.scannerRange)
{
this.ship.target = this.ship.group.leader.target;
this.ship.addDefenseTarget(this.ship.target);
}
}
}
this.configurationAcquireDefensiveEscortTarget = function()
{
if (this.ship.group && this.ship.group.leader)
{
var leader = this.ship.group.leader;
if (leader.target.target == leader && this.isFighting(leader) && leader.target.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = leader.target;
}
else
{
var dts = leader.defenseTargets;
for (var i = 0 ; i < dts.length ; i++)
{
if (dts[i].target == leader && this.isAggressive(dts[i]) && dts[i].position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.ship.target = dts[i];
}
}
}
}
}
this.configurationCheckScanner = function()
{
this.setParameter("oolite_scanResults",this.ship.checkScanner());
this.setParameter("oolite_scanResultSpecific",null);
}
this.configurationAcquireScannedTarget = function()
{
this.ship.target = this.getParameter("oolite_scanResultSpecific");
}
this.configurationSelectShuttleDestination = function()
{
var possibles = system.planets.concat(system.stations);
var destinations1 = [];
var destinations2 = [];
for (var i = 0; i < possibles.length ; i++)
{
var possible = possibles[i];
// travel at least a little way
var distance = possible.position.distanceTo(this.ship);
if (distance > possible.collisionRadius + 10000)
{
// must be friendly destination and not moving too fast
if (possible.isPlanet || this.friendlyStation(possible) || possible.maxSpeed > this.ship.maxSpeed / 5)
{
if (distance > system.mainPlanet.radius * 5)
{
destinations2.push(possible);
}
else
{
destinations1.push(possible);
}
}
}
}
// no nearby destinations
if (destinations1.length == 0)
{
destinations1 = destinations2;
}
// no destinations
if (destinations1.length == 0)
{
return;
}
var destination = destinations1[Math.floor(Math.random()*destinations1.length)];
if (destination.isPlanet)
{
this.setParameter("oolite_selectedPlanet",destination);
this.setParameter("oolite_selectedStation",null);
}
else
{
this.setParameter("oolite_selectedStation",destination);
this.setParameter("oolite_selectedPlanet",null);
}
}
this.configurationSelectRandomTradeStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
if (this.ship.bounty == 0)
{
if (Math.random() < 0.9 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
return;
}
}
else if (this.ship.bounty <= 50)
{
if (Math.random() < 0.5 && this.friendlyStation(system.mainStation))
{
this.setParameter("oolite_selectedStation",system.mainStation);
return;
}
}
var friendlies = 0;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
friendlies++;
if (Math.random() < 1/friendlies)
{
chosenStation = station;
}
}
}
this.setParameter("oolite_selectedStation",system.mainStation);
this.communicate("oolite_selectedStation",system.mainStation.displayName);
}
this.configurationSetDestinationToWitchpoint = function()
{
this.ship.destination = new Vector3D(0,0,0);
this.ship.desiredRange = 10000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSetDestinationToMainPlanet = function()
{
this.ship.destination = system.mainPlanet.position;
this.ship.desiredRange = system.mainPlanet.radius * 3;
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSetDestinationToMainStation = function()
{
this.ship.destination = system.mainStation.position;
this.ship.desiredRange = this.ship.scannerRange/2;
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSetDestinationToSelectedStation = function()
{
var station = this.getParameter("oolite_selectedStation");
if (station)
{
this.ship.destination = station.position;
this.ship.desiredRange = this.ship.scannerRange/2;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
this.configurationSetDestinationToSelectedPlanet = function()
{
var planet = this.getParameter("oolite_selectedPlanet");
if (planet)
{
this.ship.destination = planet.position;
this.ship.desiredRange = planet.radius+100;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
this.configurationSetDestinationToPirateLurk = function()
{
var lurk = this.getParameter("oolite_pirateLurk");
if (lurk != null)
{
this.ship.destination = lurk;
}
else
{
var code = "WITCHPOINT";
var p = this.ship.position;
// if already on a lane, stay on it
if (p.z < system.mainPlanet.position.z && ((p.x * p.x) + (p.y * p.y)) < system.mainPlanet.radius * 3)
{
lurk = p;
}
else if (p.subtract(system.mainPlanet).dot(p.subtract(system.sun)) < -0.9)
{
lurk = p;
}
else if (p.dot(system.sun.position) > 0.9)
{
lurk = p;
}
else // not on a lane, so pick somewhere at random
{
var choice = Math.random();
if (choice < 0.8)
{
code = "LANE_WP";
}
else
{
code = "LANE_PS";
}
// code = "LANE_WS"? "WITCHPOINT"?
// what about other locations in less policed systems?
lurk = system.locationFromCode(code);
}
this.setParameter("oolite_pirateLurk",lurk);
}
this.ship.desiredRange = 1000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSetDestinationToSunskimStart = function()
{
this.ship.destination = system.sun.position;
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = system.sun.radius * 1.125;
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSetDestinationToSunskimEnd = function()
{
var direction = Vector3D.random().cross(this.ship.position.subtract(system.sun.position));
// 2km parallel to local sun surface for every LY of fuel
this.ship.destination = this.ship.position.add(direction.multiply(2000*(7-this.ship.fuel)));
// max sunskim height is sqrt(4/3) radius
this.ship.desiredRange = 0;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
this.configurationSetDestinationToNearestFriendlyStation = function()
{
var stations = system.stations;
var threshold = 1E16;
var chosenStation = null;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
var distance = station.position.distanceTo(this.ship);
if (distance < threshold)
{
threshold = distance;
chosenStation = station;
}
}
}
if (chosenStation == null)
{
this.ship.destination = this.ship.position;
this.ship.desiredRange = 0;
}
else
{
this.ship.destination = chosenStation.position;
this.ship.desiredRange = 15000;
this.ship.desiredSpeed = this.cruiseSpeed();
}
}
this.configurationSetDestinationToGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader)
{
this.ship.destination = this.ship.position;
}
else
{
this.ship.destination = this.ship.group.leader.position;
}
this.ship.desiredRange = 2000;
this.ship.desiredSpeed = this.ship.maxSpeed;
}
this.configurationSetWaypoint = function()
{
var gen = this.getWaypointGenerator();
if(gen != null)
{
gen.call(this);
this.configurationSetDestinationToWaypoint();
}
}
this.configurationSetDestinationToWaypoint = function()
{
this.ship.destination = this.getParameter("oolite_waypoint");
this.ship.desiredRange = this.getParameter("oolite_waypointRange");
this.ship.desiredSpeed = this.cruiseSpeed();
}
this.configurationSelectWitchspaceDestination = function()
{
if (!this.ship.hasHyperspaceMotor)
{
this.setParameter("oolite_witchspaceDestination",null);
return;
}
var preselected = this.getParameter("oolite_witchspaceDestination");
if (preselected != system.ID && system.info.distanceToSystem(System.infoForSystem(galaxyNumber,preselected)) <= this.ship.fuel)
{
// we've already got a destination
return;
}
var possible = system.info.systemsInRange(this.ship.fuel);
var selected = possible[Math.floor(Math.random()*possible.length)];
this.setParameter("oolite_witchspaceDestination",selected.systemID);
this.communicate("oolite_selectedWitchspaceDestination",selected.name);
}
this.configurationSetNearbyFriendlyStationForDocking = function()
{
var stations = system.stations;
for (var i = 0 ; i < stations.length ; i++)
{
var station = stations[i];
if (this.friendlyStation(station))
{
// this is not a very good check for friendliness, but
// it will have to do for now
if (station.position.distanceTo(this.ship) < this.ship.scannerRange)
{
this.setParameter("oolite_dockingStation",station)
return;
}
}
}
}
this.configurationSetSelectedStationForDocking = function()
{
this.setParameter("oolite_dockingStation",this.getParameter("oolite_selectedStation"));
}
this.configurationAppointGroupLeader = function()
{
if (this.ship.group && !this.ship.group.leader)
{
this.ship.group.leader = this.ship.group.ships[0];
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
if (this.ship.group.ships[i].hasHyperspaceMotor)
{
// bias towards jump-capable ships
this.ship.group.leader = this.ship.group.ships[i];
break;
}
}
var leadrole = this.getParameter("oolite_leaderRole")
if (leadrole != null)
{
this.ship.group.leader.primaryRole = leadrole;
}
}
}
this.configurationEscortGroupLeader = function()
{
if (!this.ship.group || !this.ship.group.leader || this.ship.group.leader == this.ship)
{
return;
}
if (this.ship.group.leader.escortGroup && this.ship.group.leader.escortGroup.containsShip(this.ship))
{
return;
}
var escrole = this.getParameter("oolite_escortRole")
if (escrole != null)
{
var oldrole = this.ship.primaryRole;
this.ship.primaryRole = escrole;
var accepted = this.ship.offerToEscort(this.ship.group.leader);
if (!accepted)
{
this.ship.primaryRole = oldrole;
}
}
}
this.configurationForgetCargoDemand = function()
{
/* if (this.ship.group && this.ship.group.leader && this.ship.group.leader.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.group.leader.AIScript.oolite_intership.cargodemanded;
} */ // not sure about this, maybe not needed
if (this.ship.AIScript.oolite_intership.cargodemanded)
{
delete this.ship.AIScript.oolite_intership.cargodemanded;
delete this.ship.AIScript.oolite_intership.cargodemandmet;
// and make the group lose the cargo count from the last demand
if (this.ship.group)
{
for (var i = 0 ; i < this.ship.group.ships.length ; i++)
{
var ship = this.ship.group.ships[i];
if (ship.AIScript && ship.AIScript.oolite_priorityai)
{
ship.AIScript.oolite_priorityai.setParameter("oolite_cargoDropped",0);
}
}
}
}
}
/* ****************** Response definition functions ************** */
/* Standard state-machine responses. These set up a set of standard
* state machine responses where incoming events will cause reasonable
* default behaviour and often force a reconsideration of
* priorities. Many behaviours will need to supplement the standard
* responses with additional definitions. */
this.responsesAddStandard = function(handlers)
{
handlers.cascadeWeaponDetected = function(weapon)
{
this.ship.clearDefenseTargets();
this.ship.addDefenseTarget(weapon);
this.setParameter("oolite_cascadeDetected",weapon.position);
this.ship.target = weapon;
this.ship.performFlee();
this.reconsiderNow();
};
handlers.shipAttackedWithMissile = function(missile,whom)
{
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.ship.broadcastDistressMessage();
}
if (this.ship.equipmentStatus("EQ_ECM") == "EQUIPMENT_OK")
{
this.ship.fireECM();
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
// but don't reconsider immediately
}
else
{
this.ship.addDefenseTarget(missile);
this.ship.addDefenseTarget(whom);
var tmp = this.ship.target;
this.ship.target = whom;
this.ship.requestHelpFromGroup();
this.ship.target = tmp;
this.reconsiderNow();
}
};
handlers.shipBeingAttacked = function(whom)
{
if (whom.target != this.ship && whom != player.ship)
{
// was accidental
if (this.allied(whom,this.ship))
{
this.communicate("oolite_friendlyFire",whom.displayName);
// ignore it
return;
}
if (Math.random() > 0.1)
{
// usually ignore it anyway
return;
}
}
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.ship.broadcastDistressMessage();
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
else
{
// else we know about this attacker already
if (this.ship.energy * 4 < this.ship.maxEnergy)
{
// but at low energy still reconsider
this.reconsiderNow();
this.ship.requestHelpFromGroup();
}
}
if (this.ship.hasHostileTarget)
{
if (!this.isAggressive(this.ship.target))
{
// if our current target is running away, switch targets
this.ship.target = whom;
}
else if (this.ship.target.target != this.ship)
{
// if our current target isn't aiming at us
if (Math.random() < 0.2)
{
// occasionally switch
this.ship.target = whom;
}
}
}
if (this.ship.escortGroup != null)
{
this.ship.requestHelpFromGroup();
}
};
handlers.shipBeingAttackedUnsuccessfully = function(whom)
{
if (!this.ship.hasHostileTarget && this.getParameter("oolite_flag_sendsDistressCalls"))
{
this.ship.broadcastDistressMessage();
}
if (this.ship.defenseTargets.indexOf(whom) < 0)
{
this.ship.addDefenseTarget(whom);
this.reconsiderNow();
}
};
handlers.shipTargetLost = function(target)
{
this.reconsiderNow();
};
// overridden for escorts
handlers.helpRequestReceived = function(ally, enemy)
{
this.ship.addDefenseTarget(enemy);
if (!this.ship.hasHostileTarget)
{
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.ship.target = enemy;
this.reconsiderNow();
}
}
}
handlers.cargoDumpedNearby = function(cargo,ship)
{
if (this.getParameter("oolite_flag_watchForCargo"))
{
var previously = this.getParameter("oolite_cargoDropped");
if (previously == null)
{
previously = 0;
}
previously++;
this.setParameter("oolite_cargoDropped",previously);
}
}
handlers.approachingPlanetSurface = function()
{
if (this.getParameter("oolite_flag_allowPlanetaryLanding"))
{
this.ship.desiredSpeed = this.ship.maxSpeed / 4;
this.ship.performLandOnPlanet();
this.ship.AIScriptWakeTime = 0; // cancel reconsiderations
this.setUpHandlers({}); // cancel interruptions
this.communicate("oolite_landingOnPlanet");
}
else
{
this.reconsiderNow();
}
}
handlers.shipLaunchedFromStation = function(station)
{
// clear the station
this.ship.destination = station.position;
this.ship.desiredSpeed = this.cruiseSpeed();
this.ship.desiredRange = 15000;
this.ship.performFlyToRangeFromDestination();
}
handlers.shipWillEnterWormhole = function()
{
this.setUpHandlers({});
}
handlers.shipExitedWormhole = function()
{
this.ship.AIScript.oolite_intership = {};
// this.reconsiderNow();
}
handlers.distressMessageReceived = function(aggressor, sender)
{
if (this.getParameter("oolite_flag_listenForDistressCall") != true)
{
return;
}
this.setParameter("oolite_distressAggressor",aggressor);
this.setParameter("oolite_distressSender",sender);
this.reconsiderNow();
}
handlers.offenceCommittedNearby = function(attacker, victim)
{
if (this.getParameter("oolite_flag_markOffenders"))
{
attacker.setBounty(attacker.bounty | 7,"seen by police");
this.ship.addDefenseTarget(attacker);
this.reconsiderNow();
}
}
handlers.playerWillEnterWitchspace = function()
{
var wormhole = this.getParameter("oolite_witchspaceWormhole");
if (wormhole != null)
{
this.ship.enterWormhole(wormhole);
}
}
handlers.wormholeSuggested = function(hole)
{
this.setParameter("oolite_witchspaceWormhole",hole);
this.reconsiderNow();
}
// TODO: more event handlers
}
/* Additional handlers for use while docking */
this.responsesAddDocking = function(handlers)
{
handlers.stationWithdrewDockingClearance = function()
{
this.setParameter("oolite_dockingStation",null);
this.reconsiderNow();
};
handlers.shipAchievedDesiredRange = function()
{
var message = this.ship.dockingInstructions.ai_message;
if (message == "APPROACH" || message == "BACK_OFF" || message == "APPROACH_COORDINATES")
{
this.reconsiderNow();
}
};
}
/* Override of standard handlers for use while escorting */
this.responsesAddEscort = function(handlers)
{
handlers.helpRequestReceived = function(ally, enemy)
{
// always help the leader
if (ally == this.ship.group.leader)
{
if (!this.ship.target || this.ship.target.target != ally)
{
this.ship.target = enemy;
this.reconsiderNow();
return;
}
}
this.ship.addDefenseTarget(enemy);
if (!this.ship.hasHostileTarget)
{
this.reconsiderNow();
return; // not in a combat mode
}
if (ally.energy / ally.maxEnergy < this.ship.energy / this.ship.maxEnergy)
{
// not in worse shape than ally
if (this.ship.target.target != ally && this.ship.target != ally.target)
{
// not already helping, go for it...
this.ship.target = enemy;
this.reconsiderNow();
}
}
}
handlers.escortDock = function()
{
this.reconsiderNow();
}
}
/* Additional handlers for scooping */
this.responsesAddScooping = function(handlers)
{
handlers.shipAchievedDesiredRange = function()
{
this.reconsiderNow();
}
handlers.shipScoopedFuel = function()
{
if (this.ship.fuel == 7)
{
this.reconsiderNow();
}
}
}
/* ******************* Waypoint generators *********************** */
/* Waypoint generators. When these are called, they should set up
* the next waypoint for the ship. Ideally ships should either
* reach that waypoint or formally give up on it before asking for
* the next one, but the generator shouldn't assume that unless
* it's one written specifically for a particular AI. */
this.waypointsSpacelanePatrol = function()
{
var p = this.ship.position;
var choice = "";
if (p.magnitude() < 10000)
{
// near witchpoint
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.distanceTo(system.mainPlanet) < system.mainPlanet.radius * 2)
{
// near planet
if (Math.random() < 0.75)
{
// mostly go to witchpoint
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else if (p.distanceTo(system.sun) < system.sun.radius * 3)
{
// near sun
if (Math.random() < 0.9)
{
// mostly return to planet
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.z < system.mainPlanet.position.z && ((p.x * p.x) + (p.y * p.y)) < system.mainPlanet.radius * 3)
{
// on lane 1
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "WITCHPOINT";
}
}
else if (p.subtract(system.mainPlanet).dot(p.subtract(system.sun)) < -0.9)
{
// on lane 2
if (Math.random() < 0.5)
{
choice = "PLANET";
}
else
{
choice = "SUN";
}
}
else if (p.dot(system.sun.position) > 0.9)
{
// on lane 3
if (Math.random() < 0.5)
{
choice = "WITCHPOINT";
}
else
{
choice = "SUN";
}
}
else
{
// we're not on any lane. Return to the planet
choice = "PLANET";
}
// having chosen, now set up the next stop on the patrol
switch (choice) {
case "WITCHPOINT":
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
break;
case "PLANET":
this.setParameter("oolite_waypoint",system.mainPlanet.position);
this.setParameter("oolite_waypointRange",system.mainPlanet.radius*2);
break;
case "SUN":
this.setParameter("oolite_waypoint",system.sun.position);
this.setParameter("oolite_waypointRange",system.sun.radius*2.5);
break;
}
}
this.waypointsStationPatrol = function()
{
var station = null;
if (this.ship.group)
{
station = this.ship.group.leader;
}
if (!station)
{
station = system.mainStation;
if (!station)
{
this.setParameter("oolite_waypoint",new Vector3D(0,0,0));
this.setParameter("oolite_waypointRange",7500);
return;
}
}
var z = station.vectorForward;
var tmp = new Vector3D(0,1,0);
if (system.sun)
{
tmp = z.cross(system.sun.position.direction());
}
var x = z.cross(tmp);
var y = z.cross(x);
// x and y now consistent vectors relative to a rotating station
var waypoints = [
station.position.add(x.multiply(25000)),
station.position.add(y.multiply(25000)),
station.position.add(x.multiply(-25000)),
station.position.add(y.multiply(-25000))
];
var waypoint = waypoints[0];
for (var i=0;i<=3;i++)
{
if (this.ship.position.distanceTo(waypoints[i]) < 500)
{
waypoint = waypoints[(i+1)%4];
break;
}
}
this.setParameter("oolite_waypoint",waypoint);
this.setParameter("oolite_waypointRange",100);
}
}; // end object constructor
/* Object prototype */
AILib.prototype.constructor = AILib;
AILib.prototype.name = this.name;