oolite/Resources/AIs/traderAI.js
cim a7eb0bf1bf JSAI: cleanup
Rename a couple of inconsistent methods
Make the AILib object use private and prototype functions for efficiency
Start reorganising the AILib file to make it easier to edit in future
2013-07-26 18:52:11 +01:00

156 lines
5.0 KiB
JavaScript

/*
traderAI.js
Priority-based AI for traders
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 Trader AI";
this.version = "1.79";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
ai.setParameter("oolite_flag_sendsDistressCalls",true);
/* Communications currently for debugging purposes. Need to either
* be removed or given a much bigger set of phrases to choose from
* before 1.79 */
ai.setCommunication("oolite_selectedStation","Heading for [p1]");
ai.setCommunication("oolite_selectedWitchspaceDestination","Prepare for witchspace jump to [p1]");
ai.setCommunication("oolite_agreeingToDumpCargo","Take our cargo but please let us go!");
ai.setPriorities([
{
condition: ai.conditionLosingCombat,
truebranch: [
{
condition: ai.conditionPiratesCanBePaidOff,
behaviour: ai.behaviourPayOffPirates,
reconsider: 5
},
{
behaviour: ai.behaviourFleeCombat,
reconsider: 5
}
]
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
// not required to destroy target, just to get it to leave
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionCargoIsProfitableHere,
// branch to head for station
truebranch: [
{
condition: ai.conditionHasSelectedStation,
truebranch: [
{
condition: ai.conditionSelectedStationNearby,
configuration: ai.configurationSetSelectedStationForDocking,
behaviour: ai.behaviourDockWithStation,
reconsider: 30
},
{
condition: ai.conditionSelectedStationNearMainPlanet,
truebranch: [
{
notcondition: ai.conditionMainPlanetNearby,
configuration: ai.configurationSetDestinationToMainPlanet,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
]
},
// either the station isn't near the planet, or we are
{
configuration: ai.configurationSetDestinationToSelectedStation,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
],
falsebranch: [
{
configuration: ai.configurationSelectRandomTradeStation,
behaviour: ai.behaviourReconsider
}
]
}
],
// jump to another system if possible, sunskim if not
falsebranch: [
{
condition: ai.conditionCanWitchspaceOut,
configuration: ai.configurationSelectWitchspaceDestination,
behaviour: ai.behaviourEnterWitchspace,
reconsider: 20
},
{
condition: ai.conditionReadyToSunskim,
configuration: ai.configurationSetDestinationToSunskimEnd,
behaviour: ai.behaviourSunskim,
reconsider: 20
},
{
condition: ai.conditionSunskimPossible,
configuration: ai.configurationSetDestinationToSunskimStart,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
]
}, // end of cargoprofitable true/false branches
{
// if we're here, the cargo isn't profitable, and we can't
// witchspace out or sunskim
condition: ai.conditionInInterstellarSpace,
configuration: ai.configurationSetDestinationToWitchpoint,
// TODO: behaviour search for wormholes
behaviour: ai.behaviourApproachDestination
},
{
condition: ai.conditionFriendlyStationNearby,
configuration: ai.configurationSetNearbyFriendlyStationForDocking,
behaviour: ai.behaviourDockWithStation,
reconsider: 30
},
{
condition: ai.conditionFriendlyStationExists,
configuration: ai.configurationSetDestinationToNearestFriendlyStation,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
{
// stuck and no friendly stations
configuration: ai.configurationSetDestinationToWitchpoint,
// TODO: behaviour search for wormholes
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
]);
}