188 lines
5.2 KiB
JavaScript
188 lines
5.2 KiB
JavaScript
/*
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policeAI.js
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Priority-based AI for police
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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"use strict";
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this.name = "Oolite Police AI";
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this.version = "1.79";
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this.aiStarted = function() {
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var ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
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ai.setParameter("oolite_flag_listenForDistressCall",true);
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ai.setParameter("oolite_flag_markOffenders",true);
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if (this.ship.primaryRole == "police-station-patrol")
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{
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ai.setParameter("oolite_leaderRole","police-station-patrol");
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ai.setWaypointGenerator(ai.waypointsStationPatrol);
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ai.setParameter("oolite_flag_patrolStation",true);
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}
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else if (this.ship.primaryRole == "police-witchpoint-patrol")
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{
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ai.setParameter("oolite_leaderRole","police-witchpoint-patrol");
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ai.setWaypointGenerator(ai.waypointsWitchpointPatrol);
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}
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else
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{
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ai.setParameter("oolite_leaderRole","police");
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ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
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}
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ai.setParameter("oolite_escortRole","wingman");
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/* Needs to use existing entries in descriptions.plist */
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ai.setCommunicationsRole("police");
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// TODO: return to base after long patrols
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ai.setPriorities([
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/* Fight */
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{
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condition: ai.conditionLosingCombat,
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behaviour: ai.behaviourFleeCombat,
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reconsider: 5
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},
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{
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condition: ai.conditionInCombat,
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configuration: ai.configurationAcquireCombatTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 5
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},
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/* Check for distress calls */
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{
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condition: ai.conditionHasReceivedDistressCall,
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behaviour: ai.behaviourRespondToDistressCall,
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reconsider: 20
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},
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/* Check for offenders */
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{
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsFugitive,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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},
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{
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condition: ai.conditionScannerContainsSeriousOffender,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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},
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{
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condition: ai.conditionScannerContainsFineableOffender,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourFineCurrentTarget,
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reconsider: 10
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},
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/* What about escape pods? */
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{
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condition: ai.conditionScannerContainsEscapePods,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourCollectSalvage,
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reconsider: 20
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},
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/* Regroup if necessary */
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{
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preconfiguration: ai.configurationAppointGroupLeader,
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condition: ai.conditionGroupIsSeparated,
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configuration: ai.configurationSetDestinationToGroupLeader,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 15
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},
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{
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condition: ai.conditionGroupLeaderIsStation,
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/* Group leader is the station: a short-range patrol or
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* defense ship */
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truebranch: [
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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{
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condition: ai.conditionPatrolIsOver,
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truebranch: ai.templateReturnToBase()
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},
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/* No patrol route set up. Make one */
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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],
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/* Group leader is not station: i.e. this is a long-range
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* patrol unit */
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falsebranch: [
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{
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/* The group leader leads the patrol */
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condition: ai.conditionIsGroupLeader,
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truebranch: [
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/* Nothing interesting here. Patrol for a bit */
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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{
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condition: ai.conditionPatrolIsOver,
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truebranch: [
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{
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condition: ai.conditionMainPlanetNearby,
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truebranch: ai.templateReturnToBase()
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}
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]
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},
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/* No patrol route set up. Make one */
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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],
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/* Other ships in the group will set themselves up
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* as escorts if possible, or looser followers if
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* not */
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falsebranch: [
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{
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preconfiguration: ai.configurationEscortGroupLeader,
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condition: ai.conditionIsEscorting,
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behaviour: ai.behaviourEscortMothership,
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reconsider: 30
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},
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/* if we can't set up as an escort */
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{
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behaviour: ai.behaviourFollowGroupLeader,
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reconsider: 15
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}
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]
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}
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]
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}
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]);
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} |